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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, Meaning Made |
| | |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> | | <hr><center> |
| − | 👁️ [https://drive.google.com/file/d/1uq125Tbe5Z9qTnt-g5N1dPQnmGrVQ6Qr/view Watch Game Introduction] ~ 7 minutes TBD <br> | + | 👁️ [https://drive.google.com/file/d/14Q9ZhOhR23u7feZ5ugUDi2D_RIndfJRh/view Watch Introduction] ~ 7 minutes TBD<br> |
| − | 🎧 [https://drive.google.com/file/d/1xTKF438ykkaT9Ao5_24AzMJ1IdpmJ7OK/view Listen to Game Overview] ~ 17 minutes<br> | + | 🎧 [https://drive.google.com/file/d/1EFwU5Chu724F7_Hph4paOdpB_G4-KD1J/view Listen to Play Example] ~ 24 minutes TBD |
| − | 🎧 [https:// Listen to Example of Play] ~ 30 minutes
| |
| | </center><hr> | | </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. |
| | + | |
| | + | 🌀''Drift'' represents instability. |
| | + | ❤️''Support'' resists collapse. |
| | + | ⚙️''Projects'' strengthen shared structure. |
| | + | 🌟''Meaning'' rises when the system holds. |
| | + | |
| | + | Meaning is not found. It is made. |
| | + | |
| | + | {{#seo: |
| | + | |title=Meaning Made |
| | + | |titlemode=append |
| | + | |keywords=Meaning Made, Life Builds Meaning, tabletop game, engine builder, cooperative competitive |
| | + | |description=A streamlined competitive-collaborative engine builder about resisting instability and building meaning together. |
| | + | }} |
| | + | |
| | + | __NOTOC__ |
| | + | |
| | + | = '''Meaning Made''' = |
| | + | ''Hold together. Learn what matters. Become valuable.'' |
| | + | |
| | + | ''Meaning Made'' is a competitive-collaborative engine builder for '''2–6 players''' (solo included). |
| | + | |
| | + | Players build personal systems using 🧬''Pattern'' cards across the full six-layer arc of Life Builds Meaning, while collectively managing a single shared 🌍''World State'' track. |
| | + | |
| | + | There are no hidden roles. |
| | + | No betrayal. |
| | + | Pressure comes from shared instability and scarce resources. |
| | + | |
| | + | You are trying to: |
| | + | * Build your engine across 6 Layers. |
| | + | * Complete ⚙️''Projects''. |
| | + | * Raise 💚''Vitality''. |
| | + | * Score the most 🌳''Legacy''. |
| | + | * And keep the world from collapsing. |
| | | | |
| | + | Meaning is not discovered. |
| | + | It is made — by resisting instability and building structure. |
| | | | |
| − | Game Name: '''''Life Builds Meaning'' Game'''<br>
| + | <br> |
| − | ''Hold together, learn what matters, become valuable, extend the horizon.''
| |
| | | | |
| − | ''Life Builds Meaning'' game is a competitive-collaborative engine builder. The table cooperates to keep the world from sliding into '''Drift''', while each player scores individually by integrating:
| + | = The World State Track (Fully Coupled System) = |
| − | * '''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. | + | There is a single shared track numbered '''0–12'''. |
| | | | |
| − | == Players / Time ==
| + | * The number at the marker is '''🌟 Meaning'''. |
| − | * Players: 2–5 | + | * Drift is simply '''12 − Meaning'''. |
| − | * Time: 60–90 minutes | |
| | | | |
| − | == Win Condition / End Triggers ==
| + | If the marker is on 8: |
| − | The game ends when the first of these happens:
| + | * Meaning = 8 |
| − | # A player helps complete a '''Layer 10 Stewardship Project''' (see Projects).
| + | * Drift = 4 |
| − | # The '''World Drift''' marker reaches the final space.
| |
| − | # The '''Project supply''' runs out.
| |
| | | | |
| − | Winner: Highest '''Meaning Score'''.
