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| | |title=PRIMO.ai | | |title=PRIMO.ai |
| | |titlemode=append | | |titlemode=append |
| − | |keywords=ChatGPT, artificial, intelligence, machine, learning, NLP, NLG, NLC, NLU, models, data, singularity, moonshot, Sentience, AGI, Emergence, Moonshot, Explainable, TensorFlow, Google, Nvidia, Microsoft, Azure, Amazon, AWS, Hugging Face, OpenAI, Tensorflow, OpenAI, Google, Nvidia, Microsoft, Azure, Amazon, AWS, Meta, LLM, metaverse, assistants, agents, digital twin, IoT, Transhumanism, Immersive Reality, Generative AI, Conversational AI, Perplexity, Bing, You, Bard, Ernie, prompt Engineering LangChain, Video/Image, Vision, End-to-End Speech, Synthesize Speech, Speech Recognition, Stanford, MIT | + | |keywords=Game, Life~Meaning |
| | |description=Helpful resources for your journey with artificial intelligence; videos, articles, techniques, courses, profiles, and tools | | |description=Helpful resources for your journey with artificial intelligence; videos, articles, techniques, courses, profiles, and tools |
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| | [https://news.google.com/search?q=Life+Purpose+Meaning+Stardust+Information+Entropy ...Google News] | | [https://news.google.com/search?q=Life+Purpose+Meaning+Stardust+Information+Entropy ...Google News] |
| | [https://www.bing.com/news/search?q=Life+Purpose+Meaning+Stardust+Information+Entropy&qft=interval%3d%228%22 ...Bing News] | | [https://www.bing.com/news/search?q=Life+Purpose+Meaning+Stardust+Information+Entropy&qft=interval%3d%228%22 ...Bing News] |
| − | | + | __NOTOC__ |
| − | * [[Center and Circle Playbook|Center & Circle Playbook]] ... [[Center and Circle Playbook Walkthrough Example|Walkthrough]] ... [[Life~Meaning Game|Game]] | + | * [[Meaning Made]] ... [[Life Builds Meaning Game]] ... [[Center and Circle Playbook|Center & Circle Playbook]] ... [[Center and Circle Playbook Walkthrough Example|Walkthrough]] |
| | * [[Life~Meaning]] ... [[Consciousness]] ... [[Loop#Feedback Loop - Creating Consciousness|Creating Consciousness]] ... [[Quantum#Quantum Biology|Quantum Biology]] ... [[Orch-OR]] ... [[TAME]] ... [[Protein Folding & Discovery|Proteins]] | | * [[Life~Meaning]] ... [[Consciousness]] ... [[Loop#Feedback Loop - Creating Consciousness|Creating Consciousness]] ... [[Quantum#Quantum Biology|Quantum Biology]] ... [[Orch-OR]] ... [[TAME]] ... [[Protein Folding & Discovery|Proteins]] |
| | | | |
| − | __NOTOC__
| + | <hr><center> |
| | + | 👁️ [https://drive.google.com/file/d/14Q9ZhOhR23u7feZ5ugUDi2D_RIndfJRh/view Watch Introduction] ~ 7 minutes TBD<br> |
| | + | 🎧 [https://drive.google.com/file/d/1EFwU5Chu724F7_Hph4paOdpB_G4-KD1J/view Listen to Play Example] ~ 24 minutes TBD |
| | + | </center><hr> |
| | + | |
| | + | <br> |
| | + | Game Name: '''''Meaning Made'''''<br> |
| | + | ''Hold together, learn what matters, become valuable.''<br> |
| | + | <br> |
| | + | ''Meaning Made'' is a competitive-collaborative tabletop engine-building game for two to six players. Each player grows a personal system using 🧬''Pattern'' cards while sharing responsibility for a fragile world under pressure. |
| | | | |
| − | ''Hold together, learn what matters, become valuable, extend the horizon.'' | + | 🌀''Drift'' represents instability. |
| | + | ❤️''Support'' resists collapse. |
| | + | ⚙️''Projects'' strengthen shared structure. |
| | + | 🌟''Meaning'' rises when the system holds. |
| | | | |
| − | '''LIFE BUILDS MEANING''' is a competitive-collaborative engine builder. The table cooperates to keep the world from sliding into '''Drift''', while each player scores individually by integrating:
| + | Meaning is not found. It is made. |
| − | * '''Autopoiesis''' (self-maintenance, stability, coherence)
| |
| − | * '''Allopoiesis''' (value to others, reciprocity, contribution)
| |
| − | * '''Horizon''' (legacy and stewardship)
| |
| | | | |
| − | There are '''no hidden roles''' and no betrayal. Tension comes from scarcity, timing, and competing priorities under shared pressure.
| + | <br> |
| | | | |
| | == Players / Time == | | == Players / Time == |
| − | * Players: 2–5 | + | * Players: 2–6 |
| − | * Time: 60–90 minutes | + | * Time: 40–60 minutes |
| | + | * Weight: 2.2/5 |
| | + | * Social: 4.2/5 |
| | | | |
| − | == Win Condition / End Triggers ==
| + | <br> |
| − | The game ends when the first of these happens:
| |
| − | # A player helps complete a '''Layer 10 Stewardship Project''' (see Projects).
| |
| − | # The '''World Drift''' marker reaches the final space.
