Difference between revisions of "Life~Meaning Game"
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* contributing to shared 🌳''Legacy'' | * contributing to shared 🌳''Legacy'' | ||
| − | Progress is tracked on individual player mats, but the world’s condition is shared. Unpredictable 📅'' | + | Progress is tracked on individual player mats, but the world’s condition is shared. Unpredictable 📅''Events'' generate 🌀''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. |
| − | + | ''' Players / Time '''<br> | |
* Players: 2–6 | * Players: 2–6 | ||
* Time: 45–60 minutes | * Time: 45–60 minutes | ||
| − | + | ''' Win Condition / End Triggers '''<br> | |
The game ends when the first of these happens: | The game ends when the first of these happens: | ||
# A Layer 10 ⚙️''Project'' is completed. | # A Layer 10 ⚙️''Project'' is completed. | ||
| − | # The 🌀'' | + | # The 🌀''Drift'' marker reaches the final space (12). |
| − | # The ⚙️''Project'' cards run out (you cannot refill the '' | + | # The ⚙️''Project'' cards run out (you cannot refill the ''Projects'' row when a slot becomes empty). |
'''Timing rule:''' If an end trigger happens during Phase Ⓒ, finish Phase Ⓓ for that round, then score. | '''Timing rule:''' If an end trigger happens during Phase Ⓒ, finish Phase Ⓓ for that round, then score. | ||
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== Components == | == Components == | ||
| − | + | ''' World Board '''<br> | |
| − | * '''🌀 | + | * '''🌀 Drift''' track (0–12) |
| + | * '''📅 Event''' for the current 📅''Event'' (1 slot) | ||
| + | * '''🛠️ Mitigation''' tokens spent to ''mitigate'' 📅''Events' | ||
| + | * '''⚙️ Projects''' for ⚙️''Project'' cards (3 slots)' | ||
* '''🧬 Pattern Gallery''' face-up 🧬''Pattern'' cards (6 slots) | * '''🧬 Pattern Gallery''' face-up 🧬''Pattern'' cards (6 slots) | ||
| − | + | ||
| − | |||
| − | |||
=== Tokens === | === Tokens === | ||
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'''Drift markers:''' | '''Drift markers:''' | ||
| − | * 🌀''' | + | * 🌀'''Drift''' marker on the 🌀Drift track |
=== 🧬Pattern Cards (90) === | === 🧬Pattern Cards (90) === | ||
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== Layer Guidance == | == Layer Guidance == | ||
| − | 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): | + | 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:''' | *'''🧬Pattern Stack:''' | ||
| − | **🧿 Layer 1 '''''Boundary''''': Depicted as the “self vs world” foundation in your 🧬''Pattern Stack''. It supports your 🧠''Coherence'' state and your ability to operate under pressure. Mechanically, it’s your basic platform: make ☀️E (Energy) and 🔁R (Regulation) to stabilize your baseline. | + | **🧿 Layer 1 '''''Boundary''''': Depicted as the ''“self vs world”'' foundation in your 🧬''Pattern Stack''. It supports your 🧠''Coherence'' state and your ability to operate under pressure. Mechanically, it’s your basic platform: make ☀️E (Energy) and 🔁R (Regulation) to stabilize your baseline. |
**⚖️ Layer 2 '''''Balance''''': Depicted as the 🔁R (Regulation) economy that keeps you in range. Mechanically, it’s the loop that prevents overshoot and collapse: make ☀️E (Energy) and 🔁R (Regulation) to stay stable while expanding your engine. | **⚖️ Layer 2 '''''Balance''''': Depicted as the 🔁R (Regulation) economy that keeps you in range. Mechanically, it’s the loop that prevents overshoot and collapse: make ☀️E (Energy) and 🔁R (Regulation) to stay stable while expanding your engine. | ||
**🦋 Layer 3 '''''Form''''': Depicted as 🧬patterns that restore structure, reduce the cost of “build/repair” contributions, and improve the efficiency of upgrading. Mechanically, Form-tagged 🧬Patterns help you contribute to ⚙️''Projects'' more cheaply and more often, and they tend to create “we-function” advantages. | **🦋 Layer 3 '''''Form''''': Depicted as 🧬patterns that restore structure, reduce the cost of “build/repair” contributions, and improve the efficiency of upgrading. Mechanically, Form-tagged 🧬Patterns help you contribute to ⚙️''Projects'' more cheaply and more often, and they tend to create “we-function” advantages. | ||
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*'''Effect (Layers 7): ''' | *'''Effect (Layers 7): ''' | ||
| − | **📌 Layer 7 '''''Presence''''': Present on a small number of 🧬''Pattern'' cards as a special icon (not a slot, not a currency). When triggered, it grants '''flex''': one-time choice effects such as “take +1 action,” “treat one token as wild for this action,” “peek and choose between two upcoming | + | **📌 Layer 7 '''''Presence''''': Present on a small number of 🧬''Pattern'' cards as a special icon (not a slot, not a currency). When triggered, it grants '''flex''': one-time choice effects such as ''“take +1 action,” “treat one token as wild for this action,” “peek and choose between two upcoming 📅Events'',” or ''“change how an 📅Event resolves.'' Mechanically, Presence is your limited way to ''steer'' uncertainty instead of only absorbing it. |
| − | *'''World Board (Layers 8–10): ''' | + | *'''''World Board'' (Layers 8–10): ''' |