| + | == Fully Coupled Rule == |
| | + | * When an Event increases Drift → move marker DOWN. |
| | + | * When Support reduces Drift → move marker UP. |
| | + | * When Projects complete → move marker UP. |
| | + | * If marker reaches '''0''', the world collapses and the game ends immediately. |
| | | | |
| − | == Components ==
| + | One marker. No formulas. No dual bookkeeping. |
| | | | |
| − | === World Board (1) ===
| + | <br> |
| − | Image: [https://drive.google.com/file/d/1RLuaVwyzDZGxzNFzwOH_g_QzMqRwebIe/view Click here]<br>
| |
| | | | |
| − | * '''World Drift Track''' (0–12)
| + | = Players / Time = |
| − | * '''World Vital Signals''' (three tracks, each 0–6)
| |
| − | ** '''Energy Flow''' (global capacity to do work)
| |
| − | ** '''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 ===
| + | * 2–6 Players |
| | + | * 45–60 Minutes |
| | + | * Solo mode included below |
| | | | |
| − | ☀️ '''E (Energy)'''<br>
| + | <br> |
| − | 🔁 '''R (Regulation)'''<br>
| |
| − | 🧩 '''M (Model)'''<br>
| |
| − | 💎 '''V (Value)'''<br>
| |
| − | 👥 '''B (Bond)'''<br>
| |
| − | 🩹 '''H (Heal)'''<br>
| |
| − | 🌿 '''L (Legacy)'''<br>
| |
| − | 🌀 '''D (Drift)''' (marker on track, plus small D (Drift) stress tokens)
| |
| | | | |
| − | === Pattern Cards (90) === | + | = Components = |
| − | 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) ===
| + | '''World Board''' |
| − | Each Project tile shows:
| + | * 🌍 World State Track (0–12) |
| − | * Required contributions (icons) | + | * 📅 Event deck |
| − | * Public benefit (World Vital Signal changes and/or Drift reduction) | + | * ⚙️ Project row (3 face-up) |
| − | * Contribution credit slots (to mark who paid what) | + | * 🧬 Pattern Gallery (6 face-up) |
| − | * Scoring (icons and points) | |
| | | | |
| − | === World Event Cards (30) ===
| + | '''Player Mats''' |
| − | Each Event shows:
| + | * 💚 Vitality track (0–12) |
| − | * Drift increase (number) | + | * 🌳 Legacy track |
| − | * Pressure type icon (Scarcity, Threat, Uncertainty, Conflict, Damage) | + | * 🧬 6-slot Pattern Stack: |
| − | * Mitigation condition (icons) that can reduce or cancel the Drift increase | + | ** 🧿 Layer 1 – Boundary |
| | + | ** ⚖️ Layer 2 – Balance |
| | + | ** 🦋 Layer 3 – Form |
| | + | ** 🧫 Layer 4 – Membership |
| | + | ** 🌐 Layer 5 – Prediction |
| | + | ** 🎯 Layer 6 – Reinforcement |
| | | | |
| − | === Role Tiles (10, optional but recommended) ===
| + | '''Tokens''' |
| − | Each Role tile shows:
| + | * ☀️ Energy |
| − | * One passive perk icon (discount, extra draw, conversion, etc.) | + | * 🔍 Insight |
| − | * One scoring bias icon (Self, Community, Horizon) | + | * ❤️ Support |
| | | | |
| − | === Player Mats (1 per player) ===
| + | <br> |
| − | Image: [https://drive.google.com/file/d/1lYI4izVZAOFjHBvKTH9R8f0ItT3Cfzz0/view Click here]<br>
| |
| | | | |
| − | '''Tracks:'''
| + | = Setup = |
| − | * ''Coherence'' (0–10)
| |
| − | * ''Social Standing'' (0–10)
| |
| − | * ''Horizon'' (0–10)
| |
| | | | |
| − | '''Pattern Stack:''' (6 layer slots) ''Life Builds Meaning'' layers for building ''patterns'' upward. | + | * Place World marker at '''7''' |
| | + | * Shuffle Events and reveal 1 |
| | + | * Reveal 3 Projects |
| | + | * Reveal 6 Patterns |
| | + | * Each player: |
| | + | ** Vitality = 6 |
| | + | ** Legacy = 0 |
| | + | ** Gain 2 Energy, 1 Insight |
| | | | |
| − | 🧿 1. Boundary: Life Holds Itself Together <br>
| + | Choose starting player. |
| − | ⚖️ 2. Balance: Staying In Balance <br>
| |
| − | 🦋 3. Form: Morphogenesis & Regeneration <br>
| |
| − | 🧫 4. Membership: Shift: From Persistence to Membership <br>
| |
| − | 🌐 5. Prediction: Predictive World-Models <br>
| |
| − | 🎯 6. Reinforcement: Reward, Avoidance, Reinforcement Learning
| |
| | | | |
| | <br> | | <br> |
| − | First, 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.
| |
| | | | |
| − | 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.
| + | = Rounds = |
| | + | |
| | + | Each round has four phases: |
| | + | |
| | + | == Phase Ⓐ– 📅Event == |
| | + | * Reveal Event. |
| | + | * Move marker DOWN by listed amount. |
| | + | |
| | + | == Phase Ⓑ – Refresh 🧬Pattern Gallery == |
| | + | Refill Pattern Gallery to 6. |
| | + | |
| | + | == Phase Ⓒ – 👤Player Turns == |
| | + | Each player takes exactly '''2 actions'''. |
| | | | |
| − | 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.
| + | == Phase Ⓓ – 🌀Stability Window == |
| | + | Each player may donate at most '''1 ❤️ Support'''. |
| | | | |
| − | 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.
| + | For each Support donated: |
| | + | * Move marker UP by 1. |
| | | | |
| − | 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.
| + | '''Group Cap:''' The group may move the marker UP a maximum of '''3 spaces total''', regardless of player count. |
| | | | |
| − | == Core Ideas Taught Through Play ==
| + | <br> |
| − | * 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 == | + | = Actions = |
| − | # Place the ''World Board'' in the middle of the table. Set △ '''World Drift''' to 3.
| |
| − | # Set △ '''Energy Flow''' to 3, △ '''Trust''' to 3, and △ '''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 ==
| + | Each turn take exactly 2 actions. |
| − | Each round has five phases: | |
| | | | |
| − | === Phase A: World Event (Pressure Enters) === | + | == ⛏️ Acquire == |
| − | Reveal/resolve the current Event:
| + | Take any 2 tokens. |
| − | * Increase '''World Drift''' by the Event’s Drift value (unless mitigated later this round).
| |
| − | * Place any '''D (Drift)''' stress tokens indicated by the Event onto the ''World Board'' (local stress).
| |
| | | | |
| − | === Phase B: ''Pattern Market'' Refresh === | + | == Obtain 🧬Pattern == |
| − | Refill the ''Pattern Market'' to 6 face-up Pattern cards if needed.
| + | Pay cost. |
| | + | Place in correct Layer slot (1–6). |
| | | | |
| − | === Phase C: Player Turns (2 Actions Each) ===
| + | You may stack multiple Patterns in a slot. |
| − | In clockwise order, each player takes exactly '''2 actions''' from the list below.
