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| | |title=PRIMO.ai | | |title=PRIMO.ai |
| | |titlemode=append | | |titlemode=append |
| β | |keywords=Game, Life~Meaning | + | |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://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__ | | __NOTOC__ |
| β | * [[Center and Circle Playbook|Center & Circle Playbook]] ... [[Center and Circle Playbook Walkthrough Example|Walkthrough]] ... [[Life~Meaning 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]] |
| | | | |
| | <hr><center> | | <hr><center> |
| β | ποΈ [https://drive.google.com/file/d/1JfOWyGSF187ZfsnzP-CV2tWDT2ZfhhKG/view Watch Overview] ~ 2 minutes<br> | + | ποΈ [https://drive.google.com/file/d/14Q9ZhOhR23u7feZ5ugUDi2D_RIndfJRh/view Watch Introduction] ~ 7 minutes TBD<br> |
| β | ποΈ [https://drive.google.com/file/d/1R2rZzeJ_8a2Fdy9RJdQl0sRoIL_PD28Q/view Watch Introduction] ~ 7 minutes<br>
| + | π§ [https://drive.google.com/file/d/1EFwU5Chu724F7_Hph4paOdpB_G4-KD1J/view Listen to Play Example] ~ 24 minutes TBD |
| β | π§ [https://drive.google.com/file/d/1L3mbltD2yUnf7YH-1-w8UOePHcS68t3S/view Listen to Example of Play] ~ 25 minutes | |
| | </center><hr> | | </center><hr> |
| | | | |
| | <br> | | <br> |
| β | Game Name: '''''Life~Meaning Game'''''<br> | + | Game Name: '''''Meaning Made'''''<br> |
| | ''Hold together, learn what matters, become valuable.''<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 π§¬''Pattern'' cards while sharing responsibility for a fragile world under pressure. |
| | | | |
| β | ''Life~Meaning'' is a tabletop game for two to six players that blends competitive engine-building with a shared responsibility to keep the world stable. Players collect specialized π§¬''Pattern'' cards to upgrade their personal engines, while also investing in shared βοΈ''Projects'' that strengthen the table as a whole. There are ''no hidden roles'' and no betrayal. Tension comes from scarcity, timing, and competing priorities under shared world pressure. Itβs a competitive-collaborative engine builder: everyone cooperates to keep the world from sliding into π ''Drift'', and each player competes to score the most by: | + | π''Drift'' represents instability. |
| | + | β€οΈ''Support'' resists collapse. |
| | + | βοΈ''Projects'' strengthen shared structure. |
| | + | π''Meaning'' rises when the system holds. |
| | | | |
| β | * maintaining π§ ''Coherence'' under pressure
| + | Meaning is not found. It is made. |
| β | * gaining β''Reputation'' advantage through reciprocity and long-horizon contribution
| |
| β | * contributing to shared π³''Legacy''
| |
| | | | |
| β | Progress is tracked on individual player mats, but the worldβs condition is shared. Unpredictable π
''World Events'' generate π''Drift'', and if instability climbs too high it triggers a penalty that reduces ''Meaning''. The game ends when the table achieves a high-level goal or the environment collapses, and the winner is the player who best integrates personal value with communal stewardship.
| + | {{#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__ |
| | | | |
| β | == Players / Time == | + | = '''Meaning Made''' = |
| β | * Players: 2β6
| + | ''Hold together. Learn what matters. Become valuable.'' |
| β | * Time: 45β60 minutes
| |
| | | | |
| β | == Win Condition / End Triggers ==
| + | ''Meaning Made'' is a competitive-collaborative engine builder for '''2β6 players''' (solo included). |
| β | The game ends when the first of these happens:
| |
| β | # A Layer 10 βοΈ''Project'' is completed.
| |
| β | # The π''World Drift'' marker reaches the final space (12).
| |
| β | # The βοΈ''Project'' cards run out (you cannot refill the ''World Projects'' row when a slot becomes empty).
| |
| | | | |
| β | '''Timing rule:''' If an end trigger happens during Phase βΈ, finish Phase βΉ for that round, then score. | + | Players build personal systems using π§¬''Pattern'' cards across the full six-layer arc of Life Builds Meaning, while collectively managing a single shared π''World State'' track. |
| | | | |
| β | Winner: Highest '''Final Score'''.
| + | There are no hidden roles. |
| | + | No betrayal. |
| | + | Pressure comes from shared instability and scarce resources. |
| | | | |
| β | == Components ==
| + | You are trying to: |
| | + | * Build your engine across 6 Layers. |
| | + | * Complete βοΈ''Projects''. |
| | + | * Raise π''Vitality''. |
| | + | * Score the most π³''Legacy''. |
| | + | * And keep the world from collapsing. |
| | | | |
| β | === World Board ===
| + | Meaning is not discovered. |
| β | * '''π World Drift''' track (0β12)
| + | It is made β by resisting instability and building structure. |
| β | * '''𧬠Pattern Gallery''' face-up π§¬''Pattern'' cards (6 slots)
| |
| β | * '''βοΈ World Project''' for βοΈ''Project'' cards (3 slots)
| |
| β | * '''π
World Event''' for the current π
''World Event'' (1 slot)
| |
| β | * '''π οΈ Mitigation''' tokens spent to ''mitigate'' π
''World Events''
| |
| | | | |
| β | === Tokens ===
| + | <br> |
| β | βοΈ '''E (Energy)'''<br>
| |
| β | π '''R (Regulation)'''<br>
| |
| β | π§© '''M (Model)'''<br>
| |
| β | π '''V (Value)'''<br>
| |
| β | β€οΈ '''S (Support)'''<br>
| |
| | | | |
| β | '''What Support means (conceptually):''' β€οΈ(S) Support is your capacity to repair damage and maintain relationships. Mechanically, it fuels both stabilization (anti-πDrift) and pro-β''Reputation'' contribution.
| + | = The World State Track (Fully Coupled System) = |
| | | | |
| β | '''Drift markers:''' | + | There is a single shared track numbered '''0β12'''. |
| β | * π '''World Drift''' marker on the πWorld Drift Track
| |
| | | | |
| β | === π§¬Pattern Cards (90) ===
| + | * The number at the marker is '''π Meaning'''. |
| β | Each π§¬''Pattern'' card shows icons only:
| + | * Drift is simply '''12 β Meaning'''. |
| β | * Layer number (1β10) and Layer icon | |
| β | * Cost (icons)
| |
| β | * Outputs (2β4 icons)
| |
| β | * One Tag icon (π§Ώ Boundary, βοΈ Balance, π¦ Form, π§« Membership, π Prediction, π― Reinforcement, π Presence, ποΈ Social, π³ Story, π Stewardship)
| |
| | | | |
| β | == Layer Guidance == | + | If the marker is on 8: |
| β | Layers 1β6 live mostly in your personal π§¬''Pattern Stack'' as engine parts, while Layers 7β10 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. π§¬''Pattern'' cards naturally reenact the layers via token outputs. Layer-by-layer mapping (10 layers):
| + | * Meaning = 8 |
| | + | * Drift = 4 |
| | | | |
| β | *'''π§¬Pattern Stack:'''
| + | == Fully Coupled Rule == |
| β | **π§Ώ Layer 1 '''''Boundary''''': Depicted as the βself vs worldβ foundation in your π§¬''Pattern Stack''. It supports your π§ ''Coherence'' state and your ability to operate under pressure. Mechanically, itβs your basic platform: make βοΈE (Energy) and πR (Regulation) to stabilize your baseline. | + | * When an Event increases Drift β move marker DOWN. |
| β | **βοΈ Layer 2 '''''Balance''''': Depicted as the πR (Regulation) economy that keeps you in range. Mechanically, itβs the loop that prevents overshoot and collapse: make βοΈE (Energy) and πR (Regulation) to stay stable while expanding your engine. | + | * When Support reduces Drift β move marker UP. |
| β | **π¦ Layer 3 '''''Form''''': Depicted as π§¬patterns that restore structure, reduce the cost of βbuild/repairβ contributions, and improve the efficiency of upgrading. Mechanically, Form-tagged π§¬Patterns help you contribute to βοΈ''Projects'' more cheaply and more often, and they tend to create βwe-functionβ advantages. | + | * When Projects complete β move marker UP. |
| β | **π§« Layer 4 '''''Membership''''': Depicted as π§¬patterns that make you more reliable in reciprocal play and more efficient at shared work. Mechanically, ''Membership''-tagged π§¬''Patterns'' improve your π³''Legacy'', increase contribution credit, and reward consistent cooperation. | + | * If marker reaches '''0''', the world collapses and the game ends immediately. |
| β | **π Layer 5 '''''Prediction''''': Depicted as π§©M (Model) generation plus π§¬''Pattern Gallery'' manipulation (peek, filter, reserve). Mechanically, this layer helps you see whatβs coming and shape the offer so your engine grows with fewer dead turns.
| |
| β | **π― Layer 6 '''''Reinforcement''''': Depicted as πV (Value) generation plus βpolicy lock-inβ effects (stable conversions, habit-like benefits). Mechanically, Reinforcement stabilizes what you do repeatedly, turning good choices into repeatable advantage.
| |
| | | | |
| | + | One marker. No formulas. No dual bookkeeping. |
| | | | |
| β | *'''Effect (Layers 7): '''
| + | <br> |
| β | **π Layer 7 '''''Presence''''': Present on a small number of π§¬''Pattern'' cards as a special icon (not a slot, not a currency). When triggered, it grants '''flex''': one-time choice effects such as βtake +1 action,β βtreat one token as wild for this action,β βpeek and choose between two upcoming π
''World Events'',β or βchange how an π
''World Event'' resolves.β Mechanically, Presence is your limited way to ''steer'' uncertainty instead of only absorbing it.