**🏛️ Layer 8 '''''Social''''' (❤️S ''Support'' + Reciprocity): Lives in the '''Support economy''' and in shared-work rules. Components: ''❤️S (Support)'' tokens, ⭐''Reputation''-tagged 🧬''Patterns/⚙️Projects'', and the ''Social'' action(s) that create, move, or spend ''❤️S (Support)''. Support is spent to help other players, reduce the friction/cost of cooperation, and to meet ⚙️''Project'' requirements, and players gain contribution credit (and sometimes points) for reciprocal support rather than pure solo efficiency. | **🏛️ Layer 8 '''''Social''''' (❤️S ''Support'' + Reciprocity): Lives in the '''Support economy''' and in shared-work rules. Components: ''❤️S (Support)'' tokens, ⭐''Reputation''-tagged 🧬''Patterns/⚙️Projects'', and the ''Social'' action(s) that create, move, or spend ''❤️S (Support)''. Support is spent to help other players, reduce the friction/cost of cooperation, and to meet ⚙️''Project'' requirements, and players gain contribution credit (and sometimes points) for reciprocal support rather than pure solo efficiency. | ||
**🌳 Layer 9 '''''Story''''' (Long-Horizon Credit): Lives in '''''Story''-tagged 🧬''Patterns'' and ⚙️''Projects''''' that convert repeated contributions into endgame value. Components: ''Story'' tags on cards plus the way you record “what you kept doing” (for example: counting completed ''Story'' ⚙️''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. | **🌳 Layer 9 '''''Story''''' (Long-Horizon Credit): Lives in '''''Story''-tagged 🧬''Patterns'' and ⚙️''Projects''''' that convert repeated contributions into endgame value. Components: ''Story'' tags on cards plus the way you record “what you kept doing” (for example: counting completed ''Story'' ⚙️''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. | ||
| − | **🌍 Layer 10 '''''Stewardship''''' (Endgame ⚙️''Projects'' + | + | **🌍 Layer 10 '''''Stewardship''''' (Endgame ⚙️''Projects'' + world stabilization): Lives in the highest-tier '''''Stewardship ⚙️Projects''''' on the ''World Board''. Components: ⚙️''Project'' prerequisites keyed to the world state (typically 🌀''Drift'' and Vital Signals), large group investment (often including significant ❤️S (Support), and big point rewards plus world-level effects (reduce 🌀''Drift'', improve/stabilize Vital Signals). Completing a ''Stewardship ⚙️Project'' often triggers the endgame or fulfills the table’s win-condition threshold. |
=== Project Cards (24) === | === Project Cards (24) === | ||
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* Layer tier (8–10 typically, but can include 6–7) | * Layer tier (8–10 typically, but can include 6–7) | ||
* Required contributions (icons) | * Required contributions (icons) | ||
| − | * Public benefit; reduce 🌀'' | + | * Public benefit; reduce 🌀''Drift'' |
* Contribution credit slots (to mark who paid what) | * Contribution credit slots (to mark who paid what) | ||
* Completion point awards by rank (Top / Second / Other) | * Completion point awards by rank (Top / Second / Other) | ||
| − | === | + | === Event Cards (30) === |
| − | Each 📅'' | + | Each 📅''Event'' shows: |
* 🌀''Drift'' increase (number) | * 🌀''Drift'' increase (number) | ||
* Pressure type icon (Scarcity, Threat, Uncertainty, Conflict, Damage) | * Pressure type icon (Scarcity, Threat, Uncertainty, Conflict, Damage) | ||
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== Setup == | == Setup == | ||
* Place the ''World Board'' in the middle of the table | * Place the ''World Board'' in the middle of the table | ||
| − | * Set ''' | + | * Set 🌀''Drift'' to '''3''' |
| + | * Shuffle 📅''Event'' cards. Reveal 1 to the 📅''Event'' slot | ||
| + | * Shuffle ⚙️''Project'' cards. Reveal 3 to the ''Projects'' row | ||
* Shuffle the 🧬''Pattern'' deck. Deal 6 face-up cards to the 🧬''Pattern Gallery'' row | * Shuffle the 🧬''Pattern'' deck. Deal 6 face-up cards to the 🧬''Pattern Gallery'' row | ||
| − | + | * Each player takes a mat and sets: 🧠''Coherence'' = '''4''', ⭐''Reputation'' = '''2''', and ⚙️''Project'' = '''0'' | |
| − | |||
| − | * Each player takes a mat and sets: 🧠''Coherence'' = 4, ⭐''Reputation'' = 2, and ⚙️''Project'' = 0 | ||
* Each player starts with tokens: '''2×☀️E''' and '''1×🔁R'''. | * Each player starts with tokens: '''2×☀️E''' and '''1×🔁R'''. | ||
* Choose a starting player. | * Choose a starting player. | ||
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Each round has four phases: | Each round has four phases: | ||
| − | === Phase Ⓐ: | + | === Phase Ⓐ: Event (Pressure Enters) === |
| − | Reveal the next 📅'' | + | Reveal the next 📅''Event'': |
| − | * Place | + | * Place the card in the 📅''Event'' slot. |
| − | |||
=== Phase Ⓑ: Pattern Gallery Refresh === | === Phase Ⓑ: Pattern Gallery Refresh === | ||
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In clockwise order, each player takes exactly '''2 actions'''. | In clockwise order, each player takes exactly '''2 actions'''. | ||
| − | === Phase Ⓓ: Stability Check (🛠️''Mitigation'' + | + | === Phase Ⓓ: Stability Check (🛠️''Mitigation'' + adjust 🌀''Drift'') === |
| − | 1) '''🛠️Mitigation:''' The | + | 1) '''🛠️Mitigation:''' The 👥Group may collectively spend tokens into the 🛠️''Mitigation'' area to satisfy the 📅''Event’s'' 🛠️''Mitigation'' icons. |