| |
| | | | |
| − | ==== Action 1: Acquire Resources ====
| + | If you already own a Pattern with the same Tag: |
| − | Take 2 tokens total, but they must be two different types (example: '''E (Energy)''' + '''B (Bond)''').
| + | * Pay 1 fewer token (your choice). |
| − | * You may not take '''L (Legacy)''' directly with this action.
| + | Only one discount per purchase. |
| | | | |
| − | ==== Action 2: Buy a Pattern Card ==== | + | == Contribute ⚙️Project == |
| − | Pay the card’s cost. Place it in the matching Layer slot on your mat. | + | Choose next open Project space. |
| − | * Immediately gain the card’s outputs as tokens.
| + | Pay full listed cost. |
| − | * 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).
| + | Place your marker. |
| | + | One contribution per Project per round. |
| | | | |
| − | ==== Action 3: Contribute to a Project ==== | + | == 🧑🤝🧑 Social == |
| − | Pay any subset of the Project’s required icons and mark your contribution on the Project’s credit slots.
| + | Give OR request 1 token. |
| − | * When a Project completes, everyone gets the public benefit, but points go by contribution credit (see Scoring). | + | If accepted: |
| | + | * Both players gain +1 💚 Vitality. |
| | | | |
| − | ==== 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):
| + | = Projects = |
| − | * Spend 2× '''E (Energy)''' to gain 1× '''H (Heal)'''
| |
| | | | |
| − | ==== Action 5: Social Touchpoint (Reciprocity Channel) ====
| + | Each Project has 3–5 spaces. |
| − | Choose one:
| |
| − | * 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) ===
| + | When completed: |
| − | 1) Mitigate the Event:
| + | * Award 🌳 Legacy: |
| − | * The table may collectively spend tokens into a ''Shared Mitigation Pool'' to satisfy the Event’s mitigation icons. | + | ** First contributor: 6 |
| − | * If met, reduce or cancel the Event’s Drift increase (as the card indicates). | + | ** Second: 3 |
| | + | ** Others who contributed: 1 |
| | + | * Move marker UP as listed (usually +1 or +2) |
| | | | |
| − | 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.
| + | Refill empty slot. |
| | | | |
| − | 2) Apply World Vital Signals (global constraints):
| + | <br> |
| − | * If '''Energy Flow''' is 0–1: each player loses 1 Coherence.
| |
| − | * If '''Trust''' is 0–1: Social Touchpoint does not grant Social Standing this 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) === | + | = End of Game = |
| − | Each player gains small points (or track “Meaning Points”) if:
| |
| − | * Coherence 7+: +1 point
| |
| − | * Social Standing 6+ and you have at least 1× '''B (Bond)''': +1 point
| |
| − | * Horizon 5+: +1 point
| |
| | | | |
| − | Then reveal the next World Event.
| + | Game ends immediately if: |
| | + | * Marker reaches 0 (collapse), or |
| | + | * A final-tier Project completes. |
| | | | |
| − | == Layer Guidance ==
| + | <br> |
| − | Layers 1–6 live mostly in your personal Pattern Stack as engine parts, while Layers 7–10 show up as special effects and shared structures on the World Board. The Tag icons are the bridge. They let the full 10-layer model appear in play without needing 10 personal slots. Pattern cards naturally reenact the layers via token outputs. Layer-by-layer mapping (10 layers):
| |
| | | | |
| − | '''Pattern Stack:'''
| + | = Scoring = |
| | | | |
| − | 🧿 Layer 1 Boundary: It’s depicted as the “self vs world” foundation in your Pattern Stack, and it supports your Coherence state. Make ☀️E (Energy) and 🔁R (Regulation), stabilize your platform.
| + | '''Final Score = 🌳 Legacy + 💚 Vitality''' |
| | | | |
| − | ⚖️ Layer 2 Balance: The 🔁R (Regulation) economy that keeps you in range. Make ☀️E (Energy) and 🔁R (Regulation), stabilize your platform.
| + | Highest score wins. |
| | | | |
| − | 🦋 Layer 3 Form: It’s depicted as patterns that improve restoration of structure and reduce the cost of “build/repair” style contributions. Improve Projects and credit via Form tags, create “we-function” advantages.
| + | If collapse occurred, players still compare scores. |
| | | | |
| − | 🧫 Layer 4 Membership: It’s depicted as patterns that make you more efficient at Projects and more reliable in reciprocal play; creating “we-function” advantages.
| + | <br> |
| | | | |
| − | 🌐 Layer 5 Prediction: It’s depicted as 🧩M (Model) generation plus Pattern Market manipulation (peek, filter, reserve).
| + | = 🌟 Meaning Track Table (0–12) = |
| | | | |
| − | 🎯 Layer 6 Reinforcement: It’s depicted as 💎V (Value) generation plus “policy lock-in” effects (stable conversions, habit-like benefits).