| |
| | | | |
| | + | = Players / Time = |
| | | | |
| β | *'''World Board (Layers 8β10): ''' | + | * 2β6 Players |
| β | **ποΈ Layer 8 '''''Social''''' (β€οΈS ''Support'' + Reciprocity): Lives in the '''Support economy''' and in shared-work rules. Components: ''β€οΈS (Support)'' tokens, β''Reputation''-tagged π§¬''Patterns/βοΈProjects'', and the ''Social'' action(s) that create, move, or spend ''β€οΈS (Support)''. Support is spent to help other players, reduce the friction/cost of cooperation, and to meet βοΈ''Project'' requirements, and players gain contribution credit (and sometimes points) for reciprocal support rather than pure solo efficiency. | + | * 45β60 Minutes |
| β | **π³ Layer 9 '''''Story''''' (Long-Horizon Credit): Lives in '''''Story''-tagged π§¬''Patterns'' and βοΈ''Projects''''' that convert repeated contributions into endgame value. Components: ''Story'' tags on cards plus the way you record βwhat you kept doingβ (for example: counting completed ''Story'' βοΈ''Projects'' you contributed to, counting ''Story'' tags in your built engine, or counting ''Story''-linked milestones). Mechanically, ''Story'' is where consistency becomes multipliers or bonus scoring at game end, not a separate token. | + | * Solo mode included below |
| β | **π Layer 10 '''''Stewardship''''' (Endgame βοΈ''Projects'' + World Stabilization): Lives in the highest-tier '''''Stewardship βοΈProjects''''' on the World Board. Components: βοΈ''Project'' prerequisites keyed to the World state (typically π''Drift'' and Vital Signals thresholds), large table investment (often including significant β€οΈS Support), and big point rewards plus world-level effects (reduce ''Drift'', improve/stabilize Vital Signals). Completing a ''Stewardship βοΈProject'' often triggers the endgame or fulfills the tableβs win-condition threshold.
| |
| | | | |
| β | === Project Cards (24) ===
| + | <br> |
| β | Each βοΈ''Project'' card shows:
| |
| β | * Layer tier (8β10 typically, but can include 6β7)
| |
| β | * Required contributions (icons)
| |
| β | * Public benefit; reduce π''World Drift''
| |
| β | * Contribution credit slots (to mark who paid what)
| |
| β | * Completion point awards by rank (Top / Second / Other)
| |
| | | | |
| β | === World Event Cards (30) === | + | = Components = |
| β | Each π
''World Event'' shows:
| |
| β | * π''Drift'' increase (number)
| |
| β | * Pressure type icon (Scarcity, Threat, Uncertainty, Conflict, Damage)
| |
| β | * π οΈ''Mitigation Requirement'' (icons) that can reduce or cancel the π''Drift'' increase
| |
| | | | |
| β | === Player Mats (1 per player) ===
| + | '''World Board''' |
| β | '''Tracks:''' | + | * π World State Track (0β12) |
| β | * '''π§ ''Coherence''''' (0β10) track | + | * π
Event deck |
| β | * '''β''Reputation''''' (0β10) track | + | * βοΈ Project row (3 face-up) |
| β | * '''π³''Legacy''''' (0β30) track | + | * 𧬠Pattern Gallery (6 face-up) |
| | | | |
| β | '''π§¬''Pattern Stack'':''' 6 layer slots for building π§¬''patterns'' upward: | + | '''Player Mats''' |
| β | * π§Ώ 1. Boundary: Life Holds Itself Together | + | * π Vitality track (0β12) |
| β | * βοΈ 2. Balance: Staying In Balance | + | * π³ Legacy track |
| β | * π¦ 3. Form: Morphogenesis & Regeneration | + | * 𧬠6-slot Pattern Stack: |
| β | * π§« 4. Membership: Shift: From Persistence to Membership | + | ** π§Ώ Layer 1 β Boundary |
| β | * π 5. Prediction: Predictive World-Models | + | ** βοΈ Layer 2 β Balance |
| β | * π― 6. Reinforcement: Reward, Avoidance, Reinforcement Learning | + | ** π¦ Layer 3 β Form |
| | + | ** π§« Layer 4 β Membership |
| | + | ** π Layer 5 β Prediction |
| | + | ** π― Layer 6 β Reinforcement |
| | | | |
| β | == Setup ==
| + | '''Tokens''' |
| β | * Place the ''World Board'' in the middle of the table
| + | * βοΈ Energy |
| β | * Set '''''World Drift''''' to '''3'''
| + | * π Insight |
| β | * Shuffle the π§¬''Pattern'' deck. Deal 6 face-up cards to the π§¬''Pattern Gallery'' row
| + | * β€οΈ Support |
| β | * Shuffle βοΈ''Project'' cards. Reveal 3 to the ''World Projects'' row
| |
| β | * Shuffle π
''World Event'' cards. Reveal 1 to the π
''World Event'' slot
| |
| β | * Each player takes a mat and sets: π§ ''Coherence'' = 4, β''Reputation'' = 2, and βοΈ''Project'' = 0, | |
| β | * Each player starts with tokens: '''2ΓβοΈE''' and '''1ΓπR'''. | |
| β | * Choose a starting player. | |
| | | | |
| β | == Round Structure ==
| + | <br> |
| β | Each round has four phases:
| |
| | | | |
| β | === Phase βΆ: World Event (Pressure Enters) === | + | = Setup = |
| β | Reveal the next π
''World Event'':
| |
| β | * Place it in the π
''World Event'' slot.
| |
| β | * Its ''Drift'' increase is '''pending''' until Phase βΉ.
| |
| | | | |
| β | === Phase β·: Pattern Gallery Refresh ===
| + | * Place World marker at '''7''' |
| β | Refill the π§¬''Pattern Gallery'' to 6 face-up π§¬''Pattern'' cards if needed.
| + | * Shuffle Events and reveal 1 |
| | + | * Reveal 3 Projects |
| | + | * Reveal 6 Patterns |
| | + | * Each player: |
| | + | ** Vitality = 6 |
| | + | ** Legacy = 0 |
| | + | ** Gain 2 Energy, 1 Insight |
| | | | |
| β | === Phase βΈ: Player Turns (2 Actions Each) ===
| + | Choose starting player. |
| β | In clockwise order, each player takes exactly '''2 actions'''.
| |
| | | | |
| β | === Phase βΉ: Stability Check (π οΈMitigation + Apply Drift) ===
| + | <br> |
| β | 1) '''π οΈMitigation:''' The table may collectively spend tokens into the π οΈMitigation area to satisfy the π
''World Eventβs'' π οΈ''Mitigation'' icons.
| |
| β | 2) If the ''π οΈMitigation Requirement'' is met, the π
''World Eventβs'' pending ''Drift'' increase is canceled (or reduced if the π
''World Event'' says βreduce by Xβ).
| |
| β | 3) Apply any remaining pending ''Drift'' increase to '''World Drift'''.
| |
| β | 4) Discard all tokens in the π οΈ''Mitigation'' area back to the supply (they never carry over).
| |
| β | 5) If any βοΈ''Project'' slot is empty, refill it immediately from the βοΈ''Project'' supply deck. If you cannot refill because the supply is empty, the game will end after this round.
| |
| | | | |
| β | == Player Actions == | + | = Rounds = |
| β | On your turn, take exactly 2 actions. Scoring happens only through immediate track movement, plus '''π³''Legacy''''' points awarded on βοΈ''Project'' completion.
| |
| | | | |
| β | === Action 1: Acquire Resources ===
| + | Each round has four phases: |
| β | Take '''2 tokens total''', but they must be '''two different types'''.
| |
| | | | |
| β | === Action 2: Buy a Pattern Card === | + | == Phase βΆβ π
Event == |
| β | Pay the cardβs cost. Place it in the matching Layer slot on your mat (stack within a slot if needed).
| + | * Reveal Event. |
| β | * Immediately gain the cardβs outputs as tokens. | + | * Move marker DOWN by listed amount. |
| β | * '''Tag Discount:''' Each π§¬''Pattern'' you own reduces the cost of future cards sharing its Tag by 1 of the token type shown by the discount icon on the card (icon-only). Discounts stack. | |
| | | | |
| β | === Action 3: Contribute to a Project === | + | == Phase β· β Refresh π§¬Pattern Gallery == |
| β | Pay any subset of the ''Projectβs'' required icons and mark your contribution on the ''Project Card'' and update ''π³''Legacy'' track.
| + | Refill Pattern Gallery to 6. |
| | | | |
| β | '''Social triggers (immediate):'''
| + | == Phase βΈ β π€Player Turns == |
| β | * If you contribute at least '''1Γβ€οΈS''' in this action: move '''+1 β''Reputation''''' (max once per action).
| + | Each player takes exactly '''2 actions'''. |
| β | * If the ''Project'' is '''Layer 9 or Layer 10''': when you contribute to it, move '''+1 β''Reputation''''' (once per action).
| |
| | | | |
| β | If the ''Project'' completes, resolve completion immediately (see ''Projects'').
| + | == Phase βΉ β πStability Window == |
| | + | Each player may donate at most '''1 β€οΈ Support'''. |
| | | | |
| β | === Action 4: Stabilize (Fight Drift) ===
| + | For each Support donated: |
| β | Spend '''β€οΈS''' to counter ''Drift''. Choose one:
| + | * Move marker UP by 1. |
| β | * Reduce '''World Drift''' by 1 (minimum 0) | |
| | | | |
| β | '''Coherence trigger (immediate):''' Any time you take Stabilize and spend β€οΈS, move '''+1 π§ ''Coherence'''''. | + | '''Group Cap:''' The group may move the marker UP a maximum of '''3 spaces total''', regardless of player count. |
| | | | |
| β | Emergency conversion (always available):
| + | <br> |
| β | * Spend '''2Γ βοΈE''' to gain '''1Γ β€οΈS'''.
| |
| | | | |
| β | === Action 5: Social Touchpoint === | + | = Actions = |
| β | Choose one:
| |
| β | * '''Give''' 1 token to another player. Move '''+1 β''Reputation'''''.