| − | 2) If the ''🛠️Mitigation Requirement'' is met, the 📅'' | + | 2) If the ''🛠️Mitigation Requirement'' is '''NOT''' met, the 📅''Event’s'' pending 🌀''Drift'' is applied; increasing the 🌀''Drift'' track depicted on the 📅''Event''. |
| − | + | 3) Discard all tokens in the 🛠️''Mitigation'' area back to the supply (they never carry over). | |
| − | + | 4) If any ⚙️''Project'' slot is empty, refill it immediately from the ⚙️''Project'' supply deck. If you cannot refill because the supply is empty, the game will end after this round. | |
| − | |||
== Player Actions == | == Player Actions == | ||
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Take '''2 tokens total''', but they must be '''two different types'''. | Take '''2 tokens total''', but they must be '''two different types'''. | ||
| − | === Action 2: Buy a | + | === Action 2: Buy a 🧬Pattern Card === |
Pay the card’s cost. Place it in the matching Layer slot on your mat (stack within a slot if needed). | Pay the card’s cost. Place it in the matching Layer slot on your mat (stack within a slot if needed). | ||
* Immediately gain the card’s outputs as tokens. | * Immediately gain the card’s outputs as tokens. | ||
* '''Tag Discount:''' Each 🧬''Pattern'' you own reduces the cost of future cards sharing its Tag by 1 of the token type shown by the discount icon on the card (icon-only). Discounts stack. | * '''Tag Discount:''' Each 🧬''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. | ||
| − | === Action 3: Contribute to a | + | === Action 3: Contribute to a ⚙️Project === |
| − | Pay any subset of the ''Project’s'' required icons and mark your contribution on the ''Project Card'' and update ''🌳''Legacy'' track. | + | Pay any subset of the ''Project’s'' required icons and mark your contribution on the ⚙️''Project Card'' and update ''🌳''Legacy'' track. |
'''Social triggers (immediate):''' | '''Social triggers (immediate):''' | ||
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=== Action 4: Stabilize (Fight 🌀''Drift'') === | === Action 4: Stabilize (Fight 🌀''Drift'') === | ||
Spend '''❤️S''' to counter 🌀''Drift''. Choose one: | Spend '''❤️S''' to counter 🌀''Drift''. Choose one: | ||
| − | * Reduce ''' | + | * Reduce '''🌀Drift''' by 1 (minimum 0) |
'''Coherence trigger (immediate):''' Any time you take Stabilize and spend ❤️S, move '''+1 🧠''Coherence'''''. | '''Coherence trigger (immediate):''' Any time you take Stabilize and spend ❤️S, move '''+1 🧠''Coherence'''''. | ||
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=== Action 6: Recalibrate === | === Action 6: Recalibrate === | ||
| − | On your turn, you may take this action to update either the 🧬''Pattern Gallery'' or the '' | + | On your turn, you may take this action to update either the 🧬''Pattern Gallery'' or the ⚙️''Projects''. |
; Choose one: | ; Choose one: | ||
* '''Recalibrate the 🧬''Pattern Gallery'':''' Discard any number of face-up 🧬''Pattern'' cards (from either row), then refill each row back to 6 cards. | * '''Recalibrate the 🧬''Pattern Gallery'':''' Discard any number of face-up 🧬''Pattern'' cards (from either row), then refill each row back to 6 cards. | ||
| − | * '''Recalibrate the '' | + | * '''Recalibrate the ⚙️''Projects'':''' Discard any number of face-up ''Project'' cards, then refill the display back to its normal size. |
'''Cost:''' Add +1 🌀''Drift''. | '''Cost:''' Add +1 🌀''Drift''. | ||
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A ''Project'' completes immediately when all required icons are paid. | A ''Project'' completes immediately when all required icons are paid. | ||
When it completes: | When it completes: | ||
| − | # Apply the ''Project’s'' public benefit (reduce 🌀'' | + | # Apply the ⚙️''Project’s'' public benefit (reduce 🌀''Drift'' as stated). |
# Award ''🌳''Legacy'' by contribution rank (below). | # Award ''🌳''Legacy'' by contribution rank (below). | ||
| − | # Refill the '' | + | # Refill the ⚙️''Projects'' slot during Phase Ⓓ. |
=== ''🌳Legacy (Contribution Rank) === | === ''🌳Legacy (Contribution Rank) === | ||
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<br><hr><br> | <br><hr><br> | ||
'''Group Scoring'''<br> | '''Group Scoring'''<br> | ||
| − | The '''Group's Score''' is a readout of the group’s overall health, not a count of how much work got done. It combines how well the group contained 🌀'' | + | The '''Group's Score''' is a readout of the group’s overall health, not a count of how much work got done. It combines how well the group contained 🌀''Drift'' with the ''“floor”'' of the group, the lowest 🧠Coherence and the lowest ⭐Reputation at game end. That “minimum” rule is intentional: a living system doesn’t really thrive if one part is breaking down or left out. A high group score means the group stayed stable under pressure and no one was left behind, which is the game’s definition of ''Meaning'' in practice. At scoring, you then '''look up''' the 👥Group Score band (and the minimum 🧠Coherence and ⭐Reputation bands) to label the table’s endgame state and meaning profile. |
#Compute and lookup ''Meaning'' | #Compute and lookup ''Meaning'' | ||
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'''1. ''Meaning'''''<br> | '''1. ''Meaning'''''<br> | ||
| − | '''👥 Group Score''' = (12 ➖ 🌀'' | + | '''👥 Group Score''' = (12 ➖ 🌀''Drift'') ➕ (minimum 🧠''Coherence'') ➕ (minimum ⭐''Reputation'')<br> |