| + | {| class="wikitable" style="width:100%;" |
| | + | |- |
| | + | ! 🌟 Meaning !! State !! What It Feels Like |
| | + | |- |
| | + | | 0 || Collapse || Structure failed. Instability overwhelmed coordination. Nothing sustainable remained. |
| | + | |- |
| | + | | 1 || Critical || Survival only. Every gain required emergency correction. |
| | + | |- |
| | + | | 2 || Precarious || Functional but constantly unstable. |
| | + | |- |
| | + | | 3 || Strained || Stability required heavy effort each round. |
| | + | |- |
| | + | | 4 || Recovering || The group found rhythm after instability. |
| | + | |- |
| | + | | 5 || Functional || Instability rose, but was matched by response. |
| | + | |- |
| | + | | 6 || Coordinated || Support moved efficiently. Projects mattered. |
| | + | |- |
| | + | | 7 || Stable || Players built confidently under pressure. |
| | + | |- |
| | + | | 8 || Resilient || Shocks absorbed without fragmentation. |
| | + | |- |
| | + | | 9 || Stewarding || Long-horizon thinking emerged. |
| | + | |- |
| | + | | 10 || Strong Pattern || Structure outpaced instability. |
| | + | |- |
| | + | | 11 || Durable || Cooperative discipline felt natural. |
| | + | |- |
| | + | | 12 || Flourishing || The system sustained itself with surplus stability. |
| | + | |} |
| | | | |
| | + | <br> |
| | | | |
| − | '''Effect:'''
| + | = Example Play (4 Players, 6 Rounds) = |
| | | | |
| − | 🧠 Layer 7 Presence: is depicted as a rare “agency burst” icon on select Pattern cards, not as a full slot. Gives flexible choice (wild token effect). Mechanically it’s a limited flexibility effect, for example: a once-per-round wildcard token, a third action, or a “choose one of two futures” effect when resolving a World Event. The point is that “Presence” feels like a unified moment of choice, not like another steady currency stream.
| + | Players: |
| | + | * Alex – Stability focus |
| | + | * Brooke – Engine builder |
| | + | * Casey – Project racer |
| | + | * Drew – Social optimizer |
| | | | |
| | + | Initial marker: 7 |
| | | | |
| − | '''World Board:'''
| + | Round 1: |
| | + | Event −2 → marker 5 |
| | + | Players mostly Acquire and build Layer 1–2 Patterns. |
| | + | Two donate Support → +2 → marker 7. |
| | | | |
| − | 🏛️ Layer 8 Social: is depicted primarily on the World Board, not inside a player. Creates 👥'''B (Bond)''' and stabilizes Trust via projects. Mechanically it lives in the Trust track, the Social Touchpoint action, and Projects that create shared scaffolds. Culture-tagged Patterns and Projects tend to increase Trust, reduce the cost of cooperation, and improve contribution credit. This matches the layer: culture is shared rules, roles, and institutions that stabilize ''meaning'' across minds.
| + | Comment: Early correction stabilizes base layers. |
| | | | |
| − | 🌳 Layer 9 Story: is depicted as long-horizon scoring structures that convert repeated contributions into 🌿L (Legacy) and multipliers. Mechanically it shows up in Story-tagged Patterns that produce or amplify 🌿L (Legacy), and in Projects like mentorship, teaching, archives, and “containers that outlast a round.” Story is where your play starts to look like a coherent arc, not just turn-by-turn efficiency.
| + | Round 2: |
| | + | Event −1 → 6 |
| | + | Clinic Project completed → +1 → 7 |
| | + | Three Support → +3 (cap) → 10. |
| | | | |
| − | 🌍 Layer 10 Stewardship: is depicted almost entirely as high-tier Projects on the World Board. Mechanically it’s the endgame: Stewardship Projects have prerequisites (high Trust, high Habitat), require 🌿L (Legacy) alongside core tokens, and award major points plus world-level stability effects (reducing World Drift, improving Vital Signals). This forces the two-way survival relationship at scale: you can’t “buy” stewardship, you have to stabilize the world enough to make it possible.
| + | Comment: Layer 3–4 expansion begins safely. |
| | | | |
| − | == Scoring ==
| + | Round 3: |
| − | === A) Points from Completed Projects ===
| + | Event −3 → 7 |
| − | When a Project is completed:
| + | Players prioritize Pattern building in Layers 5–6. |
| − | * Apply its public benefit (Vital Signals and/or Drift reduction).
| + | Only one Support donated → 8. |
| − | * 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) ===
| + | Comment: Strategic risk while stable. |
| − | At game end, add:
| |
| | | | |
| − | 1) Autopoiesis (Self-maintenance)
| + | Round 4: |
| − | * +1 point per Coherence above 5
| + | Event −2 → 6 |
| − | * +2 points if you never dropped below Coherence 3 during the game
| + | Food Network completed → +1 → 7 |
| | + | Two Support → +2 → 9. |
| | | | |
| − | 2) Allopoiesis (Value to others)
| + | Round 5: |
| − | * +1 point per 2 Social Standing
| + | Event −4 → 5 |
| − | * +1 point per '''B (Bond)''' you contributed into Projects (track via credit marks or a simple tally)
| + | Archive completed → +2 → 7 |
| | + | Three Support → +3 → 10. |
| | | | |
| − | 3) Horizon (Legacy and Stewardship)
| + | Round 6: |
| − | * +1 point per '''L (Legacy)'''
| + | Event −3 → 7 |
| − | * +3 points if you contributed to at least one Stewardship Project (Layer 10)
| + | Final Project → +2 → 9 |
| | + | Two Support → +2 → 11. |
| | | | |
| − | Collapse penalty:
| + | Game ends at Meaning 11 (Durable). |
| − | * If '''World Drift''' ended at 10–12, everyone loses 6 points.
| |
| | | | |
| − | == Example Icon-Only Projects == | + | Final Scores: |
| − | (These are examples; your tile set can vary.)
