CARGO Is Coming
(and you’ll want to be on board)

An easy-to-play, turbulent card game about container ships, sabotage, and juuuuuust staying afloat. Literally.

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$5 off for the first 24 hours after launch

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Sneak peeks, insider updates, and a launch-day nudge

So… What Is CARGO?

It’s like Tetris met Uno on a shipping container and things got out of hand.

Stack Your Deck

Load your ship with container cards — the trick is to perfectly stack your ship without sinking the whole thing. Easier said than done.

Ruin Your Friends’ Day 

Use sabotage cards to jam their cargo, block their turns, and make sure they go down with the ship, not you.

Make It to 25 Without
Going Overboard

It’s fast, easy to learn, and just chaotic enough to keep things spicy. A perfect storm of strategy and banter.

A Game for Everyone

CARGO plays fast, teaches faster, and works with 2 to 6 players* — perfect for family dinners, game nights, or post-church chaos.

It’s designed to feel light but strategic. Enough action to keep things interesting, but not so intense you can’t chat or laugh while playing. No complicated rules. No downtime. Just that satisfying “let’s go again” feeling when the round ends.

*or even more if you double the deck!

CARGO plays fast, teaches faster, and works with 2 to 6 players* — perfect for family dinners, game nights, or post-church chaos.

It’s designed to feel light but strategic. Enough action to keep things interesting, but not so intense you can’t chat or laugh while playing. No complicated rules. No downtime. Just that satisfying “let’s go again” feeling when the round ends.

*or even more if you double the deck!

The Story Behind CARGO

Hey I’m Indy — a graphic designer and game lover from the Central Coast, Australia, and the (accidental) creator of Cargo.

This all started as a side project for my church mates. They come around for dinner and card games most weeks, and I wanted something new we could all play — something that worked with heaps of people, but also just a few. Something that was easy to learn (like, really easy), had enough action to keep things fun, wasn't so serious that you couldn’t have a chat while playing – and nothing too intense or brain-bending (although counting to 25 has proven harder than I first thought).

Then it hit me: what if I designed my own game?

I’d always loved the “barge” theme from my design business, so I started there. But once I landed on the idea of a container ship trying to make successful deliveries — without wasted space on deck, or sinking into the sea — it took on a life of its own.

The barge origin story got left at the dock… and Cargo was born.

From idea to playable prototype took just a few weeks — thanks to some absolute legends who helped me hand-cut paper cards and sketch the first version with pencils (shoutout to the real MVPs). That first afternoon, we played the scrappy test version with zero expectations… and something clicked. We laughed. We sabotaged each other’s ships. And when everyone wanted to play again, I knew I was onto something.

Since then, it’s been months of refining, testing, redesigning, overthinking, simplifying, and testing again. And now FINALLY it’s almost ready to be made.

I never set out to become a game maker. I just made something we genuinely loved playing. And now, I want to make a small batch so other people can enjoy it too.

If it never goes further than Kickstarter, that’s totally fine. I’ll keep playing with the first proper copy I made — printed at Officeworks, hand-cut with scissors, and carried around with me for months to test with anyone who was mildly interested. It’s a bit rough now, but it's still holding up.

Creating something just for fun is rare.

And sharing it with you (super soon) is bloody exciting.

Thanks for being here –
Indy X

A glimpse at the journey so far..

Want to Be Part of the
CARGO Deck Crew?

JOIN THE WAITLIST NOW AND YOU'LL GET:

$5 off in the first 24 hours

A chance to be immortalised inside the game box

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