| |
| β | * '''Request''' 1 token from another player. If they agree, move '''+1 β''Reputation'''''.
| |
| | | | |
| β | No negotiation required. This is a clean reciprocity move.
| + | Each turn take exactly 2 actions. |
| | | | |
| β | === Action 6: Recalibrate === | + | == βοΈ Acquire == |
| β | On your turn, you may take this action to update either the π§¬''Pattern Gallery'' or the ''World Projects''.
| + | Take any 2 tokens. |
| | | | |
| β | ; Choose one:
| + | == Obtain π§¬Pattern == |
| β | * '''Recalibrate the π§¬''Pattern Gallery'':''' Discard any number of face-up π§¬''Pattern'' cards (from either row), then refill each row back to 6 cards.
| + | Pay cost. |
| β | * '''Recalibrate the ''World Projects'':''' Discard any number of face-up ''Project'' cards, then refill the display back to its normal size.
| + | Place in correct Layer slot (1β6). |
| | | | |
| β | '''Cost:''' Add +1 ''Drift''.
| + | You may stack multiple Patterns in a slot. |
| | | | |
| β | == Projects ==
| + | If you already own a Pattern with the same Tag: |
| β | ''Projects'' are shared builds with competitive credit. Everyone wants ''Project'' completed because they stabilize the world, but players compete for point rank.
| + | * Pay 1 fewer token (your choice). |
| | + | Only one discount per purchase. |
| | | | |
| β | === Contributing === | + | == Contribute βοΈProject == |
| β | When you Contribute:
| + | Choose next open Project space. |
| β | * Pay any subset of required icons.
| + | Pay full listed cost. |
| β | * Mark each icon you paid in your color (or your marker) on the ''Projectβs'' credit slots.
| + | Place your marker. |
| β | * A ''Project'' may be contributed to by multiple players over multiple turns.
| + | One contribution per Project per round. |
| | | | |
| β | === Completing === | + | == π§βπ€βπ§ Social == |
| β | A ''Project'' completes immediately when all required icons are paid.
| + | Give OR request 1 token. |
| β | When it completes:
| + | If accepted: |
| β | # Apply the ''Projectβs'' public benefit (reduce π''World Drift'' as stated).
| + | * Both players gain +1 π Vitality. |
| β | # Award ''π³''Legacy'' by contribution rank (below).
| |
| β | # Refill the ''World Projects'' slot during Phase βΉ.
| |
| | | | |
| β | === ''π³Legacy (Contribution Rank) ===
| + | <br> |
| β | When a Project completes, award points on each playerβs '''''π³''Legacy''''' track:
| |
| | | | |
| β | * '''Top contributor:''' 6 points
| + | = Projects = |
| β | * '''Second contributor:''' 3 points
| |
| β | * '''All other contributors:''' 1 point (only if they contributed at least 1 icon)
| |
| | | | |
| β | Rank rules:
| + | Each Project has 3β5 spaces. |
| β | * Rank is determined by the number of icons you paid into that Project (credit marks).
| |
| β | * If tied, the player who placed the earliest mark on that Project wins the tie.
| |
| | | | |
| β | == Scoring ==
| + | When completed: |
| | + | * Award π³ Legacy: |
| | + | ** First contributor: 6 |
| | + | ** Second: 3 |
| | + | ** Others who contributed: 1 |
| | + | * Move marker UP as listed (usually +1 or +2) |
| | | | |
| β | === What You Score ===
| + | Refill empty slot. |
| β | There are only 3 scoring sources:
| |
| | | | |
| β | * '''π§ ''Coherence''''' (your π§ ''Coherence'' track value at game end)
| + | <br> |
| β | * '''β''Reputation''''' (your β''Reputation'' track value at game end)
| |
| β | * '''π³''Legacy''''' (from completed βοΈ''Project'' by contribution rank)
| |
| | | | |
| β | Define:
| + | = End of Game = |
| β | * '''Player Track Total''' = π§ ''Coherence'' + β''Reputation'' + ''π³''Legacy''
| |
| | | | |
| β | Track caps:
| + | Game ends immediately if: |
| β | * π§ ''Coherence'' max 10, β''Reputation'' max 10. Excess gains are ignored. | + | * Marker reaches 0 (collapse), or |
| | + | * A final-tier Project completes. |
| | | | |
| β | === What's the Meaning? ===
| + | <br> |
| β | At game end:
| |
| | | | |
| β | β π€ Playersβ π³Legacy <br>
| + | = Scoring = |
| β | β π₯ Player count
| |
| β | β π World Drift (penalty)<br>
| |
| β | π° π₯ Group's Score<br>
| |
| β | π Lookup Meaning Description<br>
| |
| | | | |
| β | '''Meaning Descriptions (Group Score Bands)''' | + | '''Final Score = π³ Legacy + π Vitality''' |
| β | == Endgame Group Scoring (Option 4: No One Left Behind) ==
| |
| | | | |
| β | ;π₯ Group Score formula
| + | Highest score wins. |
| β | π₯ Group Score = (12 β π ''World Drift'') β (min π§ ''Coherence'') β (min β ''Reputation'')
| |
| | | | |
| β | <small>Where ''min'' means: the lowest value among all players at game end.</small>
| + | If collapse occurred, players still compare scores. |
| | | | |
| β | === Meaning Descriptions (π₯ Group Score Bands) ===
| + | <br> |
| β | === Meaning Descriptions (π₯ Group Score Bands) ===
| |
| β | {| class="wikitable" style="width:100%;"
| |
| β | |-
| |
| β | ! π₯ Group Score Band
| |
| β | ! Title
| |
| β | ! Meaning Profile (group-level)
| |
| β | |-
| |
| β | | 0β3
| |
| β | | '''Collapse Mode'''
| |
| β | | The table couldnβt hold a stable pattern. Pressure dominated decisions, and the group mostly reacted rather than steered.
| |
| β | |-
| |
| β | | 4β6
| |
| β | | '''Triage'''
| |
| β | | The system stayed alive through emergency moves, but stability and inclusion broke down. The group had little room for meaningful choices.
| |
| β | |-
| |
| β | | 7β9
| |
| β | | '''Barely Holding'''
| |
| β | | The world remained playable by a thread. At least one player ended fragile or disconnected, so the groupβs pattern didnβt reliably cohere.
| |
| β | |-
| |
| β | | 10β12
| |
| β | | '''Stabilizing'''
| |
| β | | The table found a workable baseline. Drift was somewhat contained, but the weakest stability or trust still constrained what the group could sustain.
| |
| β | |-
| |
| β | | 13β15
| |
| β | | '''Coordinating'''
| |
| β | | The group began to act as a system. Cooperation started to reduce friction, though the βfloorβ (lowest stability or connection) still needed attention.
| |
| β | |-
| |
| β | | 16β18
| |
| β | | '''Reciprocal Builder'''
| |
| β | | The table turned cooperation into steady progress. No one fell too far out of range, so shared work mattered more than constant recovery.
| |
| β | |-
| |
| β | | 19β21
| |
| β | | '''Durable Community'''
| |
| β | | The group maintained a strong social fabric under pressure. Decisions stayed coherent, help moved where needed, and the world state stayed controllable.
| |
| β | |-
| |
| β | | 22β24
| |
| β | | '''World-Grade Contributor'''
| |
| β | | The table shaped outcomes instead of only absorbing events. Even the weakest member stayed stable and integrated enough to keep everyone inside the circle.
| |
| β | |-
| |
| β | | 25β28
| |
| β | | '''Stewarding'''
| |
| β | | The group played with long-horizon discipline. Drift stayed low and inclusion stayed high, so the table could invest, not just survive.
| |
| β | |-
| |
| β | | 29β32
| |
| β | | '''Steward in Practice'''
| |
| β | | The table operated like a resilient organism. The world ended stable and the weakest player still finished steady and connected. That is stewardship through protection, reciprocity, and good timing.
| |
| β | |}
| |
| | | | |
| β | === Diagnostic Table: Minimum π§ Coherence (what the lowest player ended at) === | + | = π Meaning Track Table (0β12) = |
| β | {| class="wikitable" style="width:100%;"
| |
| β | |-
| |
| β | ! min π§ Coherence Band
| |
| β | ! Title
| |
| β | ! What it means for the table
| |
| β | |-
| |
| β | | 0β2
| |
| β | | '''Fraying'''
| |
| β | | Someone ended near collapse. The group may have βachievedβ outcomes, but the internal stability cost was too high to call it meaningful.
| |
| β | |-
| |
| β | | 3β4
| |
| β | | '''Strained'''
| |
| β | | The weakest player stayed functional, but brittle. The table likely oscillated between progress and recovery turns.
| |
| β | |-
| |
| β | | 5β6
| |
| β | | '''Steady'''
| |
| β | | The floor held. Even the most stressed player stayed stable enough to keep participating without constant rescue.
| |
| β | |-
| |
| β | | 7β8
| |
| β | | '''Clear'''
| |
| β | | The group maintained strong internal stability. Decision-making stayed coherent even under events and scarcity.
| |
| β | |-
| |
| β | | 9β10
| |
| β | | '''Resilient'''
| |
| β | | The table finished with deep stability. Pressure was absorbed without fragmentation, and players could act from choice rather than panic.
| |
| β | |}
| |
| | | | |
| β | === Diagnostic Table: Minimum β Reputation (what the lowest player ended at) ===
| |
| | {| class="wikitable" style="width:100%;" | | {| class="wikitable" style="width:100%;" |
| | |- | | |- |
| β | ! min β Reputation Band | + | ! π Meaning !! State !! What It Feels Like |
| β | ! Title | |
| β | ! What it means for the table | |
| β | |-
| |
| β | | 0β2
| |
| β | | '''Isolated'''
| |
| β | | Someone ended outside the reciprocity network. The tableβs social fabric didnβt close the loop of give-and-receive.