| |
| − | # The '''Project supply''' runs out.
| |
| | | | |
| − | Winner: Highest '''Meaning Score'''.
| + | == Components == |
| | | | |
| − | == Components == | + | === World Board === |
| | + | * 🌀 Drift Track (0–12) |
| | + | * 🌟 Meaning Track (0–10) |
| | + | * 📅 Event Slot |
| | + | * ⚙️ Projects Row (3) |
| | + | * 🧬 Pattern Gallery (6) |
| | + | * 🔄 Refresh Token (1 per round) |
| | | | |
| − | === World Board (1) === | + | === Player Mats === |
| − | * '''World Drift Track''' (0–12) | + | * 💚 Vitality (0–12) |
| − | * '''World Vital Signals''' (three tracks, each 0–6) | + | * 🌳 Legacy (0–30) |
| − | ** '''Energy Flow''' (global capacity to do work)
| + | * 🧬 Pattern Stack (3 Slots) |
| − | ** '''Trust''' (global social stability)
| |
| − | ** '''Habitat''' (global environment viability)
| |
| − | * '''''Pattern Market'' Row''' (6 slots) for Pattern Cards | |
| − | * '''Project Row''' (3 slots) for Project Tiles
| |
| − | * '''Event Slot''' (1 slot) for the current World Event
| |
| − | * Shared mitigation pool area
| |
| | | | |
| | === Tokens === | | === Tokens === |
| | + | * ☀️ Energy (E) |
| | + | * 🔍 Insight (I) |
| | + | * ❤️ Support (S) |
| | | | |
| − | * '''E (Energy)'''
| + | <br> |
| − | * '''R (Regulation)'''
| |
| − | * '''M (Model)'''
| |
| − | * '''V (Value)'''
| |
| − | * '''B (Bond)'''
| |
| − | * '''H (Heal)'''
| |
| − | * '''L (Legacy)'''
| |
| − | * '''D (Drift)''' (marker on track, plus small D (Drift) stress tokens)
| |
| | | | |
| − | === Pattern Cards (90) === | + | == Setup == |
| − | Each Pattern card shows icons only:
| |
| − | * Layer number (1–10) and Layer icon
| |
| − | * Cost (icons)
| |
| − | * Outputs (2–4 icons)
| |
| − | * One Tag icon (Boundary, Balance, Form, Membership, Prediction, Reinforcement, Now, Culture, Story, Stewardship)
| |
| − | | |
| − | === Project Tiles (24) ===
| |
| − | Each Project tile shows:
| |
| − | * Required contributions (icons)
| |
| − | * Public benefit (World Vital Signal changes and/or Drift reduction)
| |
| − | * Contribution credit slots (to mark who paid what)
| |
| − | * Scoring (icons and points)
| |
| | | | |
| − | === World Event Cards (30) === | + | * Set 🌀 Drift to '''3''' |
| − | Each Event shows: | + | * Set 🌟 Meaning to '''7''' |
| − | * Drift increase (number) | + | * Each player sets: |
| − | * Pressure type icon (Scarcity, Threat, Uncertainty, Conflict, Damage) | + | * 💚 Vitality = '''6''' |
| − | * Mitigation condition (icons) that can reduce or cancel the Drift increase | + | * 🌳 Legacy = '''0''' |
| | + | * Each player gains: |
| | + | * 2 ☀️ Energy |
| | + | * 1 🔍 Insight |
| | + | * Reveal 3 ⚙️ Projects |
| | + | * Reveal 6 🧬 Patterns |
| | + | * Shuffle 📅 Events |
| | | | |
| − | === Role Tiles (10, optional but recommended) ===
| + | <br> |
| − | Each Role tile shows:
| |
| − | * One passive perk icon (discount, extra draw, conversion, etc.)
| |
| − | * One scoring bias icon (Self, Community, Horizon)
| |
| | | | |
| − | === Player Mats (1 per player) === | + | == Pattern Stack (Lite) == |
| − | Tracks:
| |
| − | * '''Coherence''' (0–10)
| |
| − | * '''Social Standing''' (0–10)
| |
| − | * '''Horizon''' (0–10)
| |
| | | | |
| − | ''Pattern Stack'' 6 slots: for building Patterns upward.
| + | Players have three slots: |
| | | | |
| − | * Layer 1 Slot: “Hold together against drift”
| + | {| class="wikitable" |
| − | * Layer 2 Slot: “Stay in range, anticipate needs”
| + | |- |
| − | * Layer 3 Slot: “Keep the shape, repair the form”
| + | ! Slot !! Layers Included !! Theme |
| − | * Layer 4 Slot: “Join the whole, play your role”
| + | |- |
| − | * Layer 5 Slot: “See ahead, model what’s next”
| + | | Foundation || 1–2 || Stability & Balance |
| − | * Layer 6 Slot: “Care and learn, train what matters”
| + | |- |
| | + | | Growth || 3–4 || Structure & Membership |
| | + | |- |
| | + | | Mind || 5–6 || Prediction & Learning |
| | + | |} |
| | | | |
| − | First, each of the six slots is a layer slot. When you buy a Pattern Card, you place it into the slot that matches its layer number. If you later buy another Pattern from the same layer, you place it on top of the earlier one in that same slot, creating a small stack. That’s “upward” in the literal sense: the stack grows vertically.