| + | Alex: 18 Legacy + 9 Vitality = 27 |
| | + | Brooke: 12 + 8 = 20 |
| | + | Casey: 21 + 10 = 31 |
| | + | Drew: 8 + 9 = 17 |
| | | | |
| − | * '''Shared Shelter (Layer 8)'''
| + | Winner: Casey. |
| − | ** Requires: '''E (Energy)''', '''E (Energy)''', '''R (Regulation)''', '''B (Bond)'''
| |
| − | ** Public benefit: +1 Habitat, +1 Trust
| |
| − | ** Points: by contribution credit
| |
| | | | |
| − | * '''Training Loop (Layer 6)'''
| + | System State: Durable. |
| − | ** 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)'''
| + | <br> |
| − | ** 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)'''
| + | = Solo Mode = |
| − | ** Prereq: Habitat 5+, Trust 5+
| |
| − | ** 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
| |
| | | | |
| − | = Example of Play =
| + | Setup: |
| − | This example demonstrates a full arc, from “platform stability” to “reciprocity” to “legacy” to “stewardship.”
| + | * Marker at 7 |
| | + | * Vitality 6 |
| | + | * Legacy 0 |
| | | | |
| − | == Cast ==
| + | At end of each round: |
| − | 3 players:
| + | Community fills one open Project space. |
| − | * Alex (stability-first role)
| |
| − | * Brooke (economy/pattern market role)
| |
| − | * Casey (social/project role)
| |
| | | | |
| − | Starting state:
| + | In Stability Window: |
| − | * World Drift = 3
| + | You may donate 1 Support → +2 instead of +1. |
| − | * Energy Flow = 3, Trust = 3, Habitat = 3
| + | If you donate none → marker −1. |
| − | * Each player: 2× '''E (Energy)''', 1× '''R (Regulation)''', Coherence 4, Social Standing 2, Horizon 1
| |
| | | | |
| − | == Round 1 ==
| + | Projects score normally. |
| − | === Phase A: World Event ===
| + | Community counts for rank. |
| − | Event: Uncertainty
| |
| − | * Drift increase: +2 (pending)
| |
| − | * Mitigation requires: '''M (Model)''' + '''R (Regulation)'''
| |
| | | | |
| − | === Phase C: Player Turns === | + | Final Score = Legacy + Vitality. |
| − | Alex (2 actions)
| |
| − | 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
| + | If marker reaches 0 → immediate loss. |
| − | 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
| + | <br> |
| − | 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 ===
| + | ''Meaning Made.'' |
| − | Mitigation pool:
| + | Life resists instability. Structure creates value. |
| − | * Brooke contributes 1× '''M (Model)'''
| + | The winner builds best — but the group determines if the world survives. |
| − | * Alex contributes 1× '''R (Regulation)'''
| |
| − | Mitigation met, so the +2 Drift increase is canceled.
| |
| | | | |
| − | World Vital Signals are stable, so no penalties.
| + | = Lessons Learned = |
| | | | |
| − | === Phase E: Meaning Tick ===
| + | 🌀 Drift rises naturally. |
| − | No one has Coherence 7+ or Horizon 5+ yet. Casey might be approaching Social Standing goals later.
| + | ❤️ Support resists instability. |
| | + | 🧬 Patterns reduce cost over time. |
| | + | ⚙️ Projects increase shared structure. |
| | + | 🌟 Meaning increases when systems hold. |
| | + | 💚 Vitality reflects internal stability and reciprocity. |
| | | | |
| − | == Round 2 ==
| + | ''Meaning is not discovered. Meaning is built through coordinated resistance to instability. |
| − | === Phase A: World Event ===
| |
| − | Event: Damage
| |
| − | * Drift increase: +1 (pending)
| |
| − | * Places 2 local '''D (Drift)''' stress tokens on the ''World Board''
| |
| − | * Mitigation requires: '''H (Heal)''' + '''R (Regulation)'''
| |
| | | | |
| − | === Player Turns === | + | = Glossary = |
| − | Alex
| + | 🌍 World State & System Pressure |
| − | 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
| + | 🌀 Drift |
| − | 1) Buy Pattern (Layer 5 Prediction): pays cost including '''E (Energy)''' + '''M (Model)'''.
| + | Entropy, instability, external pressure pushing the system toward breakdown. |
| − | 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).
| |
| − | 2) Acquire: takes '''E (Energy)''' + '''R (Regulation)'''
| |
| − | Brooke now enables future mitigation and better ''Pattern Market'' choices.
| |
| | | | |
| − | Casey
| + | 🌟 Meaning |
| − | 1) Contribute to Project: chooses the simplest available Project, “Shared Shelter (Layer 8)”
| + | How well the group is holding together. Rises with completed Projects. Falls when Drift rises. |
| − | Contributes '''E (Energy)''' + '''B (Bond)''' (partial progress).
| |
| − | 2) Acquire: takes '''E (Energy)''' + '''R (Regulation)'''
| |
| − | Casey is positioning for Project credit.
| |
| | | | |
| − | === Phase D ===
| + | 📅 Event |
| − | Mitigation requires '''H (Heal)''' + '''R (Regulation)'''
| + | External pressure introduced each round. |
| − | * 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 ==
| + | 🛠️ Stability Window |
| − | Event: Scarcity
| + | The Phase D opportunity to donate Support and resist Drift. |
| − | * Drift increase: +2 (pending)
| |
| − | * Mitigation requires: total 3× '''E (Energy)''' into the pool
| |
| | | | |
| − | Alex
| + | 👤 Player Tracks |
| − | 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)'''.
| |
| − | 2) Contribute to Shared Shelter: pays '''R (Regulation)''' (needed for completion)
| |
| | | | |
| − | Brooke
| + | 💚 Vitality |
| − | 1) Acquire: '''E (Energy)''' + '''E (Energy)''' not allowed; takes '''E (Energy)''' + '''M (Model)'''
| + | Personal stability and social integration. Replaces Coherence + Reputation in Lite. |
| − | 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)'''
| |
| | | | |
| − | Casey
| + | 🌳 Legacy |
| − | 1) Contribute to Shared Shelter: pays remaining '''E (Energy)''' needed.