| |
| β | |-
| |
| β | | 3β4
| |
| β | | '''Transactional'''
| |
| β | | Cooperation happened, but it didnβt become dependable. Help existed, but trust and coordination were thin.
| |
| β | |-
| |
| β | | 5β6
| |
| β | | '''Reciprocal''
| |
| β | | The group achieved real mutuality. Even the lowest player participated in the give/request rhythm and stayed socially βin.β
| |
| | |- | | |- |
| β | | 7β8 | + | | 0 || Collapse || Structure failed. Instability overwhelmed coordination. Nothing sustainable remained. |
| β | | '''Trusted''' | |
| β | | The table developed reliable cooperation. Support and resources moved smoothly where needed without heavy negotiation. | |
| | |- | | |- |
| β | | 9β10 | + | | 1 || Critical || Survival only. Every gain required emergency correction. |
| β | | '''Keystone''' | |
| β | | Nobody was left behind. Even the least-connected player ended highly integrated, which signals strong shared norms and collective memory in play. | |
| β | |} | |
| β | | |
| β | == Play Example ==
| |
| β | This full game; start to end walkthrough, plays a complete game from setup to Layer 10 completion, including player rationale and full endgame scoring. For clarity, it uses a plausible subset of π§¬''Pattern cards, βοΈ''Projects'', and π
''World Events''. Your actual deck will differ, but the decision logic and scoring triggers are identical.
| |
| β | | |
| β | === Cast ===
| |
| β | 3 players:
| |
| β | * Alex (stability-first)
| |
| β | * Brooke (engine-first)
| |
| β | * Casey (projects-first)
| |
| β | | |
| β | Starting state:
| |
| β | * World Drift = 3
| |
| β | * Each player tracks: βοΈ''Project'' 0, π§ ''Coherence'' 4, β''Reputation'' 2
| |
| β | * Starting tokens (each): 2ΓβοΈE and 1ΓπR
| |
| β | | |
| β | === Assumed Pattern Gallery ===
| |
| β | {| class="wikitable" style="width:100%;"
| |
| | |- | | |- |
| β | ! Card (Layer / Tag)
| + | | 2 || Precarious || Functional but constantly unstable. |
| β | ! Cost
| |
| β | ! Outputs
| |
| | |- | | |- |
| β | | Boundary Pattern (Layer 1 / π§Ώ) | + | | 3 || Strained || Stability required heavy effort each round. |
| β | | βοΈE | |
| β | | βοΈE + βοΈE | |
| | |- | | |- |
| β | | Balance Pattern (Layer 2 / βοΈ) | + | | 4 || Recovering || The group found rhythm after instability. |
| β | | βοΈE + πR | |
| β | | πR + β€οΈS | |
| | |- | | |- |
| β | | Form Pattern (Layer 3 / π¦) | + | | 5 || Functional || Instability rose, but was matched by response. |
| β | | πR + β€οΈS | |
| β | | πV + β€οΈS | |
| | |- | | |- |
| β | | Membership Pattern (Layer 4 / π§«) | + | | 6 || Coordinated || Support moved efficiently. Projects mattered. |
| β | | πR + β€οΈS | |
| β | | π§©M + β€οΈS | |
| | |- | | |- |
| β | | Prediction Pattern (Layer 5 / π) | + | | 7 || Stable || Players built confidently under pressure. |
| β | | βοΈE + π§©M | |
| β | | π§©M + π§©M | |
| | |- | | |- |
| β | | Reinforcement Pattern (Layer 6 / π―) | + | | 8 || Resilient || Shocks absorbed without fragmentation. |
| β | | βοΈE + πV | |
| β | | πV + β€οΈS | |
| β | |} | |
| β | | |
| β | === Assumed Project Row (start) ===
| |
| β | {| class="wikitable" style="width:100%;"
| |
| | |- | | |- |
| β | ! Slot
| + | | 9 || Stewarding || Long-horizon thinking emerged. |
| β | ! βοΈProject (Layer)
| |
| β | ! Requires
| |
| β | ! Public Benefit
| |
| | |- | | |- |
| β | | A | + | | 10 || Strong Pattern || Structure outpaced instability. |
| β | | Community Shelter (Layer 8) | |
| β | | βοΈE + βοΈE + πR + πR + β€οΈS + β€οΈS | |
| β | | Remove 2 πD | |
| | |- | | |- |
| β | | B | + | | 11 || Durable || Cooperative discipline felt natural. |
| β | | Repair Hub (Layer 8) | |
| β | | βοΈE + πR + πR + β€οΈS + β€οΈS | |
| β | | Remove 2 πD | |
| | |- | | |- |
| β | | C | + | | 12 || Flourishing || The system sustained itself with surplus stability. |
| β | | Mentorship Archive (Layer 9) | |
| β | | π§©M + πV + πR + β€οΈS + β€οΈS | |
| β | | Reduce World Drift by 1 | |
| | |} | | |} |
| | | | |
| β | === Assumed Event sequence (Play Example) ===
| + | <br> |
| β | {| class="wikitable" style="width:100%;"
| |
| β | |-
| |
| β | ! Round
| |
| β | ! π
World Event
| |
| β | ! π Pending Drift
| |
| β | ! π οΈ Mitigation (to cancel)
| |
| β | |-
| |
| β | | 1
| |
| β | | Uncertainty
| |
| β | | +2
| |
| β | | π§©M + πR
| |
| β | |-
| |
| β | | 2
| |
| β | | Damage
| |
| β | | +1
| |
| β | | β€οΈS + πR
| |
| β | |-
| |
| β | | 3
| |
| β | | Scarcity
| |
| β | | +2
| |
| β | | βοΈE + βοΈE + πR
| |
| β | |-
| |
| β | | 4
| |
| β | | Conflict
| |
| β | | +1
| |
| β | | β€οΈS + β€οΈS
| |
| β | |-
| |
| β | | 5
| |
| β | | Threat
| |
| β | | +2
| |
| β | | π§©M + β€οΈS + πR
| |
| β | |-
| |
| β | | 6
| |
| β | | Damage
| |
| β | | +1
| |
| β | | β€οΈS + πR
| |
| β | |-
| |
| β | | 7
| |
| β | | Uncertainty
| |
| β | | +2
| |
| β | | π§©M + πR
| |
| β | |-
| |
| β | | 8
| |
| β | | Scarcity
| |
| β | | +2
| |
| β | | βοΈE + βοΈE + πR
| |
| β | |}
| |
| | | | |
| β | <hr>
| + | = Example Play (4 Players, 6 Rounds) = |
| | | | |
| β | === Round 1 ===
| + | Players: |
| β | '''Phase βΆ: World Event '''<br>
| + | * Alex β Stability focus |
| β | Uncertainty, pending Drift +2. π οΈ''Mitigation'' requires π§©M + πR.
| + | * Brooke β Engine builder |
| | + | * Casey β Project racer |
| | + | * Drew β Social optimizer |
| | | | |
| β | '''Phase βΈ: Player Turns'''<br>
| + | Initial marker: 7 |
| β | Alex (2 actions)
| |
| β | # Acquire: takes βοΈE + πR
| |
| β | # Buy Pattern: Balance π§¬''Pattern'' (pays βοΈE + πR, gains πR + β€οΈS)
| |
| β | ''Rationale (Alex):'' ''I want ''β€οΈS (Support)'' online so I can Stabilize without falling behind, and extra Regulation so I can pay π οΈ''Mitigation'' when needed.''
| |
| | | | |
| β | Brooke (2 actions)
| + | Round 1: |
| β | # Acquire: takes βοΈE + π§©M
| + | Event β2 β marker 5 |
| β | # Buy Pattern: Prediction π§¬''Pattern'' (pays βοΈE + π§©M, gains π§©M + π§©M)
| + | Players mostly Acquire and build Layer 1β2 Patterns. |
| β | ''Rationale (Brooke):'' ''Model is the cleanest answer to Uncertainty, and it keeps me eligible for higher-tier Projects.''
| + | Two donate Support β +2 β marker 7. |
| | | | |
| β | Casey (2 actions)
| + | Comment: Early correction stabilizes base layers. |
| β | # Acquire: takes βοΈE + β€οΈS
| |
| β | # Social Touchpoint (give): gives 1 token to Alex, β''Reputation'' +1 (now 3)
| |
| β | ''Rationale (Casey):'' ''I want β''Reputation'' early because it compounds. Also, Alex having ''β€οΈS (Support)'' keeps our tempo high.''
| |
| | | | |
| β | ''' Phase D: Stability Check'''<br>
| + | Round 2: |
| β | π οΈ''Mitigation'' area:
| + | Event β1 β 6 |
| β | * Brooke contributes π§©M
| + | Clinic Project completed β +1 β 7 |
| β | * Alex contributes πR
| + | Three Support β +3 (cap) β 10. |
| β | π οΈ''Mitigation'' met, pending Drift +2 canceled.
| |
| | | | |
| β | End of Round 1:
| + | Comment: Layer 3β4 expansion begins safely. |
| β | * World Drift = 3
| |
| β | * πD = 0
| |
| | | | |
| β | {| class="wikitable" style="width:70%; text-align:center;"
| + | Round 3: |
| β | |-
| + | Event β3 β 7 |
| β | ! π€ Player
| + | Players prioritize Pattern building in Layers 5β6. |
| β | ! βοΈ Project
| + | Only one Support donated β 8. |
| β | ! π§ Coherence
| |
| β | ! β Reputation
| |
| β | |-
| |
| β | | Alex
| |
| β | | 0
| |
| β | | 4
| |
| β | | 2
| |
| β | |-
| |
| β | | Brooke
| |
| β | | 0
| |
| β | | 4
| |
| β | | 2
| |
| β | |-
| |
| β | | Casey
| |
| β | | 0
| |
| β | | 4
| |
| β | | 3
| |
| β | |}
| |
| | | | |
| β | <hr>
| + | Comment: Strategic risk while stable. |
| | | | |
| β | === Round 2 ===
| + | Round 4: |
| β | '''Phase βΆ: World Event'''<br>
| + | Event β2 β 6 |
| β | Damage, pending Drift +1. Places 2 πD. π οΈ''Mitigation'' requires β€οΈS + πR.
