Sparks of Kether

A cooperative ascent up the Kabbalistic Tree of Life.

The Sparks of Kether landing screen — Tree of Life silhouette and room CTAs

Two to four players journey together from Malkuth (the material world) to Kether (the Crown). Along the way, each Sefirah you visit grants you a Spark — a lesson and a one-use ability — and each Spark brightens the team’s shared Illumination. Fail a challenge, hoard resources, or take the wrong shortcut, and Separation rises instead; the Shells awaken and the Tree begins to dim.

You win by reaching the Crown together with more Illumination than Separation. You lose by letting the Shells swallow the Tree. Evil here is separation and ignorance. Good is illumination and unity. The mechanics aren’t decoration — they teach the thing.

Sparks of Kether is a game-design document and a working web implementation, both medium-agnostic. It could be realized as a board game, a card game, a web app, or a computer game. The soul of the game lives in the symbolic system and its rules; any implementation is downstream.

Gameplay

A walk through the surfaces in the order a player meets them.

Blessing Ritual mid-flow — five Sefirot rolled
The opening ritual. Walk Kether to Malkuth, rolling 3d6 for each Sefirah's stat. Atmosphere shifts hue with the active Sefirah; a running ledger keeps the build visible.
Zodiac sign picker — twelve classes with stat dignities
Your class. Twelve classical signs, each tilting your starting stats through planetary dignities and opening one or two Soul Doors on the Tree.
The live play surface — Tree, hand, meters, turn UI
The play surface. Tree of Life board, hand fan, team meters, Shells row, and turn UI — everything in view at once.
Tree of Life board
The board. Ten Sefirot connected by twenty-two paths — the geometry the team traverses together.
Challenge modal with Soul Door callout
A Soul Door opens. When your class's soul card aligns with the Sefirah being challenged, the DC drops by 2 — the modal calls it out verbatim.
Major Arcana grid
Twenty-two path-keys. A symbolic-minimalist deck of the Major Arcana — each card a key, each key a path between Sefirot.