{| class="wikitable" style="width:100%;" | {| class="wikitable" style="width:100%;" | ||
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== Play Example == | == Play Example == | ||
| − | 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 🧬''Pattern cards, ⚙️''Projects'', and 📅'' | + | 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 🧬''Pattern cards, ⚙️''Projects'', and 📅''Events''. Your actual deck will differ, but the decision logic and scoring triggers are identical. |
| − | + | ''' Cast '''<br> | |
3 players: | 3 players: | ||
* Alex (stability-first) | * Alex (stability-first) | ||
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* Casey (projects-first) | * Casey (projects-first) | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | + | ''' Assumed Pattern Gallery '''<br> | |
{| class="wikitable" style="width:100%;" | {| class="wikitable" style="width:100%;" | ||
|- | |- | ||
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| Mentorship Archive (Layer 9) | | Mentorship Archive (Layer 9) | ||
| 🧩M + 💎V + 🔁R + ❤️S + ❤️S | | 🧩M + 💎V + 🔁R + ❤️S + ❤️S | ||
| − | | Reduce 🌀'' | + | | Reduce 🌀''Drift'' by 1 |
|} | |} | ||
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|- | |- | ||
! Round | ! Round | ||
| − | ! 📅 '' | + | ! 📅 ''Event'' |
| − | ! 🌀 | + | ! 🌀 ''Drift'' |
! 🛠️ ''Mitigation'' (to cancel) | ! 🛠️ ''Mitigation'' (to cancel) | ||
|- | |- | ||
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=== Round 1 === | === Round 1 === | ||
| − | '''Phase Ⓐ: | + | '''Phase Ⓐ: 📅Event '''<br> |
Uncertainty, pending 🌀''Drift'' +2. 🛠️''Mitigation'' requires 🧩M + 🔁R. | Uncertainty, pending 🌀''Drift'' +2. 🛠️''Mitigation'' requires 🧩M + 🔁R. | ||
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* Brooke contributes 🧩M | * Brooke contributes 🧩M | ||
* Alex contributes 🔁R | * Alex contributes 🔁R | ||
| − | 🛠️''Mitigation'' met, pending 🌀''Drift'' | + | 🛠️''Mitigation'' met, 📅''Event's'' pending 🌀''Drift'' is '''NOT''' applied |
End of Round 1: | End of Round 1: | ||
| − | * 🌀'' | + | * 🌀''Drift'' = 3 |
{| class="wikitable" style="width:70%; text-align:center;" | {| class="wikitable" style="width:70%; text-align:center;" | ||
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=== Round 2 === | === Round 2 === | ||
| − | '''Phase Ⓐ: | + | '''Phase Ⓐ: 📅Event'''<br> |
| − | Damage, pending 🌀''Drift'' +1. | + | Damage, pending 🌀''Drift'' +1. 🛠️''Mitigation'' requires ❤️S + 🔁R. |
'''Phase Ⓒ: Player Turns'''<br> | '''Phase Ⓒ: Player Turns'''<br> | ||
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* Alex contributes 🔁R | * Alex contributes 🔁R | ||
* Brooke contributes ❤️S | * Brooke contributes ❤️S | ||
| − | 🛠️''Mitigation'' met, pending 🌀''Drift'' | + | 🛠️''Mitigation'' met, 📅''Event's'' pending 🌀''Drift'' is '''NOT''' applied |
End of Round 2: | End of Round 2: | ||
| − | * | + | * 🌀''Drift'' = 3 |
{| class="wikitable" style="width:70%; text-align:center;" | {| class="wikitable" style="width:70%; text-align:center;" | ||
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=== Round 3 === | === Round 3 === | ||
| − | + | '''Phase Ⓐ: 📅Event '''<br> | |
Scarcity, pending 🌀''Drift'' +2. 🛠️''Mitigation'' requires ☀️E + ☀️E + 🔁R. | Scarcity, pending 🌀''Drift'' +2. 🛠️''Mitigation'' requires ☀️E + ☀️E + 🔁R. | ||
| − | + | ''' Phase Ⓒ: Player Turns '''<br> | |
Alex (2 actions) | Alex (2 actions) | ||
# Acquire: takes ☀️E + 🔁R | # Acquire: takes ☀️E + 🔁R | ||
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Project A completion (Community Shelter): | Project A completion (Community Shelter): | ||
| − | * Public benefit: remove 2 | + | * Public benefit: remove 2 🌀''Drift'' (🌀''Drift'' goes 1 → 0) |
* Contribution credits: | * Contribution credits: | ||
** Alex: 2 credits (🔁R + 🔁R) | ** Alex: 2 credits (🔁R + 🔁R) | ||
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''' Phase Ⓓ: Stability Check '''<br> | ''' Phase Ⓓ: Stability Check '''<br> | ||
The table chooses NOT to meet Scarcity 🛠️''Mitigation'' (players keep tokens for their 🧬''Pattern Stack'' and ⚙️''Projects''). | The table chooses NOT to meet Scarcity 🛠️''Mitigation'' (players keep tokens for their 🧬''Pattern Stack'' and ⚙️''Projects''). | ||
| − | + | 🛠️''Mitigation'' '''NOT''' met, 📅''Event's'' pending 🌀''Drift'' +2 applies | |
End of Round 3: | End of Round 3: | ||
| − | * 🌀'' | + | * 🌀''Drift'' = 5 |
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| Stewardship Retrofit (Layer 10) | | Stewardship Retrofit (Layer 10) | ||
| ☀️E + ☀️E + 🔁R + 🧩M + 💎V + ❤️S + ❤️S | | ☀️E + ☀️E + 🔁R + 🧩M + 💎V + ❤️S + ❤️S | ||
| − | | Reduce 🌀'' | + | | Reduce 🌀''Drift'' by 1 |
|} | |} | ||
<br> | <br> | ||
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=== Round 4 === | === Round 4 === | ||
| − | + | ''' Phase Ⓐ: 📅Event '''<br> | |
| − | Conflict, pending 🌀''Drift'' +1. | + | Conflict, pending 🌀''Drift'' +1. 🛠️''Mitigation'' requires ❤️S + ❤️S. |
| − | + | ''' Phase Ⓒ: Player Turns'''<br> | |
Alex (2 actions) | Alex (2 actions) | ||
| − | # Stabilize: spends ❤️S to remove 1 | + | # Stabilize: spends ❤️S to remove 1 🌀''Drift'', 🧠''Coherence'' +1 (now 6) |