| + | Food Network completed β +1 β 7 |
| | + | Two Support β +2 β 9. |
| | | | |
| β | '''Phase βΈ: Player Turns'''<br>
| + | Round 5: |
| β | Alex (2 actions)
| + | Event β4 β 5 |
| β | # Stabilize: spends β€οΈS to remove 1 πD, π§ ''Coherence'' +1 (now 5)
| + | Archive completed β +2 β 7 |
| β | # Contribute to Project A (Layer 8): pays πR (1 credit)
| + | Three Support β +3 β 10. |
| β | ''Rationale (Alex):'' ''I address π''Drift'' first so we don't waste future turns. Then I start Project credit so Iβm not locked out of points.''
| |
| | | | |
| β | Brooke (2 actions)
| + | Round 6: |
| β | # Acquire: takes βοΈE + β€οΈS
| + | Event β3 β 7 |
| β | # Contribute to Project A: pays βοΈE + β€οΈS (2 credit), β''Reputation'' +1 (now 3)
| + | Final Project β +2 β 9 |
| β | ''Rationale (Brooke):'' ''β€οΈS (Support)'' into Projects is efficient: it advances my β''Reputation'' and my Project rank in one action.''
| + | Two Support β +2 β 11. |
| | | | |
| β | Casey (2 actions)
| + | Game ends at Meaning 11 (Durable). |
| β | # Acquire: takes βοΈE + β€οΈS
| |
| β | # Contribute to Project A: pays βοΈE + β€οΈS (2 credit), β''Reputation'' +1 (now 4)
| |
| β | ''Rationale (Casey):'' ''Iβm building a lead by turning ''β€οΈS (Support)'' into both score tracks and Project rank.''
| |
| | | | |
| β | ''' Phase βΉ: Stability Check'''<br>
| + | Final Scores: |
| β | π οΈ''Mitigation'' area:
| + | Alex: 18 Legacy + 9 Vitality = 27 |
| β | * Alex contributes πR
| + | Brooke: 12 + 8 = 20 |
| β | * Brooke contributes β€οΈS
| + | Casey: 21 + 10 = 31 |
| β | π οΈ''Mitigation'' met, pending Drift +1 canceled.
| + | Drew: 8 + 9 = 17 |
| | | | |
| β | End of Round 2:
| + | Winner: Casey. |
| β | * World Drift = 3
| |
| β | * πD = 1
| |
| | | | |
| β | {| class="wikitable" style="width:70%; text-align:center;"
| + | System State: Durable. |
| β | |-
| |
| β | ! π€ Player
| |
| β | ! βοΈ Project
| |
| β | ! π§ Coherence
| |
| β | ! β Reputation
| |
| β | |-
| |
| β | | Alex
| |
| β | | 0
| |
| β | | 5
| |
| β | | 2
| |
| β | |-
| |
| β | | Brooke
| |
| β | | 0
| |
| β | | 4
| |
| β | | 3
| |
| β | |-
| |
| β | | Casey
| |
| β | | 0
| |
| β | | 4
| |
| β | | 4
| |
| β | |}
| |
| | | | |
| β | <hr> | + | <br> |
| | | | |
| β | === Round 3 === | + | = Solo Mode = |
| β | ==== Phase βΆ: World Event ====
| |
| β | Scarcity, pending Drift +2. π οΈ''Mitigation'' requires βοΈE + βοΈE + πR.
| |
| | | | |
| β | ==== Phase βΈ: Player Turns ====
| + | Setup: |
| β | Alex (2 actions)
| + | * Marker at 7 |
| β | # Acquire: takes βοΈE + πR
| + | * Vitality 6 |
| β | # Contribute to Project A: pays πR (1 credit). Project A completes.
| + | * Legacy 0 |
| β | ''Rationale (Alex):'' ''Completing Projects keeps the world from turning into cleanup chores. Even if I donβt win rank, the tempo gain matters.''
| |
| | | | |
| β | Project A completion (Community Shelter):
| + | At end of each round: |
| β | * Public benefit: remove 2 πD (πD goes 1 β 0)
| + | Community fills one open Project space. |
| β | * Contribution credits:
| |
| β | ** Alex: 2 credits (πR + πR)
| |
| β | ** Brooke: 2 credits (βοΈE + β€οΈS)
| |
| β | ** Casey: 2 credits (βοΈE + β€οΈS)
| |
| β | * Tie-break: Alex placed the earliest mark on the Project, so Alex is Top. Brooke placed the next earliest mark, so Brooke is Second.
| |
| β | * Award Project points:
| |
| β | ** Alex +6
| |
| β | ** Brooke +3
| |
| β | ** Casey +1
| |
| | | | |
| β | Brooke (2 actions)
| + | In Stability Window: |
| β | # Acquire: takes πR + β€οΈS
| + | You may donate 1 Support β +2 instead of +1. |
| β | # Buy Pattern: Form π§¬''Pattern'' (pays πR + β€οΈS, gains πV + β€οΈS)
| + | If you donate none β marker β1. |
| β | ''Rationale (Brooke):'' ''Value is the bridge to Layer 9 and Layer 10. Form converts my stable base into a closing economy.''
| |
| | | | |
| β | Casey (2 actions)
| + | Projects score normally. |
| β | # Acquire: takes β€οΈS + πR
| + | Community counts for rank. |
| β | # Contribute to Project C (Layer 9): pays β€οΈS (1 credit)
| |
| β | * β''Reputation'' +1 (contributed β€οΈS, now 5)
| |
| β | * β''Reputation'' +1 (contributed to Layer 9, now 6)
| |
| β | ''Rationale (Casey):'' ''Layer 9 grows β''Reputation'' standing fastest. Early credit also wins ties later.''
| |
| | | | |
| β | ''' Phase βΉ: Stability Check '''<br>
| + | Final Score = Legacy + Vitality. |
| β | The table chooses NOT to meet Scarcity π οΈ''Mitigation'' (players keep tokens for their π§¬''Pattern Stack'' and βοΈ''Projects'').
| |
| β | Pending π''Drift'' +2 applies.
| |
| | | | |
| β | End of Round 3:
| + | If marker reaches 0 β immediate loss. |
| β | * World Drift = 5
| |
| β | * πD = 0
| |
| | | | |
| β | Project Row refill: Slot A is refilled now that Shelter completed.
| |
| β | New Slot A Project revealed:
| |
| β | {| class="wikitable" style="width:100%;"
| |
| β | |-
| |
| β | ! βοΈProject (Layer)
| |
| β | ! Requires
| |
| β | ! Public Benefit
| |
| β | |-
| |
| β | | Stewardship Retrofit (Layer 10)
| |
| β | | βοΈE + βοΈE + πR + π§©M + πV + β€οΈS + β€οΈS
| |
| β | | Reduce World Drift by 1
| |
| β | |}
| |
| | <br> | | <br> |
| β | {| class="wikitable" style="width:70%; text-align:center;"
| |
| β | |-
| |
| β | ! π€ Player
| |
| β | ! βοΈ Project
| |
| β | ! π§ Coherence
| |
| β | ! β Reputation
| |
| β | |-
| |
| β | | Alex
| |
| β | | 6
| |
| β | | 5
| |
| β | | 2
| |
| β | |-
| |
| β | | Brooke
| |
| β | | 3
| |
| β | | 4
| |
| β | | 3
| |
| β | |-
| |
| β | | Casey
| |
| β | | 1
| |
| β | | 4
| |
| β | | 6
| |
| β | |}
| |
| β |
| |
| β | <hr>
| |
| | | | |
| β | === Round 4 ===
| + | ''Meaning Made.'' |
| β | ==== Phase βΆ: World Event ====
| + | Life resists instability. Structure creates value. |
| β | Conflict, pending Drift +1. Places 1 πD. π οΈ''Mitigation'' requires β€οΈS + β€οΈS.
| + | The winner builds best β but the group determines if the world survives. |
| | | | |
| β | ==== Phase βΈ: Player Turns ==== | + | = Lessons Learned = |
| β | Alex (2 actions)
| |
| β | # Stabilize: spends β€οΈS to remove 1 πD, π§ ''Coherence'' +1 (now 6)
| |
| β | # Contribute to Project B (Layer 8): pays πR (1 credit)
| |
| β | ''Rationale (Alex):'' ''Iβm keeping Drift off the board so the table stays in the fun loop: buy π§¬''Patterns', race Projects.''
| |
| | | | |
| β | Brooke (2 actions)
| + | π Drift rises naturally. |
| β | # Contribute to Project B: pays βοΈE + β€οΈS (2 credit), β''Reputation'' +1 (now 4)
| + | β€οΈ Support resists instability. |
| β | # Acquire: takes π§©M + πR
| + | 𧬠Patterns reduce cost over time. |
| β | ''Rationale (Brooke):'' ''I want Repair Hub close to completion so we have room to focus on Layer 10 later.''
| + | βοΈ Projects increase shared structure. |
| | + | π Meaning increases when systems hold. |
| | + | π Vitality reflects internal stability and reciprocity. |
| | | | |
| β | Casey (2 actions)
| + | ''Meaning is not discovered. Meaning is built through coordinated resistance to instability. |
| β | # Contribute to Project C (Layer 9): pays πR (1 credit), β''Reputation'' +1 (Layer 9 contribution, now 7)
| |
| β | # Social Touchpoint (give): gives 1 token to Brooke, β''Reputation'' +1 (now 8)
| |
| β | ''Rationale (Casey):'' ''Iβm widening my β''Reputation'' lead while staying invested in Layer 9 credit. I also keep Brookeβs engine running so the table can close faster.''
