A World Beneath the Ice, Balanced on the Edge of War
Every negotiation carries the weight of survival. In the frozen seas beneath the Arctic sky, two civilizations of merfolk have lived in uneasy coexistence — until now. The balance has shifted, and every decision you make at the table will ripple outward, turning allies into enemies and strangers into desperate friends. Polaris is a game of tragic conflict where the line between hero and villain blurs with every deal struck in the dark water.
What Is Polaris?
Published by Detestable Games, Polaris is an asymmetric negotiation and conflict game set in a mythic Arctic underworld. Players take on the roles of different merfolk clans, each with their own culture, strengths, and agendas — and each locked in a slow, inevitable war. What makes Polaris extraordinary is how conflict actually works: rather than dice or combat cards, the outcome of every confrontation is determined through ritual phrases spoken between players. Say the right words and you concede ground; say others and you press your advantage. The drama emerges from conversation, not calculation.
This is a game about tragedy as much as strategy. The setting draws on a rich original mythology, and the mechanics are designed to make every session feel like the final chapter of an epic you have been living in for years. No two games unfold the same way, because no two tables of players will negotiate the same way.
Who Should Play It
Polaris is built for three to five players and plays best with a full table of four or five — people who enjoy roleplay-adjacent experiences, rich storytelling, and games where the social dynamics are the engine. It sits in the medium-to-heavy range: not difficult to learn, but deeply rewarding for players who want something with atmosphere and emotional stakes rather than pure mechanical optimization. Plan for a session of two hours or more. It is a natural fit for groups who have already explored cooperative and narrative games and are ready for something that feels genuinely unlike anything else on the shelf.
What Makes It Stand Out
The ritual conflict system — driven entirely by spoken phrases between players — is one of the most inventive mechanisms in modern tabletop design. The asymmetric clan abilities mean every player has a genuinely different experience at the same table. The original Arctic mythology gives the game a visual and narrative identity that is wholly its own. Components are crafted to support the atmosphere of the setting, and the rulebook doubles as a piece of worldbuilding worth reading on its own. This copy is in Mint/New condition, unplayed and complete.
Specifications
| Specification | Detail |
|---|---|
| Publisher | Detestable Games |
| Players | 3–5 |
| Recommended Player Count | 4–5 |
| Age Range | 14+ |
| Play Time | 2+ hours |
| Game Weight | Medium–Heavy |
| Language | English |
| Condition | Mint / New |