| + | Long-horizon contribution. Primary scoring track. |
| − | 2) Social Touchpoint: gives 1 token to Alex, gains +1 Social Standing and 1× '''B (Bond)'''. This keeps Trust-favoring play active.
| |
| | | | |
| − | Phase D (Mitigate Scarcity):
| + | 🏆 Final Score |
| − | Table contributes 3× '''E (Energy)''' total. Drift +2 canceled.
| + | Vitality + Legacy. |
| | | | |
| − | Shared Shelter completes this round:
| + | 🔄 Core Actions |
| − | * Public benefit: +1 Habitat, +1 Trust
| |
| − | * 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:
| + | ⚡ Acquire |
| − | The table has now built an external scaffold (Layer 8 feel) that makes future play easier.
| + | Take 2 tokens of your choice. |
| | | | |
| − | == Round 4 ==
| + | 🧬 Pattern |
| − | Event: Threat
| + | Engine card that generates resources or efficiencies. |
| − | * Drift increase: +2 (pending)
| |
| − | * Mitigation requires: '''R (Regulation)''' + '''B (Bond)'''
| |
| | | | |
| − | Alex
| + | ⚙️ Project |
| − | 1) Buy Pattern (Layer 2 Balance): gains more '''R (Regulation)''' and possibly '''H (Heal)'''
| + | Shared build that raises Meaning and awards Legacy. |
| − | 2) Heal: spends 1× '''H (Heal)''' to reduce World Drift by 1 (pre-emptive stabilization)
| |
| | | | |
| − | Brooke
| + | 🤝 Social |
| − | 1) Acquire: '''B (Bond)''' + '''E (Energy)''' | + | Give or request 1 token. If accepted, both players gain +1 Vitality. |
| − | 2) Contribute to “Training Loop (Layer 6)”: pays '''M (Model)''' or '''R (Regulation)''' as available
| |
| | | | |
| − | Casey
| + | 🛡️ Stabilize |
| − | 1) Acquire: '''B (Bond)''' + '''R (Regulation)'''
| + | Donate Support to reduce Drift during Stability Window. |
| − | 2) Contribute to Training Loop: pays '''V (Value)''' if available (or contributes to any other active Project)
| |
| | | | |
| − | Phase D Mitigation:
| + | 🔄 Refresh |
| − | Table contributes '''R (Regulation)''' + '''B (Bond)'''. Drift +2 reduced/canceled.
| + | Once-per-round public refresh of the Pattern Gallery. |
| | | | |
| − | If Training Loop completes:
| + | 💠 Resource Tokens (Lite Economy) |
| − | * 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 ==
| + | ☀️ Energy (E) |
| − | Event: Conflict
| + | Basic fuel for building and contributing. |
| − | * Drift increase: +1 (pending)
| |
| − | * Mitigation requires: 2× '''B (Bond)'''
| |
| | | | |
| − | ''Pattern Market'' now contains at least one Layer 9 Story/Legacy pattern.
| + | 🔍 Insight (I) |
| | + | Planning, prediction, and cognitive leverage. |
| | | | |
| − | Alex
| + | ❤️ Support (S) |
| − | 1) Acquire: '''E (Energy)''' + '''R (Regulation)'''
| + | Repair, relationship maintenance, and Drift resistance. |
| − | 2) Contribute to “Mentorship Chain (Layer 9)”: pays '''M (Model)''' or '''B (Bond)'''
| |
| | | | |
| − | Brooke
| + | 🧩 Pattern Tags (Thematic Layer Icons) |
| − | 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
| + | These are not separate currencies in Lite, but still teach the Life arc. |
| − | 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:
| + | 🧿 Boundary (Layer 1) |
| − | Table spends 2× '''B (Bond)''' to cancel Drift increase.
| + | Self vs world. Basic structure. |
| | | | |
| − | If Mentorship Chain completes:
| + | ⚖️ Balance (Layer 2) |
| − | * Public benefit: +1 Trust, reduce World Drift by 2
| + | Regulation, staying in viable range. |
| − | * Points by contribution credit.
| |
| − | * Top contributor also gains +1 Horizon (on the tile).
| |
| | | | |
| − | Interpretation:
| + | 🦋 Form (Layer 3) |
| − | Meaning has now moved from “stay stable” to “carry patterns forward through teaching and trust.”
| + | Repair, growth, structural efficiency. |
| | | | |
| − | == Round 6 ==
| + | 🧫 Membership (Layer 4) |
| − | Event: Uncertainty (again)
| + | Reciprocity, reliability, collective function. |
| − | * 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.
| + | 🌐 Prediction (Layer 5) |
| − | Prereq: Habitat 5+, Trust 5+
| + | Foresight, filtering, pattern recognition. |
| | | | |
| − | 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.
| + | 🎯 Reinforcement (Layer 6) |
| | + | Value stabilization. Turning good actions into habits. |
| | | | |
| − | Alex
| + | 📌 Presence (Layer 7) |
| − | 1) Heal: spends 1× '''H (Heal)''' to reduce World Drift by 1 (keeping the runway)
| + | Moments of flexible choice or steering. |
| − | 2) Contribute to Stewardship Pact: pays '''R (Regulation)''' or '''E (Energy)'''
| |
| | | | |
| − | Brooke
| + | 🏛️ Social (Layer 8) |
| − | 1) Buy Pattern that outputs '''M (Model)''' and/or '''L (Legacy)'''
| + | Institutions, norms, shared infrastructure. |
| − | 2) Contribute to Stewardship Pact: pays '''M (Model)''' or 1× '''L (Legacy)'''
| |
| | | | |
| − | Casey
| + | 🌳 Story (Layer 9) |
| − | 1) Contribute to Stewardship Pact: pays '''B (Bond)'''
| + | Long-horizon contribution and narrative continuity. |
| − | 2) Acquire: takes '''E (Energy)''' + '''E (Energy)''' not allowed; takes '''E (Energy)''' + '''R (Regulation)''' to prepare a final contribution next round
| |
| | | | |
| − | Phase D Mitigation:
| + | 🌍 Stewardship (Layer 10) |
| − | Table contributes '''M (Model)''' + '''R (Regulation)''' to cancel Drift +2.
