We started with one shelf.
It held forty games, most of them ours, several of them missing pieces. The espresso machine was secondhand. The tables didn't match and still don't, which we now call a design decision.
What we had was a hunch: that people were starved for the specific thing that happens when you put a group around a table with a shared problem and no screens. Not nostalgia. Something better than nostalgia — the part of your brain that lights up when you realize the person across from you is definitely bluffing.
The shelf grew. The kitchen got serious. Regulars turned into staff, staff turned into the people who now train the next ones. Somewhere along the way we stopped being a café with games in it and became what we are: a room where strangers become a party, and a party becomes a standing Thursday.
We named it Crit & Chalice because both halves matter. The crit is the moment the night turns. The chalice is what you're holding when it does.
Pull up a chair. The campaign's already running.
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