| + | Cards retain their original layer icons for teaching purposes. |
| | | | |
| − | Second, the game encourages a bottom-up dependency. Layers 1–2 (platform) make the resources that keep you stable and flexible, like E (Energy), R (Regulation), and H (Heal). Those resources make it easier to afford Layers 3–6 cards and to contribute to Projects. If you skip the bottom, you can still buy some higher cards, but you’ll feel fragile because Drift events will hit you harder and you’ll be forced into inefficient conversions.
| + | === Tag Discount Rule === |
| | + | If you purchase a 🧬 Pattern and already own a Pattern with the same Tag: |
| | + | * Reduce cost by '''1 token of your choice''' |
| | + | * Maximum '''1 discount per purchase''' |
| | | | |
| − | Third, “upward” is also about how the engine becomes more sophisticated over time. Early on you’re mostly buying Layer 1–2 Patterns to establish throughput and stability. Midgame you start adding Layer 3–4 Patterns that improve how you function as a member and how efficiently you can contribute. Then you add Layer 5–6 Patterns that let you plan, filter the Pattern Market, and lock in conversions, basically turning your economy into a trained policy instead of scrambling each turn.
| + | <br> |
| − | | |
| − | A concrete example: You buy a Layer 1 “Boundary” Pattern that outputs 2×E (Energy). Next you buy a Layer 2 “Balance” Pattern that converts E (Energy) into R (Regulation) and sometimes H (Heal). Now you can reliably pay for a Layer 5 Pattern that grants M (Model) and lets you preview the top cards of the Pattern Market. That sequence is “building upward”: platform first, then regulation, then better modeling and learning.
| |
| − | | |
| − | So the phrase really means two things: physically stacking cards in the right layer slot, and strategically progressing from stability to higher capability instead of trying to jump straight to the top.
| |
| − | | |
| − | == Core Ideas Taught Through Play ==
| |
| − | * Drift is always rising. Life is the counter-move.
| |
| − | * You cannot win by only hoarding (world collapses).
| |
| − | * You cannot win by only helping (your self collapses).
| |
| − | * The highest scoring requires reciprocity + long-horizon stewardship.
| |
| − | | |
| − | == Setup ==
| |
| − | # Place the ''World Board'' in the middle of the table. Set '''World Drift''' to 3.
| |
| − | # Set '''Energy Flow''' to 3, '''Trust''' to 3, '''Habitat''' to 3.
| |
| − | # Shuffle the Pattern deck. Deal 6 face-up cards to the ''Pattern Market'' row.
| |
| − | # Shuffle Project tiles. Reveal 3 to the Project row.
| |
| − | # Shuffle World Events. Reveal 1 to the Event slot.
| |
| − | # Each player takes a mat and starts with:
| |
| − | #* Tokens: 2× '''E (Energy)''', 1× '''R (Regulation)'''
| |
| − | #* Tracks: Coherence 4, Social Standing 2, Horizon 1
| |
| − | # Each player takes 1 Role tile (random or draft).
| |
| − | # Choose a starting player.
| |
| | | | |
| | == Round Structure == | | == Round Structure == |
| − | Each round has five phases:
| |
| | | | |
| − | === Phase A: World Event (Pressure Enters) === | + | === Phase A – Event === |
| − | Reveal/resolve the current Event: | + | Reveal a 📅 Event. |
| − | * Increase '''World Drift''' by the Event’s Drift value (unless mitigated later this round).
| + | Immediately increase 🌀 Drift as listed. |
| − | * Place any '''D (Drift)''' stress tokens indicated by the Event onto the ''World Board'' (local stress).
| |
| | | | |
| − | === Phase B: ''Pattern Market'' Refresh ===
| + | For each Drift increase: |
| − | Refill the ''Pattern Market'' to 6 face-up Pattern cards if needed.
| + | * Move 🌟 Meaning down 1. |
| | | | |
| − | === Phase C: Player Turns (2 Actions Each) === | + | === Phase B – Pattern Refresh === |
| − | In clockwise order, each player takes exactly '''2 actions''' from the list below.
| + | Refill Pattern Gallery to 6. |
| | | | |
| − | ==== Action 1: Acquire Resources ==== | + | === Phase C – Player Turns === |
| − | Take 2 tokens total, but they must be two different types (example: '''E (Energy)''' + '''B (Bond)''').
| + | Each player takes exactly '''2 actions'''. |
| − | * You may not take '''L (Legacy)''' directly with this action.
| |
| | | | |
| − | ==== Action 2: Buy a Pattern Card ==== | + | === Phase D – Stability Window === |
| − | Pay the card’s cost. Place it in the matching Layer slot on your mat.
| + | Each player may donate '''at most 1 ❤️ Support'''. |
| − | * Immediately gain the card’s outputs as tokens.
| |
| − | * Tag Discount: Each Pattern you own reduces the cost of future cards sharing its Tag by 1 of the matching token type shown on the card (icons indicate which token gets discounted).
| |
| | | | |
| − | ==== Action 3: Contribute to a Project ====
| + | For each Support donated: |
| − | Pay any subset of the Project’s required icons and mark your contribution on the Project’s credit slots.
