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Build high-tech startups, hype the market, and exit at the right time.

Pivot key art — competing tech startups across a cobalt-blue near-future world

The pitch

It's 2077. Five industries — Augments, Fusion, Quantum, Robots, Skycars — are reshaping the global economy, and the startups racing to dominate them are yours to build, back, and sell at exactly the right moment.

In Pivot, you and your fellow entrepreneurs hold shares across multiple companies. You can operate any company you're invested in — building fabs, extending shipping networks, hiring agents, selling stock to meet regional demand — but your share count caps your spending power and your salary. Invest more to do more; invest everywhere and spread yourself thin. Fortunes shift as players pool their efforts behind the same companies, then diverge when their interests no longer align. The player with the most shares holds CEO control, unlocking partnerships that let two companies share infrastructure and split revenue — and the ability to trigger a manual exit, selling the company at 40–99bn for a 1× to 3× bonus. Wait for the automatic exit at 100bn and the bonus hits 4×, but every action at the table has been moving the market since your last turn.

That market is alive. A shared card display feeds Hype Cards into players' hands after every company action — play them to seed regional demand and shift prices in your favour, or watch your rivals do it first. Every card played moves a visible marker around the board, driving the clock forward. There is no hidden timer — everyone can see how much game remains, and everyone is deciding whether to spend it building or getting out. Your Net Worth at the end of the game — personal cash plus the value of all shares held — determines the winner.

Key facts

Players
2–5
Length
50–150 min
Weight
Medium
Maps
Two
Designer
Tom Inglis
Kickstarter
Early 2027

Every Shareholder Plays

In most games with shared ownership, you're a passive investor unless you hold the majority. Not in Pivot. Any player with shares can operate any company they're invested in — fabricating goods, extending shipping networks, hiring agents, selling stock. Your share count caps your spending power and your salary, so how many shares you hold in each company is a live decision throughout the game, not just at the start.

The Exit is Everything

The climactic moment of every company's arc is the Exit — selling to the market at the right time for the right price. A manual Exit at 40–99bn pays shareholders a 1× to 3× bonus; wait for the automatic exit at 100bn and the bonus hits 4×. But every action at the table has been moving the market since your last turn. Exit too early and you leave money on the table. Push too hard and the clock runs out.

A Market Shaped by Everyone

Product prices aren't fixed — they shift with every Price Correction, recounted from the total customer demand on the board. Hype Cards seed regional demand and move prices in your favour, but every card played also advances the game clock. The market is a shared puzzle that everyone is manipulating simultaneously, and no two games ever look the same.

Alliances of Convenience

Fortunes shift as players pool their efforts behind the same companies, then diverge when their interests no longer align. The CEO can forge a Partnership — letting two companies share Fabs, networks, and agents, splitting revenue when either company's infrastructure is used. Build together, then decide who exits first.

Two Maps, Two Games

Continents is a global network of landmasses and waterways — the canals at Suez and Panama and the Pacific nodes are the vital arteries that make or break a route. Yellow Sea is more precise: each region has two ports with their own attached Fabs, and connecting to the wrong one could set you back. The Bohai Sea creates a natural choke point, with tighter connections on the west of the map than the east. Continents invites you everywhere; Yellow Sea dares you to commit.

The Continents map: a global network of landmasses and shipping routes
Continents
The Yellow Sea map: tight regions, paired ports, and the Bohai Sea choke point
Yellow Sea

If you love…

Players who love the mutual dependency of Brass, the hand discipline of Concordia, the share competition of Chicago Express, and the market pressure of Indonesia will find themselves in exactly the right company.

Gallery

Pivot components and board art The Continents board laid out for play Pivot in play at UK Games Expo

Try it free

Play the full game on Tabletop Simulator — no purchase, no commitment.

Play on Tabletop Simulator

Read the rules

Download the full rulebook PDF and see exactly how Pivot plays.

Download the rulebook

Frequently asked questions

What kind of game is Pivot?

A medium-weight economic strategy game where you hold shares across rival tech startups, build and partner them, and time your exit to sell at the top.

How many players is Pivot, and does it work at two?

2–5 players, and yes — it scales down with a dedicated two-player setup.

Is there a solo mode?

No. Pivot is a 2–5 player game with no solo mode.

How long does a game take?

50–150 minutes, shorter at lower player counts.

How heavy or complex is Pivot?

Medium weight: a clean turn (play a card, take an action, collect salary and draw) that produces deep, interactive decisions. Easy to teach, rich to play.

What games is Pivot like?

If you enjoy Brass, Concordia, Chicago Express or Indonesia, you'll be in the right company.

Can I try Pivot before backing?

Yes — play the full game free on Tabletop Simulator, and download the rulebook.

When is the Kickstarter?

Launching early February 2027; join the list or follow on Kickstarter to be notified.

Is Pivot part of a series?

Yes, it's the first of the Teomach Trilogy (Pivot, Parhelia, Panopticon), one future across three games.

Who makes Pivot?

Teòmach Games, an independent studio in Edinburgh, Scotland.

Pricing and pledge tiers: to be announced.

Don't miss the launch.

Join the list for the Kickstarter heads-up, or follow the prelaunch page now.

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