# Contribute to Project B (Layer 8): pays 🔁R (1 credit) | # Contribute to Project B (Layer 8): pays 🔁R (1 credit) | ||
| − | ''Rationale (Alex):'' ''I’m keeping Drift off the board so the | + | ''Rationale (Alex):'' ''I’m keeping 🌀''Drift'' off the board so the group stays in the fun loop: buy 🧬''Patterns', race Projects.'' |
Brooke (2 actions) | Brooke (2 actions) | ||
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''Rationale (Casey):'' ''I’m widening my ⭐''Reputation'' lead while staying invested in Layer 9 credit. I also keep Brooke’s engine running so the table can close faster.'' | ''Rationale (Casey):'' ''I’m widening my ⭐''Reputation'' lead while staying invested in Layer 9 credit. I also keep Brooke’s engine running so the table can close faster.'' | ||
| − | + | ''' Phase Ⓓ: Stability Check '''<br> | |
🛠️''Mitigation'' area: | 🛠️''Mitigation'' area: | ||
* Alex contributes ❤️S | * Alex contributes ❤️S | ||
* Brooke contributes ❤️S | * Brooke contributes ❤️S | ||
| − | 🛠️''Mitigation'' met, pending Drift | + | 🛠️''Mitigation'' met, 📅''Event's'' pending 🌀''Drift'' is '''NOT''' applied |
End of Round 4: | End of Round 4: | ||
| − | * | + | * 🌀''Drift'' = 5 |
| − | + | ||
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=== Round 5 === | === Round 5 === | ||
| − | + | ''' Phase Ⓐ: 📅''Event'''''<br> | |
| − | Threat, pending Drift +2. 🛠️''Mitigation'' requires 🧩M + ❤️S + 🔁R. | + | Threat, pending 🌀''Drift'' +2. 🛠️''Mitigation'' requires 🧩M + ❤️S + 🔁R. |
| − | + | ''' Phase Ⓒ: Player Turns '''<br> | |
Alex (2 actions) | Alex (2 actions) | ||
# Acquire: takes ☀️E + ❤️S | # Acquire: takes ☀️E + ❤️S | ||
| Line 745: | Line 740: | ||
Casey (2 actions) | Casey (2 actions) | ||
# Contribute to Project B: pays ❤️S + ❤️S (2 credit), ⭐''Reputation'' +1 (now 9). Project B completes. | # Contribute to Project B: pays ❤️S + ❤️S (2 credit), ⭐''Reputation'' +1 (now 9). Project B completes. | ||
| − | # Stabilize: spends ❤️S to reduce | + | # Stabilize: spends ❤️S to reduce 🌀''Drift'' by 1, 🧠''Coherence'' +1 (now 5) |
| − | ''Rationale (Casey):'' ''I finish Projects to lock points, then I immediately spend ''❤️S (Support)'' to pull Drift down | + | ''Rationale (Casey):'' ''I finish Projects to lock points, then I immediately spend ''❤️S (Support)'' to pull 🌀''Drift'' down.'' |
Project B completion (Repair Hub): | Project B completion (Repair Hub): | ||
| − | * Public benefit: remove 2 | + | * Public benefit: remove 2 🌀''Drift'' |
* Contribution credits on Project B: | * Contribution credits on Project B: | ||
** Alex: 2 credits (🔁R + 🔁R) | ** Alex: 2 credits (🔁R + 🔁R) | ||
| Line 762: | Line 757: | ||
** Casey +1 | ** Casey +1 | ||
| − | + | ''' Phase Ⓓ: Stability Check'''<br> | |
| − | The table meets Threat 🛠️''Mitigation'' to avoid +2 Drift. | + | The table meets Threat 🛠️''Mitigation'' to avoid +2 🌀''Drift''. |
🛠️''Mitigation'' area: | 🛠️''Mitigation'' area: | ||
* Brooke contributes 🧩M | * Brooke contributes 🧩M | ||
* Alex contributes 🔁R | * Alex contributes 🔁R | ||
* Casey contributes ❤️S | * Casey contributes ❤️S | ||
| − | 🛠️''Mitigation'' met, pending Drift | + | 🛠️''Mitigation'' met, 📅''Event's'' pending 🌀''Drift'' is '''NOT''' applied |
End of Round 5: | End of Round 5: | ||
| − | * | + | * 🌀''Drift'' = 4 (Casey reduced it by 1 during Phase Ⓒ) |
| − | |||
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=== Round 6 === | === Round 6 === | ||
| − | + | ''' Phase Ⓐ: 📅''Event'' '''<br> | |
| − | Damage, pending Drift +1. | + | Damage, pending 🌀''Drift'' +1. 🛠️''Mitigation'' requires ❤️S + 🔁R. |
| − | + | ''' Phase Ⓒ: Player Turns '''<br> | |
Alex (2 actions) | Alex (2 actions) | ||
# Stabilize: spends ❤️S to remove 1 🌀D, 🧠''Coherence'' +1 (now 7) | # Stabilize: spends ❤️S to remove 1 🌀D, 🧠''Coherence'' +1 (now 7) | ||
| Line 818: | Line 812: | ||
* ⭐''Reputation'' +1 (contributed ❤️S, now 10, cap) | * ⭐''Reputation'' +1 (contributed ❤️S, now 10, cap) | ||
* ⭐''Reputation'' +1 (Layer 9 contribution, stays 10 due to cap) | * ⭐''Reputation'' +1 (Layer 9 contribution, stays 10 due to cap) | ||
| − | # Stabilize: spends ❤️S to remove the remaining 1 | + | # Stabilize: spends ❤️S to remove the remaining 1 🌀''Drift'', 🧠''Coherence'' +1 (now 6) |
| − | ''Rationale (Casey):'' ''I cap ⭐''Reputation''' and keep Drift clean. If I can’t win Layer 10 rank, I’ll win the total profile.'' | + | ''Rationale (Casey):'' ''I cap ⭐''Reputation''' and keep 🌀''Drift'' clean. If I can’t win Layer 10 rank, I’ll win the total profile.'' |
| + | |||
| + | ''' Phase Ⓓ: Stability Check '''<br> | ||
| + | 🛠️''Mitigation'' '''NOT''' met, 📅''Event's'' pending 🌀''Drift'' +1 applies | ||
| + | The group didn't meet 🛠️''Mitigation'' this round as tokens were spent racing ⚙️Projects. | ||
| − | |||
| − | |||
| − | |||
End of Round 6: | End of Round 6: | ||
| − | * | + | * 🌀''Drift'' = 5 |
| − | |||
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=== Round 7 === | === Round 7 === | ||
| − | + | ''' Phase Ⓐ: 📅''Event'' '''<br> | |
| − | Uncertainty, pending Drift +2. 🛠️''Mitigation'' requires 🧩M + 🔁R. | + | Uncertainty, pending 🌀''Drift'' +2. 🛠️''Mitigation'' requires 🧩M + 🔁R. |
| − | + | '''Phase Ⓒ: Player Turns '''<br> | |
Alex (2 actions) | Alex (2 actions) | ||
# Acquire: takes 🧩M + 🔁R | # Acquire: takes 🧩M + 🔁R | ||
| Line 879: | Line 873: | ||