| + | * Reduce 🌀 Drift by 1. |
| − | * When a Project completes, everyone gets the public benefit, but points go by contribution credit (see Scoring). | |
| | | | |
| − | ==== Action 4: Heal (Fight Drift Locally) ====
| + | <br> |
| − | Spend '''H (Heal)''' to remove Drift’s effects.
| |
| − | Choose one:
| |
| − | * Remove 1 local '''D (Drift)''' stress token from the ''World Board'', OR
| |
| − | * Reduce '''World Drift''' by 1 (to a minimum of 0)
| |
| | | | |
| − | Emergency conversion (inefficient but always available):
| + | == Actions == |
| − | * Spend 2× '''E (Energy)''' to gain 1× '''H (Heal)'''
| |
| | | | |
| − | ==== Action 5: Social Touchpoint (Reciprocity Channel) ==== | + | === 1) Acquire === |
| − | Choose one:
| + | Take '''any 2 tokens'''. |
| − | * Give 1 token to another player. Gain +1 Social Standing and gain 1× '''B (Bond)'''
| |
| − | * Request 1 token from another player. If they agree, both players gain 1× '''B (Bond)'''
| |
| − | No negotiation required. This is a clean “reciprocity move.”
| |
| | | | |
| − | === Phase D: Stability Check (The Table Pays the Bill) === | + | === 2) Obtain Pattern === |
| − | 1) Mitigate the Event:
| + | Pay cost (after discount if applicable). |
| − | * The table may collectively spend tokens into a ''Shared Mitigation Pool'' to satisfy the Event’s mitigation icons.
| + | Place into appropriate slot. |
| − | * If met, reduce or cancel the Event’s Drift increase (as the card indicates).
| + | Gain its outputs. |
| | | | |
| − | The ''Shared Mitigation Pool'' is a temporary, round-by-round “everyone pays to keep the ''World Board'' stable” area. Each round, after players take their turns and before the Stability Check resolves, any player may contribute tokens to the pool to satisfy the current World Event’s mitigation icons. Contributions are voluntary, can come from any token types shown on the Event’s mitigation requirement (for example, M (Model) + R (Regulation), or H (Heal) + R (Regulation)), and they’re counted collectively, so it doesn’t matter who provides which icon as long as the pool matches the requirement. Once the table meets the requirement, the Event’s Drift increase is reduced or canceled as specified by the Event, and then all tokens in the pool are discarded back to the supply (they don’t carry over, and nobody “gets them back”). If the table doesn’t fully meet the requirement, partial contributions are still discarded, and the remaining Drift applies. This creates a clean competitive-collaborative tension: players want the mitigation to succeed because Drift hurts everyone, but each token spent into the pool is a token not spent on your own engine or Project credit.
| + | === 3) Contribute to Project === |
| | + | Each Project has 3–5 fixed spaces. |
| | | | |
| − | 2) Apply World Vital Signals (global constraints):
| + | * Pay full cost for next open space. |
| − | * If '''Energy Flow''' is 0–1: each player loses 1 Coherence. | + | * Place your marker. |
| − | * If '''Trust''' is 0–1: Social Touchpoint does not grant Social Standing this round. | + | * One contribution per player per round. |
| − | * If '''Habitat''' is 0–1: each Project contribution costs +1 extra '''E (Energy)''' per action used to contribute. | |
| | | | |
| − | === Phase E: Meaning Tick (Meaning as a Signal) ===
| + | When full: |
| − | Each player gains small points (or track “Meaning Points”) if:
| + | * Move 🌟 Meaning up 1. |
| − | * Coherence 7+: +1 point | + | * Award 🌳 Legacy: |
| − | * Social Standing 6+ and you have at least 1× '''B (Bond)''': +1 point | |
| − | * Horizon 5+: +1 point
| |
| | | | |
| − | Then reveal the next World Event.
| + | {| class="wikitable" |
| | + | |- |
| | + | ! Position !! Legacy Points |
| | + | |- |
| | + | | First Contributor || 6 |
| | + | |- |
| | + | | Second Contributor || 3 |
| | + | |- |
| | + | | All Other Contributors || 1 |
| | + | |} |
| | | | |
| − | == Layer Guidance (How the Tableau Teaches the Framework) == | + | === 4) Stabilize === |
| − | Pattern cards naturally reenact the layers via token outputs:
| + | Spend 1 ❤️ Support: |
| − | * Layers 1–2: make '''E (Energy)''' and '''R (Regulation)''', stabilize your platform.
| + | * Reduce 🌀 Drift by 1 |
| − | * Layers 3–4: improve Projects and credit via Form/Membership tags, create “we-function” advantages.
| + | * Gain +1 💚 Vitality |
| − | * Layer 5: creates '''M (Model)''' to preview/filter ''Pattern Market''.
| |
| − | * Layer 6: creates '''V (Value)''' to lock in conversions (habit formation).
| |
| − | * Layer 7: “Now” tag gives flexible choice (wild token effect). | |
| − | * Layer 8: creates '''B (Bond)''' and stabilizes Trust via projects. | |
| − | * Layer 9: creates '''L (Legacy)''' and long-horizon multipliers.
| |
| − | * Layer 10: exists as Projects, not purchasable Patterns.
| |
| | | | |
| − | == Scoring == | + | === 5) Social === |
| − | === A) Points from Completed Projects ===
| + | Give OR request 1 token. |
| − | When a Project is completed:
| |
| − | * Apply its public benefit (Vital Signals and/or Drift reduction).