| + | Caring for future stability and shared world health. |
| | | | |
| − | == Round 7 (Finale: Layer 10 Completion) ==
| + | 🧠 Teaching Arc Summary in Icons |
| − | Event: Damage or Scarcity, but the table has built the tools to manage it.
| |
| | | | |
| − | The key move:
| + | 🌀 → 🌟 |
| − | Players finish the Stewardship Pact requirements:
| + | Instability reduces meaning. |
| − | * '''E (Energy)''', '''E (Energy)''', '''R (Regulation)''', '''M (Model)''', '''B (Bond)''', '''L (Legacy)''', '''L (Legacy)'''
| |
| | | | |
| − | Once completed:
| + | ⚙️ → 🌟 |
| − | * Public benefit: reduce World Drift by 2 immediately
| + | Structure increases meaning. |
| − | * Game ends
| |
| − | * Points awarded: top contributor 10, second 5, others 2 (based on credit)
| |
| | | | |
| − | Interpretation:
| + | ❤️ → 🌀 |
| − | Stewardship is not a solo action. It requires:
| + | Support resists instability. |
| − | * 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 ==
| + | 🧬 → ⚙️ |
| − | Each player totals:
| + | Patterns enable projects. |
| − | * 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.
| + | 🌳 + 💚 → 🏆 |
| | + | Legacy + Vitality determine personal success. |
Meaning Made
Hold together. Learn what matters. Become valuable.
Meaning Made is a competitive-collaborative engine builder for 2–6 players (solo included).
Players build personal systems using 🧬Pattern cards across the full six-layer arc of Life Builds Meaning, while collectively managing a single shared 🌍World State track.
There are no hidden roles.
No betrayal.
Pressure comes from shared instability and scarce resources.
You are trying to:
- Build your engine across 6 Layers.
- Complete ⚙️Projects.
- Raise 💚Vitality.
- Score the most 🌳Legacy.
- And keep the world from collapsing.
Meaning is not discovered.
It is made — by resisting instability and building structure.
The World State Track (Fully Coupled System)
There is a single shared track numbered 0–12.
- The number at the marker is 🌟 Meaning.
- Drift is simply 12 − Meaning.
If the marker is on 8:
Fully Coupled Rule
- When an Event increases Drift → move marker DOWN.
- When Support reduces Drift → move marker UP.
- When Projects complete → move marker UP.
- If marker reaches 0, the world collapses and the game ends immediately.
One marker. No formulas. No dual bookkeeping.
Players / Time
- 2–6 Players
- 45–60 Minutes
- Solo mode included below
Components
World Board
- 🌍 World State Track (0–12)
- 📅 Event deck
- ⚙️ Project row (3 face-up)
- 🧬 Pattern Gallery (6 face-up)
Player Mats
- 💚 Vitality track (0–12)
- 🌳 Legacy track
- 🧬 6-slot Pattern Stack:
- 🧿 Layer 1 – Boundary
- ⚖️ Layer 2 – Balance
- 🦋 Layer 3 – Form
- 🧫 Layer 4 – Membership
- 🌐 Layer 5 – Prediction
- 🎯 Layer 6 – Reinforcement
Tokens
- ☀️ Energy
- 🔍 Insight
- ❤️ Support
Setup
- Place World marker at 7
- Shuffle Events and reveal 1
- Reveal 3 Projects
- Reveal 6 Patterns
- Each player:
- Vitality = 6
- Legacy = 0
- Gain 2 Energy, 1 Insight
Choose starting player.
Rounds
Each round has four phases:
Phase Ⓐ– 📅Event
- Reveal Event.
- Move marker DOWN by listed amount.
Phase Ⓑ – Refresh 🧬Pattern Gallery
Refill Pattern Gallery to 6.
Phase Ⓒ – 👤Player Turns
Each player takes exactly 2 actions.
Phase Ⓓ – 🌀Stability Window
Each player may donate at most 1 ❤️ Support.
For each Support donated:
Group Cap: The group may move the marker UP a maximum of 3 spaces total, regardless of player count.
Actions
Each turn take exactly 2 actions.
⛏️ Acquire
Take any 2 tokens.
Obtain 🧬Pattern
Pay cost.
Place in correct Layer slot (1–6).
You may stack multiple Patterns in a slot.
If you already own a Pattern with the same Tag:
- Pay 1 fewer token (your choice).
Only one discount per purchase.
Contribute ⚙️Project
Choose next open Project space.
Pay full listed cost.
Place your marker.
One contribution per Project per round.
🧑🤝🧑 Social
Give OR request 1 token.
If accepted:
- Both players gain +1 💚 Vitality.
Projects
Each Project has 3–5 spaces.
When completed:
- Award 🌳 Legacy:
- First contributor: 6
- Second: 3
- Others who contributed: 1
- Move marker UP as listed (usually +1 or +2)
Refill empty slot.
End of Game
Game ends immediately if:
- Marker reaches 0 (collapse), or
- A final-tier Project completes.