Project C completion (Mentorship Archive, Layer 9): | Project C completion (Mentorship Archive, Layer 9): | ||
| − | * Public benefit: reduce | + | * Public benefit: reduce 🌀''Drift'' by 1 (🌀''Drift'' 5 → 4) |
* Contribution credits on Project C: | * Contribution credits on Project C: | ||
** Alex: 2 credits (🔁R + 🔁R) | ** Alex: 2 credits (🔁R + 🔁R) | ||
| Line 889: | Line 883: | ||
** Other: Brooke +1 | ** Other: Brooke +1 | ||
| − | + | ''' Phase Ⓓ: Stability Check '''<br> | |
| − | The | + | 🛠️''Mitigation'' '''NOT''' met, 📅''Event's'' pending 🌀''Drift'' +2 applies |
| − | + | The group does NOT meet Uncertainty 🛠️''Mitigation'' this round as resources were spent closing ⚙️Projects and racing to Layer 10 | |
| + | |||
End of Round 7: | End of Round 7: | ||
| − | * | + | * 🌀''Drift'' = 6 |
| − | |||
Project points updated: | Project points updated: | ||
| Line 928: | Line 922: | ||
=== Round 8 (Final Round) === | === Round 8 (Final Round) === | ||
| − | + | ''' Phase Ⓐ: 📅''Event'' '''<br> | |
| − | Scarcity, pending Drift +2. 🛠️''Mitigation'' requires ☀️E + ☀️E + 🔁R. | + | Scarcity, pending 🌀''Drift'' +2. 🛠️''Mitigation'' requires ☀️E + ☀️E + 🔁R. |
| − | + | '''Phase Ⓒ: Player Turns'''<br> | |
Alex (2 actions) | Alex (2 actions) | ||
# Contribute to Project A (Layer 10): pays ❤️S (1 credit) | # Contribute to Project A (Layer 10): pays ❤️S (1 credit) | ||
* ⭐''Reputation'' +1 (contributed ❤️S, now 5) | * ⭐''Reputation'' +1 (contributed ❤️S, now 5) | ||
* ⭐''Reputation'' +1 (Layer 10 contribution, now 6) | * ⭐''Reputation'' +1 (Layer 10 contribution, now 6) | ||
| − | # Stabilize: spends ❤️S to reduce | + | # Stabilize: spends ❤️S to reduce 🌀''Drift'' by 1, 🧠''Coherence'' +1 (now 8) |
| − | ''Rationale (Alex):'' ''I’m adding credit to stay in the rank race, and I’m pulling Drift down | + | ''Rationale (Alex):'' ''I’m adding credit to stay in the rank race, and I’m pulling 🌀''Drift'' down.'' |
Brooke (2 actions) | Brooke (2 actions) | ||
# Acquire: takes 🧩M + ☀️E | # Acquire: takes 🧩M + ☀️E | ||
# Contribute to Project A (Layer 10): pays 🧩M (1 credit), ⭐''Reputation'' +1 (Layer 10 contribution, now 9). Project A completes and triggers game end. | # Contribute to Project A (Layer 10): pays 🧩M (1 credit), ⭐''Reputation'' +1 (Layer 10 contribution, now 9). Project A completes and triggers game end. | ||
| − | ''Rationale (Brooke):'' ''I’m finishing the game now to prevent an even worse Drift | + | ''Rationale (Brooke):'' ''I’m finishing the game now to prevent an even worse 🌀''Drift'' penalty. Ending timing matters.'' |
Casey | Casey | ||
| Line 948: | Line 942: | ||
Project A completion (Stewardship Retrofit, Layer 10): | Project A completion (Stewardship Retrofit, Layer 10): | ||
| − | * Public benefit: reduce | + | * Public benefit: reduce 🌀''Drift'' by 1 (🌀''Drift'' 5 → 4) |
* Contribution credits on Project A: | * Contribution credits on Project A: | ||
** Alex: 3 credits (☀️E + 🔁R in Round 6, plus ❤️S in Round 8) | ** Alex: 3 credits (☀️E + 🔁R in Round 6, plus ❤️S in Round 8) | ||
| Line 962: | Line 956: | ||
** Brooke +1 | ** Brooke +1 | ||
| − | + | ''' Phase Ⓓ: Stability Check (Final) '''<br> | |
| − | The | + | 🛠️''Mitigation'' '''NOT''' met, 📅''Event's'' pending 🌀''Drift'' +2 applies |
| − | + | The group does not meet Scarcity 🛠️''Mitigation'' as the game ended mid-round and tokens were spent finishing Layer 10. | |
| + | |||
End of Game: | End of Game: | ||
| − | * | + | * 🌀''Drift'' = 6 |
Final Project points: | Final Project points: | ||
| Line 1,017: | Line 1,012: | ||
'''1. ''Meaning'''''<br> | '''1. ''Meaning'''''<br> | ||
| − | '''👥 Group Score''' = (12 ➖ 🌀 '' | + | '''👥 Group Score''' = (12 ➖ 🌀''Drift'') ➕ (minimum 🧠''Coherence'') ➕ (minimum ⭐''Reputation'')<br> |
| − | (🌀 | + | (🌀''Drift'' = '''6''', minimum 🧠''Coherence'' = '''4''', minimum ⭐''Reputation'' = '''6'''), the 👥 Group Score is '''16'''. |
Look up '''16''' in 📄''Meaning'': | Look up '''16''' in 📄''Meaning'': | ||
| Line 1,033: | Line 1,028: | ||
'''Why this outcome makes sense:''' | '''Why this outcome makes sense:''' | ||
| − | * Alex wins by combining high ⚙️''Project'' rank performance with repeated stabilize actions that raised 🧠''Coherence'' and protected 🌀'' | + | * Alex wins by combining high ⚙️''Project'' rank performance with repeated stabilize actions that raised 🧠''Coherence'' and protected 🌀''Drift''. That is the “hold together” skill paying off in points. |
| − | * Casey builds the strongest ⭐''Reputation'' profile and wins key long-horizon ⚙️Projects, but loses by a narrow margin because Alex’s 🧠''Coherence'' and ⚙️Project points edge survives the | + | * Casey builds the strongest ⭐''Reputation'' profile and wins key long-horizon ⚙️Projects, but loses by a narrow margin because Alex’s 🧠''Coherence'' and ⚙️Project points edge survives the 🌀''Drift''. |
* 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. | * 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. | ||
| Line 1,042: | Line 1,037: | ||
🧬 Pattern: biological or structural patterns, individual player cards, and the core concept of life holding itself together.<br> | 🧬 Pattern: biological or structural patterns, individual player cards, and the core concept of life holding itself together.<br> | ||