| |
| − | * Award points by contribution credit:
| |
| − | ** Top contributor: 6 points
| |
| − | ** Second contributor: 3 points
| |
| − | ** All other contributors: 1 point
| |
| − | (Ties split the higher reward.)
| |
| | | | |
| − | === B) Endgame Meaning Score (Three Pillars) ===
| + | If accepted: |
| − | At game end, add:
| + | * Both players gain +1 💚 Vitality |
| | | | |
| − | 1) Autopoiesis (Self-maintenance)
| + | === 6) Refresh (Once Per Round) === |
| − | * +1 point per Coherence above 5
| + | The table has 1 🔄 Refresh token. |
| − | * +2 points if you never dropped below Coherence 3 during the game
| |
| | | | |
| − | 2) Allopoiesis (Value to others)
| + | Any player may spend 1 ❤️ Support to: |
| − | * +1 point per 2 Social Standing | + | * Refresh Pattern Gallery |
| − | * +1 point per '''B (Bond)''' you contributed into Projects (track via credit marks or a simple tally)
| |
| | | | |
| − | 3) Horizon (Legacy and Stewardship)
| + | Does not cost an action. |
| − | * +1 point per '''L (Legacy)'''
| |
| − | * +3 points if you contributed to at least one Stewardship Project (Layer 10)
| |
| | | | |
| − | Collapse penalty:
| + | <br> |
| − | * If '''World Drift''' ended at 10–12, everyone loses 6 points.
| |
| | | | |
| − | == Example Icon-Only Projects == | + | == End of Game == |
| − | (These are examples; your tile set can vary.)
| |
| | | | |
| − | * '''Shared Shelter (Layer 8)'''
| + | The game ends if: |
| − | ** Requires: '''E (Energy)''', '''E (Energy)''', '''R (Regulation)''', '''B (Bond)''' | + | * 🌀 Drift reaches 12 |
| − | ** Public benefit: +1 Habitat, +1 Trust | + | * 🌟 Meaning reaches 0 |
| − | ** Points: by contribution credit | + | * A final-tier ⚙️ Project completes |
| | | | |
| − | * '''Training Loop (Layer 6)'''
| + | <br> |
| − | ** Requires: '''M (Model)''', '''V (Value)''', '''R (Regulation)'''
| |
| − | ** Public benefit: Once per round, the table may convert 1× '''E (Energy)''' into 1× '''R (Regulation)'''
| |
| − | ** Points: by contribution credit
| |
| | | | |
| − | * '''Mentorship Chain (Layer 9)'''
| + | == Scoring == |
| − | ** Requires: '''B (Bond)''', '''B (Bond)''', '''M (Model)''', '''L (Legacy)'''
| |
| − | ** Public benefit: +1 Trust, reduce World Drift by 2
| |
| − | ** Bonus: top contributor gains +1 Horizon
| |
| | | | |
| − | * '''Stewardship Pact (Layer 10, end trigger candidate)'''
| + | === Individual Score === |
| − | ** Prereq: Habitat 5+, Trust 5+
| + | 🌳 Legacy + 💚 Vitality |
| − | ** Requires contributions totaling: '''E (Energy)''', '''E (Energy)''', '''R (Regulation)''', '''M (Model)''', '''B (Bond)''', '''L (Legacy)''', '''L (Legacy)'''
| |
| − | ** Public benefit: reduce World Drift by 2 immediately
| |
| − | ** Completing this ends the game.
| |
| − | ** Points: top contributor 10, second 5, others 2
| |
| | | | |
| − | = COMPLETE WALKTHROUGH (Full Game Example) =
| + | Highest total wins. |
| − | This walkthrough demonstrates a full arc, from “platform stability” to “reciprocity” to “legacy” to “stewardship.”
| |
| | | | |
| − | == Cast == | + | === Group Meaning === |
| − | 3 players:
| |
| − | * Alex (stability-first role)
| |
| − | * Brooke (economy/pattern market role)
| |
| − | * Casey (social/project role)
| |
| | | | |
| − | Starting state:
| + | Check 🌟 Meaning band: |
| − | * World Drift = 3
| |
| − | * Energy Flow = 3, Trust = 3, Habitat = 3
| |
| − | * Each player: 2× '''E (Energy)''', 1× '''R (Regulation)''', Coherence 4, Social Standing 2, Horizon 1
| |
| | | | |
| − | == Round 1 == | + | {| class="wikitable" |
| − | === Phase A: World Event ===
| + | |- |
| − | Event: Uncertainty
| + | ! Meaning !! State |
| − | * Drift increase: +2 (pending)
| + | |- |
| − | * Mitigation requires: '''M (Model)''' + '''R (Regulation)'''
| + | | 0–2 || Collapse |
| | + | |- |
| | + | | 3–4 || Fragile |
| | + | |- |
| | + | | 5–6 || Holding |
| | + | |- |
| | + | | 7–8 || Stable |
| | + | |- |
| | + | | 9–10 || Stewarding |
| | + | |} |
| | | | |
| − | === Phase C: Player Turns ===
| + | If any player’s 💚 Vitality is below '''4''': |
| − | Alex (2 actions)
| + | * Shift result down one band. |
| − | 1) Acquire: takes '''E (Energy)''' + '''R (Regulation)'''
| |
| − | 2) Buy Pattern (Layer 2 Balance): pays '''E (Energy)''' + '''R (Regulation)'''; gains outputs '''R (Regulation)''' + '''H (Heal)'''
| |
| − | Alex now holds 1× '''R (Regulation)''' and 1× '''H (Heal)''' (plus remaining starting tokens if any).