| |
| | | | |
| β | ==== Phase βΉ: Stability Check ==== | + | = Glossary = |
| β | π οΈ''Mitigation'' area:
| + | π World State & System Pressure |
| β | * Alex contributes β€οΈS
| |
| β | * Brooke contributes β€οΈS
| |
| β | π οΈ''Mitigation'' met, pending Drift +1 canceled.
| |
| | | | |
| β | End of Round 4:
| + | π Drift |
| β | * World Drift = 5
| + | Entropy, instability, external pressure pushing the system toward breakdown. |
| β | * πD = 0
| |
| | | | |
| β | {| class="wikitable" style="width:70%; text-align:center;"
| + | π Meaning |
| β | |-
| + | How well the group is holding together. Rises with completed Projects. Falls when Drift rises. |
| β | ! Player
| |
| β | ! Project
| |
| β | ! Coherence
| |
| β | ! βReputation
| |
| β | |-
| |
| β | | Alex
| |
| β | | 6
| |
| β | | 6
| |
| β | | 2
| |
| β | |-
| |
| β | | Brooke
| |
| β | | 3
| |
| β | | 4
| |
| β | | 4
| |
| β | |-
| |
| β | | Casey
| |
| β | | 1
| |
| β | | 4
| |
| β | | 8
| |
| β | |}
| |
| | | | |
| β | <hr>
| + | π
Event |
| | + | External pressure introduced each round. |
| | | | |
| β | === Round 5 ===
| + | π οΈ Stability Window |
| β | ==== Phase βΆ: World Event ====
| + | The Phase D opportunity to donate Support and resist Drift. |
| β | Threat, pending Drift +2. π οΈ''Mitigation'' requires π§©M + β€οΈS + πR.
| |
| | | | |
| β | ==== Phase βΈ: Player Turns ====
| + | π€ Player Tracks |
| β | Alex (2 actions)
| |
| β | # Acquire: takes βοΈE + β€οΈS
| |
| β | # Contribute to Project B: pays πR (1 credit, total on Project B now 2 for Alex)
| |
| β | ''Rationale (Alex):'' ''Iβm not winning β''Reputation'', so I protect my score by winning Project ranks and keeping π§ ''Coherence'' high.''
| |
| | | | |
| β | Brooke (2 actions)
| + | π Vitality |
| β | # Contribute to Project B: pays πR + β€οΈS (2 credit), β''Reputation'' +1 (now 5)
| + | Personal stability and social integration. Replaces Coherence + Reputation in Lite. |
| β | # Acquire: takes πV + β€οΈS
| |
| β | ''Rationale (Brooke):'' ''Support keeps pushing β''Reputation'' while also closing Projects. Iβm stocking Value for Layer 10.''
| |
| | | | |
| β | Casey (2 actions)
| + | π³ Legacy |
| β | # Contribute to Project B: pays β€οΈS + β€οΈS (2 credit), β''Reputation'' +1 (now 9). Project B completes.
| + | Long-horizon contribution. Primary scoring track. |
| β | # Stabilize: spends β€οΈS to reduce World Drift by 1, π§ ''Coherence'' +1 (now 5)
| |
| β | ''Rationale (Casey):'' ''I finish Projects to lock points, then I immediately spend ''β€οΈS (Support)'' to pull Drift down so the multiplier stays survivable.''
| |
| | | | |
| β | Project B completion (Repair Hub):
| + | π Final Score |
| β | * Public benefit: remove 2 πD (none currently)
| + | Vitality + Legacy. |
| β | * Contribution credits on Project B:
| |
| β | ** Alex: 2 credits (πR + πR)
| |
| β | ** Brooke: 2 credits (πR + β€οΈS)
| |
| β | ** Casey: 2 credits (β€οΈS + β€οΈS)
| |
| β | * Tie-break order by earliest first mark on this Project:
| |
| β | ** Alex marked first (Round 4), so Alex is Top.
| |
| β | ** Brooke marked next (Round 4), so Brooke is Second.
| |
| β | * Award Project points:
| |
| β | ** Alex +6
| |
| β | ** Brooke +3
| |
| β | ** Casey +1
| |
| | | | |
| β | ==== Phase βΉ: Stability Check ====
| + | π Core Actions |
| β | The table meets Threat π οΈ''Mitigation'' to avoid +2 Drift.
| |
| β | π οΈ''Mitigation'' area:
| |
| β | * Brooke contributes π§©M
| |
| β | * Alex contributes πR
| |
| β | * Casey contributes β€οΈS
| |
| β | π οΈ''Mitigation'' met, pending Drift +2 canceled.
| |
| | | | |
| β | End of Round 5:
| + | β‘ Acquire |
| β | * World Drift = 4 (Casey reduced it by 1 during Phase βΈ)
| + | Take 2 tokens of your choice. |
| β | * πD = 0
| |
| | | | |
| β | {| class="wikitable" style="width:70%; text-align:center;"
| + | 𧬠Pattern |
| β | |-
| + | Engine card that generates resources or efficiencies. |
| β | ! π€Player
| |
| β | ! βοΈProject
| |
| β | ! π§ Coherence
| |
| β | ! βReputation
| |
| β | |-
| |
| β | | Alex
| |
| β | | 12
| |
| β | | 6
| |
| β | | 2
| |
| β | |-
| |
| β | | Brooke
| |
| β | | 6
| |
| β | | 4
| |
| β | | 5
| |
| β | |-
| |
| β | | Casey
| |
| β | | 2
| |
| β | | 5
| |
| β | | 9
| |
| β | |}
| |
| | | | |
| β | <hr>
| + | βοΈ Project |
| | + | Shared build that raises Meaning and awards Legacy. |
| | | | |
| β | === Round 6 ===
| + | π€ Social |
| β | ==== Phase βΆ: World Event ====
| + | Give or request 1 token. If accepted, both players gain +1 Vitality. |
| β | Damage, pending Drift +1. Places 2 πD. π οΈ''Mitigation'' requires β€οΈS + πR.
| |
| | | | |
| β | ==== Phase βΈ: Player Turns ====
| + | π‘οΈ Stabilize |
| β | Alex (2 actions)
| + | Donate Support to reduce Drift during Stability Window. |
| β | # Stabilize: spends β€οΈS to remove 1 πD, π§ ''Coherence'' +1 (now 7)
| |
| β | # Contribute to Project A (Layer 10): pays βοΈE + πR (2 credit), β''Reputation'' +1 (Layer 10 contribution, now 3)
| |
| β | ''Rationale (Alex):'' ''I stabilize first, then I start the Layer 10 race. Iβm aiming to win rank on the finisher.''
| |
| | | | |
| β | Brooke (2 actions)
| + | π Refresh |
| β | # Buy Pattern: Reinforcement π§¬''Pattern'' (pays βοΈE + πV, gains πV + β€οΈS)
| + | Once-per-round public refresh of the Pattern Gallery. |
| β | # Contribute to Project A (Layer 10): pays πV (1 credit), β''Reputation'' +1 (Layer 10 contribution, now 6)
| |
| β | ''Rationale (Brooke):'' ''Reinforcement gives me a steady Support stream. Then I convert Value into Layer 10 progress without slowing down.''
| |
| | | | |
| β | Casey (2 actions)
| + | π Resource Tokens (Lite Economy) |
| β | # Contribute to Project C (Layer 9): pays β€οΈS (1 credit)
| |
| β | * β''Reputation'' +1 (contributed β€οΈS, now 10, cap)
| |
| β | * β''Reputation'' +1 (Layer 9 contribution, stays 10 due to cap)
| |
| β | # Stabilize: spends β€οΈS to remove the remaining 1 πD, π§ ''Coherence'' +1 (now 6)
| |
| β | ''Rationale (Casey):'' ''I cap β''Reputation''' and keep Drift clean. If I canβt win Layer 10 rank, Iβll win the total profile.''
| |
| | | | |
| β | ==== Phase βΉ: Stability Check ====
| + | βοΈ Energy (E) |
| β | The table does NOT meet π οΈ''Mitigation'' this round (tokens were spent racing Projects).
| + | Basic fuel for building and contributing. |
| β | Pending Drift +1 applies.
| |
| | | | |
| β | End of Round 6:
| + | π Insight (I) |
| β | * World Drift = 5
| + | Planning, prediction, and cognitive leverage. |
| β | * πD = 0
| |
| | | | |
| β | {| class="wikitable" style="width:70%; text-align:center;"
| + | β€οΈ Support (S) |
| β | |-
| + | Repair, relationship maintenance, and Drift resistance. |
| β | ! π€Player
| |
| β | ! βοΈProject
| |
| β | ! π§ Coherence
| |
| β | ! βReputation
| |
| β | |-
| |
| β | | Alex
| |
| β | | 12
| |
| β | | 7
| |
| β | | 3
| |
| β | |-
| |
| β | | Brooke
| |
| β | | 6
| |
| β | | 4
| |
| β | | 6
| |
| β | |-
| |
| β | | Casey
| |
| β | | 2
| |
| β | | 6
| |
| β | | 10
| |
| β | |}
| |
| | | | |
| β | <hr>
| + | π§© Pattern Tags (Thematic Layer Icons) |
| | | | |
| β | === Round 7 ===
| + | These are not separate currencies in Lite, but still teach the Life arc. |
| β | ==== Phase βΆ: World Event ====
| |
| β | Uncertainty, pending Drift +2. π οΈ''Mitigation'' requires π§©M + πR.
| |
| | | | |
| β | ==== Phase βΈ: Player Turns ====
| + | π§Ώ Boundary (Layer 1) |
| β | Alex (2 actions)
| + | Self vs world. Basic structure. |
| β | # Acquire: takes π§©M + πR
| |
| β | # Contribute to Project C (Layer 9): pays πR (1 credit), β''Reputation'' +1 (Layer 9 contribution, now 4)
| |
| β | ''Rationale (Alex):'' ''Iβm using this round to keep my β''Reputation'' from collapsing while also holding the π οΈ''Mitigation'' set for Uncertainty.''