🌀 Drift: entropy, decay, instability, and the shared track that tracks the world's slide toward collapse.<br> | 🌀 Drift: entropy, decay, instability, and the shared track that tracks the world's slide toward collapse.<br> | ||
| − | ⚙️ Project: collaborative efforts and shared builds that strengthen the table and reduce Drift.<br> | + | ⚙️ Project: collaborative efforts and shared builds that strengthen the table and reduce ''Drift''.<br> |
| − | 📅 | + | 📅 Event: Represents unpredictable external pressures that generate ''Drift'' each round.<br> |
| − | 🛠️ Mitigation: the shared, round-by-round spending of resources to blunt | + | 🛠️ Mitigation: the shared, round-by-round spending of resources to blunt ''Events'', canceling or reducing ''Drift''<br> |
👁️ Watch: Indicates a video link for an overview or introduction.<br> | 👁️ Watch: Indicates a video link for an overview or introduction.<br> | ||
🎧 Listen: Indicates an audio link for examples of gameplay.<br> | 🎧 Listen: Indicates an audio link for examples of gameplay.<br> | ||
| Line 1,061: | Line 1,056: | ||
🧩 M (Model): A resource representing predictive capacity and understanding how the world works.<br> | 🧩 M (Model): A resource representing predictive capacity and understanding how the world works.<br> | ||
💎 V (Value): A resource representing realized worth and higher-tier progress.<br> | 💎 V (Value): A resource representing realized worth and higher-tier progress.<br> | ||
| − | ❤️ S (Support): A resource representing the capacity to repair damage, maintain relationships, and mitigate Drift.<br> | + | ❤️ S (Support): A resource representing the capacity to repair damage, maintain relationships, and mitigate ''Drift''.<br> |
'''Layer & Tag Icons:'''<br> | '''Layer & Tag Icons:'''<br> | ||
Latest revision as of 12:03, 1 March 2026
YouTube ... Quora ...Google search ...Google News ...Bing News
- Center & Circle Playbook ... Walkthrough ... Life~Meaning Game
- Life~Meaning ... Consciousness ... Creating Consciousness ... Quantum Biology ... Orch-OR ... TAME ... Proteins
👁️ Watch Overview ~ 2 minutes
👁️ Watch Introduction ~ 7 minutes
🎧 Listen to Play Example ~ 25 minutes
Game Name: Life~Meaning Game
Hold together, learn what matters, become valuable.
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 🧬Pattern cards to upgrade their personal engines, while also investing in shared ⚙️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. It’s a competitive-collaborative engine builder: everyone cooperates to keep the world from sliding into 🌀Drift, and each player competes to score the most by:
- maintaining 🧠Coherence under pressure
- gaining ⭐Reputation advantage through reciprocity and long-horizon contribution
- contributing to shared 🌳Legacy
Progress is tracked on individual player mats, but the world’s condition is shared. Unpredictable 📅Events generate 🌀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.
Players / Time
- Players: 2–6
- Time: 45–60 minutes
Win Condition / End Triggers
The game ends when the first of these happens:
- A Layer 10 ⚙️Project is completed.
- The 🌀Drift marker reaches the final space (12).
- The ⚙️Project cards run out (you cannot refill the Projects row when a slot becomes empty).
Timing rule: If an end trigger happens during Phase Ⓒ, finish Phase Ⓓ for that round, then score.
Winner: Highest Final Score.
Components
World Board
- 🌀 Drift track (0–12)
- 📅 Event for the current 📅Event (1 slot)
- 🛠️ Mitigation tokens spent to mitigate 📅Events'
- ⚙️ Projects for ⚙️Project cards (3 slots)'
- 🧬 Pattern Gallery face-up 🧬Pattern cards (6 slots)
Tokens
☀️ E (Energy)
🔁 R (Regulation)
🧩 M (Model)
💎 V (Value)
❤️ S (Support)
What Support means (conceptually): ❤️(S) Support is your capacity to repair damage and maintain relationships. Mechanically, it fuels both stabilization (anti-🌀Drift) and pro-⭐Reputation contribution.
Drift markers:
- 🌀Drift marker on the 🌀Drift track
🧬Pattern Cards (90)
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, 📌 Presence, 🏛️ Social, 🌳 Story, 🌍 Stewardship)
Layer Guidance
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:
- 🧿 Layer 1 Boundary: Depicted as the “self vs world” foundation in your 🧬Pattern Stack. It supports your 🧠Coherence state and your ability to operate under pressure. Mechanically, it’s your basic platform: make ☀️E (Energy) and 🔁R (Regulation) to stabilize your baseline.
- ⚖️ Layer 2 Balance: Depicted as the 🔁R (Regulation) economy that keeps you in range. Mechanically, it’s the loop that prevents overshoot and collapse: make ☀️E (Energy) and 🔁R (Regulation) to stay stable while expanding your engine.
- 🦋 Layer 3 Form: Depicted as 🧬patterns that restore structure, reduce the cost of “build/repair” contributions, and improve the efficiency of upgrading. Mechanically, Form-tagged 🧬Patterns help you contribute to ⚙️Projects more cheaply and more often, and they tend to create “we-function” advantages.
- 🧫 Layer 4 Membership: Depicted as 🧬patterns that make you more reliable in reciprocal play and more efficient at shared work. Mechanically, Membership-tagged 🧬Patterns improve your 🌳Legacy, increase contribution credit, and reward consistent cooperation.