| |
| | | | |
| − | Brooke
| + | <br> |
| − | 1) Acquire: takes '''E (Energy)''' + '''M (Model)'''
| |
| − | 2) Buy Pattern (Layer 1 Boundary): pays cheap cost (e.g., '''E (Energy)'''); gains outputs '''E (Energy)''' + '''E (Energy)'''
| |
| − | Brooke builds a strong '''E (Energy)''' base and keeps 1× '''M (Model)''' for mitigation.
| |
| | | | |
| − | Casey
| + | = Example Play (3 Players) = |
| − | 1) Acquire: takes '''E (Energy)''' + '''B (Bond)'''
| |
| − | 2) Social Touchpoint: gives 1 token (for example, '''B (Bond)''') to Brooke.
| |
| − | * Casey gains +1 Social Standing and gains 1× '''B (Bond)'''.
| |
| − | This establishes early reciprocity without negotiation.
| |
| | | | |
| − | === Phase D: Stability Check ===
| + | Players: |
| − | Mitigation pool:
| + | * Alex (Stability-focused) |
| − | * Brooke contributes 1× '''M (Model)''' | + | * Brooke (Engine-focused) |
| − | * Alex contributes 1× '''R (Regulation)''' | + | * Casey (Project-focused) |
| − | Mitigation met, so the +2 Drift increase is canceled.
| |
| | | | |
| − | World Vital Signals are stable, so no penalties.
| + | Initial: |
| | + | Drift = 3 |
| | + | Meaning = 7 |
| | + | Vitality = 6 each |
| | | | |
| − | === Phase E: Meaning Tick ===
| + | --- |
| − | No one has Coherence 7+ or Horizon 5+ yet. Casey might be approaching Social Standing goals later.
| |
| | | | |
| − | == Round 2 == | + | == Round 1 == |
| − | === Phase A: World Event ===
| + | Event: +2 Drift |
| − | Event: Damage | + | Drift → 5 |
| − | * Drift increase: +1 (pending)
| + | Meaning → 5 |
| − | * Places 2 local '''D (Drift)''' stress tokens on the ''World Board''
| |
| − | * Mitigation requires: '''H (Heal)''' + '''R (Regulation)'''
| |
| | | | |
| − | === Player Turns ===
| + | Players build engines instead of Stabilizing. |
| − | Alex
| |
| − | 1) Heal: spends 1× '''H (Heal)''' to remove 1 local '''D (Drift)''' stress token.
| |
| − | 2) Acquire: takes '''R (Regulation)''' + '''E (Energy)'''
| |
| − | Alex stays in “keep it from falling apart” mode.
| |
| | | | |
| − | Brooke
| + | Stability Window: |
| − | 1) Buy Pattern (Layer 5 Prediction): pays cost including '''E (Energy)''' + '''M (Model)'''.
| + | Alex donates ❤️ |
| − | Gains output 2× '''M (Model)''' (and a “peek” icon, handled as: look at top 2 Pattern cards, keep 1 on top, tuck 1 to bottom).
| + | Drift → 4 |
| − | 2) Acquire: takes '''E (Energy)''' + '''R (Regulation)'''
| |
| − | Brooke now enables future mitigation and better ''Pattern Market'' choices.
| |
| | | | |
| − | Casey
| + | Meaning stays 5. |
| − | 1) Contribute to Project: chooses the simplest available Project, “Shared Shelter (Layer 8)”
| |
| − | Contributes '''E (Energy)''' + '''B (Bond)''' (partial progress).
| |
| − | 2) Acquire: takes '''E (Energy)''' + '''R (Regulation)'''
| |
| − | Casey is positioning for Project credit.
| |
| | | | |
| − | === Phase D ===
| + | Rationale: |
| − | Mitigation requires '''H (Heal)''' + '''R (Regulation)'''
| + | Early pressure teaches that ignoring instability lowers Meaning quickly. |
| − | * Alex used '''H (Heal)''' already, but has '''R (Regulation)'''
| |
| − | * The table collectively converts 2× '''E (Energy)''' → 1× '''H (Heal)''' (using the emergency conversion) and contributes '''R (Regulation)'''.
| |
| − | Mitigation met, Drift +1 canceled.
| |
| | | | |
| − | == Round 3 ==
| + | --- |
| − | Event: Scarcity
| |
| − | * Drift increase: +2 (pending)
| |
| − | * Mitigation requires: total 3× '''E (Energy)''' into the pool
| |
| | | | |
| − | Alex
| + | == Round 2 == |
| − | 1) Acquire: '''E (Energy)''' + '''E (Energy)''' is not allowed, so takes '''E (Energy)''' + '''H (Heal)''' (via card output or bank availability if allowed). If not available, take '''E (Energy)''' + '''R (Regulation)'''.