| |
| | | | |
| β | Brooke (2 actions)
| + | βοΈ Balance (Layer 2) |
| β | # Contribute to Project C (Layer 9): pays π§©M + πV (2 credit), β''Reputation'' +1 (Layer 9 contribution, now 7)
| + | Regulation, staying in viable range. |
| β | # Social Touchpoint (request): requests 1 token from Casey (Casey agrees), β''Reputation'' +1 (now 8)
| |
| β | ''Rationale (Brooke):'' ''Iβm closing Layer 9 while also stacking β''Reputation'' so my endgame subtotal stays competitive.''
| |
| | | | |
| β | Casey (2 actions)
| + | π¦ Form (Layer 3) |
| β | # Contribute to Project C (Layer 9): pays β€οΈS (1 credit). Project C completes.
| + | Repair, growth, structural efficiency. |
| β | * β''Reputation'' +1 (contributed β€οΈS, stays 10 due to cap)
| |
| β | * β''Reputation'' +1 (Layer 9 contribution, stays 10 due to cap)
| |
| β | # Contribute to Project A (Layer 10): pays βοΈE + β€οΈS + β€οΈS (3 credit)
| |
| β | * β''Reputation'' +1 (contributed β€οΈS, stays 10 due to cap)
| |
| β | * β''Reputation'' +1 (Layer 10 contribution, stays 10 due to cap)
| |
| β | ''Rationale (Casey):'' ''I lock the Layer 9 points, then I surge into Layer 10 with a big credit drop so I can win rank even if Iβm not finishing it.''
| |
| | | | |
| β | Project C completion (Mentorship Archive, Layer 9):
| + | π§« Membership (Layer 4) |
| β | * Public benefit: reduce World Drift by 1 (World Drift 5 β 4)
| + | Reciprocity, reliability, collective function. |
| β | * Contribution credits on Project C:
| |
| β | ** Alex: 2 credits (πR + πR)
| |
| β | ** Brooke: 2 credits (π§©M + πV)
| |
| β | ** Casey: 3 credits (β€οΈS + β€οΈS + β€οΈS across Round 3, Round 6, Round 7 combined in this exampleβs timeline)
| |
| β | * Award Project points:
| |
| β | ** Top: Casey +6
| |
| β | ** Second: Alex +3 (tie with Brooke by credits, Alex marked earlier than Brooke on this Project in this walkthrough)
| |
| β | ** Other: Brooke +1
| |
| | | | |
| β | ==== Phase βΉ: Stability Check ====
| + | π Prediction (Layer 5) |
| β | The table does NOT meet Uncertainty π οΈ''Mitigation'' this round (resources were spent closing Projects and racing Layer 10).''
| + | Foresight, filtering, pattern recognition. |
| β | Pending Drift +2 applies.
| |
| β | | |
| β | End of Round 7:
| |
| β | * World Drift = 6
| |
| β | * πD = 0
| |
| β | | |
| β | Project points updated:
| |
| β | * Alex: 12 + 3 = 15
| |
| β | * Brooke: 6 + 1 = 7
| |
| β | * Casey: 2 + 6 = 8
| |
| β | | |
| β | {| class="wikitable" style="width:70%; text-align:center;"
| |
| β | |-
| |
| β | ! π€Player
| |
| β | ! βοΈProject
| |
| β | ! π§ Coherence
| |
| β | ! βReputation
| |
| β | |-
| |
| β | | Alex
| |
| β | | 15
| |
| β | | 7
| |
| β | | 4
| |
| β | |-
| |
| β | | Brooke
| |
| β | | 7
| |
| β | | 4
| |
| β | | 8
| |
| β | |-
| |
| β | | Casey
| |
| β | | 8
| |
| β | | 6
| |
| β | | 10
| |
| β | |}
| |
| β | | |
| β | <hr>
| |
| β | | |
| β | === Round 8 (Final Round) ===
| |
| β | ==== Phase βΆ: World Event ====
| |
| β | Scarcity, pending Drift +2. π οΈ''Mitigation'' requires βοΈE + βοΈE + πR.
| |
| β | | |
| β | ==== Phase βΈ: Player Turns ====
| |
| β | Alex (2 actions)
| |
| β | # Contribute to Project A (Layer 10): pays β€οΈS (1 credit)
| |
| β | * β''Reputation'' +1 (contributed β€οΈS, now 5)
| |
| β | * β''Reputation'' +1 (Layer 10 contribution, now 6)
| |
| β | # Stabilize: spends β€οΈS to reduce World Drift by 1, π§ ''Coherence'' +1 (now 8)
| |
| β | ''Rationale (Alex):'' ''Iβm adding credit to stay in the rank race, and Iβm pulling Drift down so the final multiplier hurts less.''
| |
| β | | |
| β | Brooke (2 actions)
| |
| β | # Acquire: takes π§©M + βοΈE
| |
| β | # Contribute to Project A (Layer 10): pays π§©M (1 credit), β''Reputation'' +1 (Layer 10 contribution, now 9). Project A completes and triggers game end.
| |
| β | ''Rationale (Brooke):'' ''Iβm finishing the game now to prevent an even worse Drift multiplier. Ending timing matters.''
| |
| β | | |
| β | Casey
| |
| β | Because the Layer 10 Project completed during Brookeβs turn, Casey does not take a turn in Round 8.
| |
| β | | |
| β | Project A completion (Stewardship Retrofit, Layer 10):
| |
| β | * Public benefit: reduce World Drift by 1 (World Drift 5 β 4)
| |
| β | * Contribution credits on Project A:
| |
| β | ** Alex: 3 credits (βοΈE + πR in Round 6, plus β€οΈS in Round 8)
| |
| β | ** Brooke: 2 credits (πV in Round 6, plus π§©M in Round 8)
| |
| β | ** Casey: 3 credits (βοΈE + β€οΈS + β€οΈS in Round 7)
| |
| β | * Rank and tie-break:
| |
| β | ** Top: Casey and Alex tie at 3 credits. Casey placed the earliest mark on this Project in this walkthroughβs Layer 10 race (Caseyβs big drop happened before Alexβs extra credit in the finale), so Casey is Top.
| |
| β | ** Second: Alex
| |
| β | ** Other: Brooke
| |
| β | * Award Project points:
| |
| β | ** Casey +6
| |
| β | ** Alex +3
| |
| β | ** Brooke +1
| |
| β | | |
| β | ==== Phase βΉ: Stability Check (Final) ====
| |
| β | The table does not meet Scarcity π οΈ''Mitigation'' (the game ended mid-round and tokens were spent finishing Layer 10).
| |
| β | Pending Drift +2 applies.
| |
| β | | |
| β | End of Game:
| |
| β | * World Drift = 6
| |
| β | | |
| β | Final Project points:
| |
| β | * Alex: 15 + 3 = 18
| |
| β | * Brooke: 7 + 1 = 8
| |
| β | * Casey: 8 + 6 = 14
| |
| β | | |
| β | <hr>
| |
| β | | |
| β | === Endgame Scoring (Full) ===
| |
| β | Compute:
| |
| β | | |
| β | '''π€Player Track Total =''' π³''Legacy'' + π§ ''Coherence'' + β''Reputation''
| |
| β | | |
| β | {| class="wikitable" style="width:100%; text-align:center;"
| |
| β | |-
| |
| β | ! π€Player
| |
| β | ! π³Legacy
| |
| β | ! π§ Coherence
| |
| β | ! βReputation
| |
| β | ! Player Track Total
| |
| β | |-
| |
| β | | Alex
| |
| β | | 18
| |
| β | | 8
| |
| β | | 6
| |
| β | | '''32'''
| |
| β | |-
| |
| β | | Brooke
| |
| β | | 8
| |
| β | | 4
| |
| β | | 9
| |
| β | | '''21'''
| |
| β | |-
| |
| β | | Casey
| |
| β | | 14
| |
| β | | 6
| |
| β | | 10
| |
| β | | '''30'''
| |
| β | |}
| |
| β | | |
| β | Winner: '''Alex (32)'''
| |
| β | <br>
| |
| β | Then the Group Score:
| |
| β | | |
| β | '''π₯ Group Score ='''Sum of π€ playersβ π³Legacy divided by the number of π₯Players (rounding down) - π''World Drift''
| |
| β | | |
| β | Sum the π³Legacy column (18 + 8 + 14 = 40), divided by 3 (number of π₯Players) to get '''13''', then subtract πWorld Drift. Using the last stated end-state π''World Drift'' = 6, the π₯ Group Score is '''7'''.
| |
| β | <br>
| |
| β | We look up '''7''' in π''Meaning'' Description:
| |
| | | | |
| | + | π― Reinforcement (Layer 6) |
| | + | Value stabilization. Turning good actions into habits. |
| | | | |
| | + | π Presence (Layer 7) |
| | + | Moments of flexible choice or steering. |
| | | | |
| | + | ποΈ Social (Layer 8) |
| | + | Institutions, norms, shared infrastructure. |
| | | | |
| | + | π³ Story (Layer 9) |
| | + | Long-horizon contribution and narrative continuity. |
| | | | |
| β | '''Why this outcome makes sense (design intent):'''
| + | π Stewardship (Layer 10) |
| β | * Alex wins by combining high Project rank performance with repeated Stabilize actions that raised π§ ''Coherence'' and protected the multiplier. That is the βhold togetherβ skill paying off in points.
| + | Caring for future stability and shared world health. |
| β | * Casey builds the strongest β''Reputation'' profile and wins key long-horizon Projects, but loses by a narrow margin because Alexβs π§ ''Coherence'' and Project points edge survives the Drift multiplier.
| |
| β | * Brooke has a strong engine and smart end timing, but falls behind because she took fewer Stabilize actions and secured fewer top ranks on Projects.
