A trading game played with real things

A toaster became a trailer. Nobody paid a cent.

Put one thing you own in play. Talk someone into swapping you something you’d rather have. Then do it again, and again. Trade goes on.

On the floor right now

Everything here is one pitch away.

No prices, because nothing is for sale. Each of these belongs to somebody who wants something else — tell them why it should be yours.

Nothing in play yet.

This is the very beginning. Whoever puts the first thing on the floor gets every pitch that comes in.

Be first
Browse everything

You need an item in play before you can pitch. That’s the whole entry fee.

An illustration of how far this goes

Nine trades. Nine yeses.

Nobody paid anybody. Every step is one person talking another into a swap they both wanted. This particular chain is a worked example — real ones will live here, on the record, as they happen.

A cast iron skillet resting over a fire
A bicycle leaning against a green wall

02 — Why it feels good

Trading is the oldest thing we do.

Before money, before stores, people met, talked, and swapped. It was never only about the object — it’s how strangers became neighbours. Somewhere along the way we replaced all of that with a checkout button.

This is that old thing, running again. We just gave it a scoreboard.

03 — How the game goes

  1. 01

    Put one thing in play

    Anything you own and can hand over. One item each — no inventory, no stockpiles.

  2. 02

    Send a pitch

    Find something you'd rather have and make your case in writing. The story is the currency.

  3. 03

    Meet and swap

    If they accept, both items lock and a chat opens. Meet somewhere public and trade.

  4. 04

    Both confirm

    You each confirm it happened. It enters both histories, and you play on with the new thing.

04 — The rules

Short enough to hold in your head.

“Better” is up to you. We never judge whether a trade is an upgrade — if both people want it, it counts.

  • One item in play per player. No bundles, no cash on top.
  • Every pitch is written. Accept or decline — that's it.
  • Keep an item 24 hours before you swap it out.
  • Completed trades stay in your history for good.
  • One outstanding pitch at a time. Withdraw it whenever.
  • Players are 18+. A short list of things can't be traded.

Something in your house is somebody else’s upgrade.

Put My Item in Play