| + | Event: +1 Drift |
| − | 2) Contribute to Shared Shelter: pays '''R (Regulation)''' (needed for completion)
| + | Drift → 5 |
| | + | Meaning → 4 |
| | | | |
| − | Brooke | + | Brooke contributes to Project. |
| − | 1) Acquire: '''E (Energy)''' + '''E (Energy)''' not allowed; takes '''E (Energy)''' + '''M (Model)'''
| + | Casey contributes. |
| − | 2) Buy Pattern (Layer 6 Reinforcement): pays '''E (Energy)''' + '''V (Value)''' (if lacking V, buys an earlier card that outputs '''V (Value)'''); gains outputs including '''V (Value)'''
| + | Alex Stabilizes. |
| | | | |
| − | Casey
| + | Stability Window: |
| − | 1) Contribute to Shared Shelter: pays remaining '''E (Energy)''' needed.
| + | 2 Support donated |
| − | 2) Social Touchpoint: gives 1 token to Alex, gains +1 Social Standing and 1× '''B (Bond)'''. This keeps Trust-favoring play active. | + | Drift → 3 |
| | | | |
| − | Phase D (Mitigate Scarcity):
| + | Project completes: |
| − | Table contributes 3× '''E (Energy)''' total. Drift +2 canceled.
| + | Meaning → 5 |
| | + | Alex +6 Legacy |
| | + | Brooke +3 |
| | + | Casey +1 |
| | | | |
| − | Shared Shelter completes this round:
| + | Teaching Moment: |
| − | * Public benefit: +1 Habitat, +1 Trust
| + | Shared structure restores Meaning. |
| − | * Points by contribution:
| |
| − | Casey contributed earliest and multiple icons, Alex also contributed, Brooke likely less. Award:
| |
| − | Top contributor 6, second 3, others 1 (based on credit marks).
| |
| | | | |
| − | Interpretation:
| + | --- |
| − | The table has now built an external scaffold (Layer 8 feel) that makes future play easier.
| |
| | | | |
| | == Round 4 == | | == Round 4 == |
| − | Event: Threat
| + | Drift climbs to 7. |
| − | * Drift increase: +2 (pending)
| + | Meaning falls to 3. |
| − | * Mitigation requires: '''R (Regulation)''' + '''B (Bond)'''
| |
| − | | |
| − | Alex
| |
| − | 1) Buy Pattern (Layer 2 Balance): gains more '''R (Regulation)''' and possibly '''H (Heal)'''
| |
| − | 2) Heal: spends 1× '''H (Heal)''' to reduce World Drift by 1 (pre-emptive stabilization)
| |
| − | | |
| − | Brooke
| |
| − | 1) Acquire: '''B (Bond)''' + '''E (Energy)'''
| |
| − | 2) Contribute to “Training Loop (Layer 6)”: pays '''M (Model)''' or '''R (Regulation)''' as available
| |
| − | | |
| − | Casey
| |
| − | 1) Acquire: '''B (Bond)''' + '''R (Regulation)'''
| |
| − | 2) Contribute to Training Loop: pays '''V (Value)''' if available (or contributes to any other active Project)
| |
| − | | |
| − | Phase D Mitigation:
| |
| − | Table contributes '''R (Regulation)''' + '''B (Bond)'''. Drift +2 reduced/canceled.
| |
| − | | |
| − | If Training Loop completes:
| |
| − | * Public benefit: table gains once-per-round conversion 1× '''E (Energy)''' → 1× '''R (Regulation)'''
| |
| − | This is a visible “Layer 6” moment: value-learning creates stable policy.
| |
| − | | |
| − | == Round 5 ==
| |
| − | Event: Conflict
| |
| − | * Drift increase: +1 (pending)
| |
| − | * Mitigation requires: 2× '''B (Bond)'''
| |
| − | | |
| − | ''Pattern Market'' now contains at least one Layer 9 Story/Legacy pattern.
| |
| − | | |
| − | Alex
| |
| − | 1) Acquire: '''E (Energy)''' + '''R (Regulation)'''
| |
| − | 2) Contribute to “Mentorship Chain (Layer 9)”: pays '''M (Model)''' or '''B (Bond)'''
| |
| − | | |
| − | Brooke
| |
| − | 1) Buy Pattern (Layer 9 Story): pays cost; gains output '''L (Legacy)''' (and possibly '''M (Model)''')
| |
| − | 2) Contribute to Mentorship Chain: pays 1× '''L (Legacy)''' or sets up for it
| |
| − | | |
| − | Casey
| |
| − | 1) Social Touchpoint: asks Brooke for 1 token needed for the Project (if Brooke agrees, both gain 1× '''B (Bond)''')
| |
| − | 2) Contribute to Mentorship Chain: pays 1× '''B (Bond)''' + 1× '''B (Bond)''' if available
| |
| − | | |
| − | Phase D Mitigation:
| |
| − | Table spends 2× '''B (Bond)''' to cancel Drift increase.
| |
| | | | |
| − | If Mentorship Chain completes:
| + | Table feels tension. |
| − | * Public benefit: +1 Trust, reduce World Drift by 2
| |
| − | * Points by contribution credit.
| |
| − | * Top contributor also gains +1 Horizon (on the tile).
| |
| | | | |
| − | Interpretation:
| + | Players coordinate: |
| − | Meaning has now moved from “stay stable” to “carry patterns forward through teaching and trust.”