Scoring
Final Score = 🌳 Legacy + 💚 Vitality
Highest score wins.
If collapse occurred, players still compare scores.
🌟 Meaning Track Table (0–12)
| 🌟 Meaning |
State |
What It Feels Like
|
| 0 |
Collapse |
Structure failed. Instability overwhelmed coordination. Nothing sustainable remained.
|
| 1 |
Critical |
Survival only. Every gain required emergency correction.
|
| 2 |
Precarious |
Functional but constantly unstable.
|
| 3 |
Strained |
Stability required heavy effort each round.
|
| 4 |
Recovering |
The group found rhythm after instability.
|
| 5 |
Functional |
Instability rose, but was matched by response.
|
| 6 |
Coordinated |
Support moved efficiently. Projects mattered.
|
| 7 |
Stable |
Players built confidently under pressure.
|
| 8 |
Resilient |
Shocks absorbed without fragmentation.
|
| 9 |
Stewarding |
Long-horizon thinking emerged.
|
| 10 |
Strong Pattern |
Structure outpaced instability.
|
| 11 |
Durable |
Cooperative discipline felt natural.
|
| 12 |
Flourishing |
The system sustained itself with surplus stability.
|
Example Play (4 Players, 6 Rounds)
Players:
- Alex – Stability focus
- Brooke – Engine builder
- Casey – Project racer
- Drew – Social optimizer
Initial marker: 7
Round 1:
Event −2 → marker 5
Players mostly Acquire and build Layer 1–2 Patterns.
Two donate Support → +2 → marker 7.
Comment: Early correction stabilizes base layers.
Round 2:
Event −1 → 6
Clinic Project completed → +1 → 7
Three Support → +3 (cap) → 10.
Comment: Layer 3–4 expansion begins safely.
Round 3:
Event −3 → 7
Players prioritize Pattern building in Layers 5–6.
Only one Support donated → 8.
Comment: Strategic risk while stable.
Round 4:
Event −2 → 6
Food Network completed → +1 → 7
Two Support → +2 → 9.
Round 5:
Event −4 → 5
Archive completed → +2 → 7
Three Support → +3 → 10.
Round 6:
Event −3 → 7
Final Project → +2 → 9
Two Support → +2 → 11.
Game ends at Meaning 11 (Durable).
Final Scores:
Alex: 18 Legacy + 9 Vitality = 27
Brooke: 12 + 8 = 20
Casey: 21 + 10 = 31
Drew: 8 + 9 = 17
Winner: Casey.
System State: Durable.
Solo Mode
Setup:
- Marker at 7
- Vitality 6
- Legacy 0
At end of each round:
Community fills one open Project space.
In Stability Window:
You may donate 1 Support → +2 instead of +1.
If you donate none → marker −1.
Projects score normally.
Community counts for rank.
Final Score = Legacy + Vitality.
If marker reaches 0 → immediate loss.
Meaning Made.
Life resists instability. Structure creates value.
The winner builds best — but the group determines if the world survives.
Lessons Learned
🌀 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.
Meaning is not discovered. Meaning is built through coordinated resistance to instability.
Glossary
🌍 World State & System Pressure
🌀 Drift
Entropy, instability, external pressure pushing the system toward breakdown.
🌟 Meaning
How well the group is holding together. Rises with completed Projects. Falls when Drift rises.
📅 Event
External pressure introduced each round.
🛠️ Stability Window
The Phase D opportunity to donate Support and resist Drift.
👤 Player Tracks
💚 Vitality
Personal stability and social integration. Replaces Coherence + Reputation in Lite.
🌳 Legacy
Long-horizon contribution. Primary scoring track.
🏆 Final Score
Vitality + Legacy.
🔄 Core Actions
⚡ Acquire
Take 2 tokens of your choice.
🧬 Pattern
Engine card that generates resources or efficiencies.
⚙️ Project
Shared build that raises Meaning and awards Legacy.
🤝 Social
Give or request 1 token. If accepted, both players gain +1 Vitality.
🛡️ Stabilize
Donate Support to reduce Drift during Stability Window.
🔄 Refresh
Once-per-round public refresh of the Pattern Gallery.
💠 Resource Tokens (Lite Economy)
☀️ Energy (E)
Basic fuel for building and contributing.
🔍 Insight (I)
Planning, prediction, and cognitive leverage.
❤️ Support (S)
Repair, relationship maintenance, and Drift resistance.
🧩 Pattern Tags (Thematic Layer Icons)
These are not separate currencies in Lite, but still teach the Life arc.
🧿 Boundary (Layer 1)
Self vs world. Basic structure.
⚖️ Balance (Layer 2)
Regulation, staying in viable range.
🦋 Form (Layer 3)
Repair, growth, structural efficiency.
🧫 Membership (Layer 4)
Reciprocity, reliability, collective function.
🌐 Prediction (Layer 5)
Foresight, filtering, pattern recognition.
🎯 Reinforcement (Layer 6)
Value stabilization. Turning good actions into habits.
📌 Presence (Layer 7)
Moments of flexible choice or steering.
🏛️ Social (Layer 8)
Institutions, norms, shared infrastructure.
🌳 Story (Layer 9)
Long-horizon contribution and narrative continuity.
🌍 Stewardship (Layer 10)
Caring for future stability and shared world health.
🧠 Teaching Arc Summary in Icons
🌀 → 🌟
Instability reduces meaning.
⚙️ → 🌟
Structure increases meaning.
❤️ → 🌀
Support resists instability.
🧬 → ⚙️
Patterns enable projects.
🌳 + 💚 → 🏆
Legacy + Vitality determine personal success.