THE CAUSAL CITY
RACKET SYSTEMS.
MOVE THE WHOLE CITY.
RACKET is one connected strategy RPG. Train, learn, equip, own, trade, cooperate, and compete—then watch Greyhaven turn every meaningful result into a new opportunity.

THE UNIVERSAL GRAMMAR
WATCH ONE MOVE BECOME SEVEN CONSEQUENCES.
A city condition creates a reason to act.
01 / 07FOUR WAYS INTO THE SAME GAME
START WITH WHAT EXCITES YOU.
You do not need to learn eleven isolated feature lists. Pick a player fantasy and follow its consequence into the connected systems.

Make the move
Read an opportunity, prepare a build, commit resources, and own the aftermath.
Live opportunities become plans, committed assets, explainable outcomes, and a final disposition that changes what happens next.
HEATContextual competitive operationsVerified causes create competitive operations with readable preparation, explicit intent, and bounded consequences.

Shape your operator
Permanent knowledge and possessions expand your options while active capacity keeps choices meaningful.
Knowledge, mastery, relationships, achievements, and history persist while active capacity keeps every new decision meaningful.
MOVEMobility, property & side venturesVehicles, cargo, races, social tables and properties consume the same goods and react to the same city as the core economy.

Move the city
Supply, demand, district conditions, and finance react to what players actually do.
Commodities move from operations into recipes, work orders, contracts, crews, and a district-aware player market.
CITYLiving GreyhavenEvery district has its own acquisition, transformation, and pressure operation plus conditions that alter real rules.
RISKPlayer financeDistrict bonds, fully margined commodity futures and company shares turn real city conditions into transparent player risk.

Build social power
Contacts, companies, crews, and voluntary rivalries turn specialization into interdependence.
Contacts, verified contracts, reviewed crew membership, shared projects, and communication turn systems into relationships.
WORKPlayer companiesTen player-run industries turn scarce inputs, specialist roles, contracts, services, and capital into visible city infrastructure.
RIVALRivalries and persistent competitionAccepted rivalries turn a verified conflict cause into a persistent competitive relationship with readable stakes and remembered results.