| + | Social action used. |
| | + | All gain Vitality. |
| | + | Support pooled in Stability Window. |
| | | | |
| − | == Round 6 ==
| + | Drift drops to 4. |
| − | Event: Uncertainty (again)
| |
| − | * Drift increase: +2 (pending)
| |
| − | * Mitigation requires: '''M (Model)''' + '''R (Regulation)'''
| |
| − | The table is now strong enough to mitigate regularly.
| |
| | | | |
| − | Players start eyeing the Layer 10 Stewardship Pact in the Project row.
| + | Project completes: |
| − | Prereq: Habitat 5+, Trust 5+
| + | Meaning → 4. |
| | | | |
| − | Because the table has completed at least two major Projects, Trust and Habitat are likely near 5. If not, the table must spend Round 6–7 pushing those tracks up.
| + | --- |
| | | | |
| − | Alex
| + | == Final Round == |
| − | 1) Heal: spends 1× '''H (Heal)''' to reduce World Drift by 1 (keeping the runway)
| + | Drift at 6. |
| − | 2) Contribute to Stewardship Pact: pays '''R (Regulation)''' or '''E (Energy)'''
| + | Meaning at 6. |
| | | | |
| − | Brooke
| + | Final Project completes: |
| − | 1) Buy Pattern that outputs '''M (Model)''' and/or '''L (Legacy)'''
| + | Meaning → 7. |
| − | 2) Contribute to Stewardship Pact: pays '''M (Model)''' or 1× '''L (Legacy)'''
| |
| | | | |
| − | Casey
| + | Vitality scores: |
| − | 1) Contribute to Stewardship Pact: pays '''B (Bond)'''
| + | Alex 8 |
| − | 2) Acquire: takes '''E (Energy)''' + '''E (Energy)''' not allowed; takes '''E (Energy)''' + '''R (Regulation)''' to prepare a final contribution next round
| + | Brooke 6 |
| | + | Casey 7 |
| | | | |
| − | Phase D Mitigation:
| + | Legacy: |
| − | Table contributes '''M (Model)''' + '''R (Regulation)''' to cancel Drift +2.
| + | Alex 12 |
| | + | Brooke 9 |
| | + | Casey 10 |
| | | | |
| − | == Round 7 (Finale: Layer 10 Completion) ==
| + | Final Scores: |
| − | Event: Damage or Scarcity, but the table has built the tools to manage it.
| + | Alex = 20 |
| | + | Casey = 17 |
| | + | Brooke = 15 |
| | | | |
| − | The key move:
| + | Meaning Band: 7 → Stable |
| − | Players finish the Stewardship Pact requirements:
| |
| − | * '''E (Energy)''', '''E (Energy)''', '''R (Regulation)''', '''M (Model)''', '''B (Bond)''', '''L (Legacy)''', '''L (Legacy)'''
| |
| | | | |
| − | Once completed:
| + | No Vitality below 4. |
| − | * Public benefit: reduce World Drift by 2 immediately
| + | Result stands. |
| − | * Game ends
| |
| − | * Points awarded: top contributor 10, second 5, others 2 (based on credit)
| |
| | | | |
| − | Interpretation:
| + | --- |
| − | Stewardship is not a solo action. It requires:
| |
| − | * A stable platform (Layers 1–2)
| |
| − | * Trained model + value loops (Layers 5–6)
| |
| − | * Real reciprocity (Layer 8)
| |
| − | * Legacy tokens (Layer 9)
| |
| − | Only then can the table “keep the game ''World Board'' playable” (Layer 10).
| |
| | | | |
| − | == Endgame Scoring Example == | + | = Teaching Arc Preserved = |
| − | Each player totals:
| |
| − | * Project points (earned throughout)
| |
| − | * Meaning Ticks (small points gained over rounds)
| |
| − | * Endgame pillars:
| |
| − | ** Autopoiesis: Coherence above 5, plus “never below 3” bonus
| |
| − | ** Allopoiesis: Social Standing and '''B (Bond)''' spent into Projects
| |
| − | ** Horizon: '''L (Legacy)''' tokens plus Stewardship participation bonus
| |
| | | | |
| − | The winner is the player who best integrated self-stability, mutual value, and long-horizon care.
| + | 🌀 Drift rises naturally. |
| | + | ❤️ Support resists instability. |
| | + | 🧬 Patterns reduce cost over time. |
| | + | ⚙️ Projects increase shared structure. |
| | + | 🌟 Meaning increases when systems hold. |
| | + | 💚 Vitality reflects internal stability and reciprocity. |
| | | | |
| − | == Notes for Version 2 ==
| + | Meaning is not discovered. |
| − | When you build Version 2, the easiest high-impact refinements are:
| + | It is built through coordinated resistance to instability. |
| − | * Add 1–2 additional Project scoring patterns (different credit distributions).
| |
| − | * Add 2 more Event mitigation styles (for variety).
| |
| − | * Tighten Role tiles to echo the exact mechanisms from your “Best 25” list.
| |
| | | | |
| − | [[Category:PRIMO.ai]]
| + | ''Meaning Made.'' |
| − | [[Category:Life~Meaning]]
| + | Export response as a Word file |
| − | [[Category:Game Design]]
| |
| − | [[Category:Tabletop Games]]
| |