| |
| | | | |
| β | '''Meaning Profile (from the bands):'''
| + | π§ Teaching Arc Summary in Icons |
| β | * Alex (25): '''Stabilizing'''
| |
| β | * Casey (24): '''Stabilizing'''
| |
| β | * Brooke (16): '''Barely Holding'''
| |
| | | | |
| β | = Icon Glossary =
| + | π β π |
| | + | Instability reduces meaning. |
| | | | |
| β | '''Core Game Mechanics & Concepts:'''<br>
| + | βοΈ β π |
| β | 𧬠Pattern: biological or structural patterns, individual player cards, and the core concept of life holding itself together.<br>
| + | Structure increases meaning. |
| β | π Drift: entropy, decay, instability, and the shared track that tracks the world's slide toward collapse.<br>
| |
| β | βοΈ Project: collaborative efforts and shared builds that strengthen the table and reduce Drift.<br> | |
| β | π
World Event: Represents unpredictable external pressures that generate Drift each round.<br>
| |
| β | π οΈ Mitigation: the shared, round-by-round spending of resources to blunt π
''World Events'', canceling or reducing drift<br>
| |
| β | ποΈ Watch: Indicates a video link for an overview or introduction.<br>
| |
| β | π§ Listen: Indicates an audio link for examples of gameplay.<br>
| |
| | | | |
| β | '''Player Tracks & Scoring:'''<br>
| + | β€οΈ β π |
| β | π§ Coherence: Represents internal stability, psychological clarity, and a track on the player mat.<br>
| + | Support resists instability. |
| β | β Reputation: Represents reciprocity, community standing, and a track for social advantage.<br>
| |
| β | π³ Legacy: Represents long-horizon contribution and the primary scoring track for endgame points.<br>
| |
| β | π€ Players: Used in the scoring formula to represent individual legacy points.<br>
| |
| β | π₯ Group Score: The collective score of the table used to determine the final ''Meaning Description''<br>
| |
| β | π Lookup: Refers to checking the group score against the meaning profile table.<br>
| |
| | | | |
| β | '''Resource Tokens:'''<br>
| + | 𧬠β βοΈ |
| β | βοΈ E (Energy): A basic resource used for building engines and fueling actions.<br>
| + | Patterns enable projects. |
| β | π R (Regulation): A resource representing internal balance and the prevention of system collapse.<br>
| |
| β | π§© M (Model): A resource representing predictive capacity and understanding how the world works.<br>
| |
| β | π V (Value): A resource representing realized worth and higher-tier progress.<br>
| |
| β | β€οΈ S (Support): A resource representing the capacity to repair damage, maintain relationships, and mitigate Drift.<br>
| |
| | | | |
| β | '''Layer & Tag Icons:'''<br>
| + | π³ + π β π |
| β | π§Ώ Boundary (Layer 1): The foundation of "self vs. world" and thermodynamic coherence.<br>
| + | Legacy + Vitality determine personal success. |
| β | βοΈ Balance (Layer 2): Allostasis, homeostasis, and staying within viable ranges.<br>
| |
| β | π¦ Form (Layer 3): Morphogenesis, regeneration, and anatomical structure.<br>
| |
| β | π§« Membership (Layer 4): The shift from individual persistence to collective coordination.<br>
| |
| β | π Prediction (Layer 5): Predictive world-models and nervous systems.<br>
| |
| β | π― Reinforcement (Layer 6): Reward, avoidance, and felt value signals.<br>
| |
| β | π Presence (Layer 7): Conscious moments, binding, and integrated experience.<br>
| |
| β | ποΈ Social (Layer 8): Shared meaning via language, norms, institutions, collective memory.<br>
| |
| β | π Stewardship (Layer 10): Caring for the future, ecosystems, and planetary stability.<br>
| |
Meaning Made
Hold together. Learn what matters. Become valuable.
Meaning Made is a competitive-collaborative engine builder for 2β6 players (solo included).
Players build personal systems using π§¬Pattern cards across the full six-layer arc of Life Builds Meaning, while collectively managing a single shared πWorld 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 βοΈProjects.
- Raise πVitality.
- Score the most π³Legacy.
- And keep the world from collapsing.
Meaning is not discovered.
It is made β by resisting instability and building structure.
The World State Track (Fully Coupled System)
There is a single shared track numbered 0β12.
- The number at the marker is π Meaning.
- Drift is simply 12 β Meaning.
If the marker is on 8:
Fully Coupled Rule
- When an Event increases Drift β move marker DOWN.
- When Support reduces Drift β move marker UP.
- When Projects complete β move marker UP.
- If marker reaches 0, the world collapses and the game ends immediately.
One marker. No formulas. No dual bookkeeping.
Players / Time
- 2β6 Players
- 45β60 Minutes
- Solo mode included below
Components
World Board
- π World State Track (0β12)
- π
Event deck
- βοΈ Project row (3 face-up)
- 𧬠Pattern Gallery (6 face-up)
Player Mats
- π Vitality track (0β12)
- π³ Legacy track
- 𧬠6-slot Pattern Stack:
- π§Ώ Layer 1 β Boundary
- βοΈ Layer 2 β Balance
- π¦ Layer 3 β Form
- π§« Layer 4 β Membership
- π Layer 5 β Prediction
- π― Layer 6 β Reinforcement
Tokens
- βοΈ Energy
- π Insight
- β€οΈ 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 βΆβ π
Event
- Reveal Event.
- Move marker DOWN by listed amount.
Phase β· β Refresh π§¬Pattern Gallery
Refill Pattern Gallery to 6.
Phase βΈ β π€Player Turns
Each player takes exactly 2 actions.
Phase βΉ β πStability Window
Each player may donate at most 1 β€οΈ 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.
βοΈ Acquire
Take any 2 tokens.
Obtain π§¬Pattern
Pay cost.
Place in correct Layer slot (1β6).
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 βοΈProject
Choose next open Project space.
Pay full listed cost.
Place your marker.
One contribution per Project per round.
π§βπ€βπ§ Social
Give OR request 1 token.
If accepted:
- Both players gain +1 π Vitality.
Projects
Each Project has 3β5 spaces.
When completed:
- Award π³ 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 = π³ Legacy + π Vitality
Highest score wins.
If collapse occurred, players still compare scores.
π Meaning Track Table (0β12)
| π 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 β Stability focus
- Brooke β Engine builder
- Casey β Project racer
- Drew β Social optimizer
Initial marker: 7
Round 1:
Event β2 β marker 5
Players mostly Acquire and build Layer 1β2 Patterns.
Two donate Support β +2 β marker 7.
Comment: Early correction stabilizes base layers.
Round 2:
Event β1 β 6
Clinic Project completed β +1 β 7
Three Support β +3 (cap) β 10.
Comment: Layer 3β4 expansion begins safely.
Round 3:
Event β3 β 7
Players prioritize Pattern building in Layers 5β6.
Only one Support donated β 8.
Comment: Strategic risk while stable.
Round 4:
Event β2 β 6
Food Network completed β +1 β 7
Two Support β +2 β 9.
Round 5:
Event β4 β 5
Archive completed β +2 β 7
Three Support β +3 β 10.
Round 6:
Event β3 β 7
Final Project β +2 β 9
Two Support β +2 β 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 β +2 instead of +1.
If you donate none β marker β1.
Projects score normally.
Community counts for rank.
Final Score = Legacy + Vitality.
If marker reaches 0 β immediate loss.
Meaning Made.
Life resists instability. Structure creates value.
The winner builds best β but the group determines if the world survives.
Lessons Learned
π Drift rises naturally.
β€οΈ Support resists instability.
𧬠Patterns reduce cost over time.
βοΈ Projects increase shared structure.
π Meaning increases when systems hold.
π Vitality reflects internal stability and reciprocity.
Meaning is not discovered. Meaning is built through coordinated resistance to instability.
Glossary
π World State & System Pressure
π Drift
Entropy, instability, external pressure pushing the system toward breakdown.
π Meaning
How well the group is holding together. Rises with completed Projects. Falls when Drift rises.
π
Event
External pressure introduced each round.
π οΈ Stability Window
The Phase D opportunity to donate Support and resist Drift.
π€ Player Tracks
π Vitality
Personal stability and social integration. Replaces Coherence + Reputation in Lite.
π³ Legacy
Long-horizon contribution. Primary scoring track.
π Final Score
Vitality + Legacy.
π Core Actions
β‘ Acquire
Take 2 tokens of your choice.
𧬠Pattern
Engine card that generates resources or efficiencies.
βοΈ Project
Shared build that raises Meaning and awards Legacy.
π€ Social
Give or request 1 token. If accepted, both players gain +1 Vitality.
π‘οΈ Stabilize
Donate Support to reduce Drift during Stability Window.
π Refresh
Once-per-round public refresh of the Pattern Gallery.
π Resource Tokens (Lite Economy)
βοΈ Energy (E)
Basic fuel for building and contributing.
π Insight (I)
Planning, prediction, and cognitive leverage.
β€οΈ Support (S)
Repair, relationship maintenance, and Drift resistance.
π§© Pattern Tags (Thematic Layer Icons)
These are not separate currencies in Lite, but still teach the Life arc.
π§Ώ Boundary (Layer 1)
Self vs world. Basic structure.
βοΈ Balance (Layer 2)
Regulation, staying in viable range.
π¦ Form (Layer 3)
Repair, growth, structural efficiency.
π§« Membership (Layer 4)
Reciprocity, reliability, collective function.
π Prediction (Layer 5)
Foresight, filtering, pattern recognition.
π― Reinforcement (Layer 6)
Value stabilization. Turning good actions into habits.
π Presence (Layer 7)
Moments of flexible choice or steering.
ποΈ Social (Layer 8)
Institutions, norms, shared infrastructure.
π³ Story (Layer 9)
Long-horizon contribution and narrative continuity.
π Stewardship (Layer 10)
Caring for future stability and shared world health.
π§ Teaching Arc Summary in Icons
π β π
Instability reduces meaning.
βοΈ β π
Structure increases meaning.
β€οΈ β π
Support resists instability.
𧬠β βοΈ
Patterns enable projects.
π³ + π β π
Legacy + Vitality determine personal success.