- 🌐 Layer 5 Prediction: Depicted as 🧩M (Model) generation plus 🧬Pattern Gallery manipulation (peek, filter, reserve). Mechanically, this layer helps you see what’s coming and shape the offer so your engine grows with fewer dead turns.
- 🎯 Layer 6 Reinforcement: Depicted as 💎V (Value) generation plus “policy lock-in” effects (stable conversions, habit-like benefits). Mechanically, Reinforcement stabilizes what you do repeatedly, turning good choices into repeatable advantage.
- Effect (Layers 7):
- 📌 Layer 7 Presence: Present on a small number of 🧬Pattern cards as a special icon (not a slot, not a currency). When triggered, it grants flex: one-time choice effects such as “take +1 action,” “treat one token as wild for this action,” “peek and choose between two upcoming 📅Events,” or “change how an 📅Event resolves. Mechanically, Presence is your limited way to steer uncertainty instead of only absorbing it.
- World Board (Layers 8–10):
- 🏛️ Layer 8 Social (❤️S Support + Reciprocity): Lives in the Support economy and in shared-work rules. Components: ❤️S (Support) tokens, ⭐Reputation-tagged 🧬Patterns/⚙️Projects, and the Social action(s) that create, move, or spend ❤️S (Support). Support is spent to help other players, reduce the friction/cost of cooperation, and to meet ⚙️Project requirements, and players gain contribution credit (and sometimes points) for reciprocal support rather than pure solo efficiency.
- 🌳 Layer 9 Story (Long-Horizon Credit): Lives in Story-tagged 🧬Patterns and ⚙️Projects that convert repeated contributions into endgame value. Components: Story tags on cards plus the way you record “what you kept doing” (for example: counting completed Story ⚙️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.
- 🌍 Layer 10 Stewardship (Endgame ⚙️Projects + world stabilization): Lives in the highest-tier Stewardship ⚙️Projects on the World Board. Components: ⚙️Project prerequisites keyed to the world state (typically 🌀Drift and Vital Signals), large group investment (often including significant ❤️S (Support), and big point rewards plus world-level effects (reduce 🌀Drift, improve/stabilize Vital Signals). Completing a Stewardship ⚙️Project often triggers the endgame or fulfills the table’s win-condition threshold.
Project Cards (24)
Each ⚙️Project card shows:
- Layer tier (8–10 typically, but can include 6–7)
- Required contributions (icons)
- Public benefit; reduce 🌀Drift
- Contribution credit slots (to mark who paid what)
- Completion point awards by rank (Top / Second / Other)
Event Cards (30)
Each 📅Event shows:
- 🌀Drift increase (number)
- Pressure type icon (Scarcity, Threat, Uncertainty, Conflict, Damage)
- 🛠️Mitigation Requirement (icons) that can reduce or cancel the 🌀Drift increase
Player Mats (1 per player)
Tracks:
- 🧠Coherence (0–10) track
- ⭐Reputation (0–10) track
- 🌳Legacy (0–30) track
🧬Pattern Stack: 6 layer slots for building 🧬patterns upward:
- 🧿 1. Boundary: Life Holds Itself Together
- ⚖️ 2. Balance: Staying In Balance
- 🦋 3. Form: Morphogenesis & Regeneration
- 🧫 4. Membership: Shift: From Persistence to Membership
- 🌐 5. Prediction: Predictive World-Models
- 🎯 6. Reinforcement: Reward, Avoidance, Reinforcement Learning
Setup
- Place the World Board in the middle of the table
- Set 🌀Drift to 3
- Shuffle 📅Event cards. Reveal 1 to the 📅Event slot
- Shuffle ⚙️Project cards. Reveal 3 to the Projects row
- Shuffle the 🧬Pattern deck. Deal 6 face-up cards to the 🧬Pattern Gallery row
- Each player takes a mat and sets: 🧠Coherence = 4', ⭐Reputation = 2, and ⚙️Project = 0
- Each player starts with tokens: 2×☀️E and 1×🔁R.
- Choose a starting player.
Round Structure
Each round has four phases:
Phase Ⓐ: Event (Pressure Enters)
Reveal the next 📅Event:
- Place the card in the 📅Event slot.
Phase Ⓑ: Pattern Gallery Refresh
Refill the 🧬Pattern Gallery to 6 face-up 🧬Pattern cards if needed.
Phase Ⓒ: Player Turns (2 Actions Each)
In clockwise order, each player takes exactly 2 actions.
Phase Ⓓ: Stability Check (🛠️Mitigation + adjust 🌀Drift)
1) 🛠️Mitigation: The 👥Group may collectively spend tokens into the 🛠️Mitigation area to satisfy the 📅Event’s 🛠️Mitigation icons. 2) If the 🛠️Mitigation Requirement is NOT met, the 📅Event’s pending 🌀Drift is applied; increasing the 🌀Drift track depicted on the 📅Event. 3) Discard all tokens in the 🛠️Mitigation area back to the supply (they never carry over). 4) If any ⚙️Project slot is empty, refill it immediately from the ⚙️Project supply deck. If you cannot refill because the supply is empty, the game will end after this round.
Player Actions
On your turn, take exactly 2 actions. Scoring happens only through immediate track movement, plus 🌳Legacy points awarded on ⚙️Project completion.
Action 1: Acquire Resources
Take 2 tokens total, but they must be two different types.
Action 2: Buy a 🧬Pattern Card
Pay the card’s cost. Place it in the matching Layer slot on your mat (stack within a slot if needed).
- Immediately gain the card’s outputs as tokens.
- Tag Discount: Each 🧬Pattern you own reduces the cost of future cards sharing its Tag by 1 of the token type shown by the discount icon on the card (icon-only). Discounts stack.
Action 3: Contribute to a ⚙️Project
Pay any subset of the Project’s required icons and mark your contribution on the ⚙️Project Card and update 🌳Legacy track.
Social triggers (immediate):
- If you contribute at least 1×❤️S in this action: move +1 ⭐Reputation (max once per action).
- If the Project is Layer 9 or Layer 10: when you contribute to it, move +1 ⭐Reputation (once per action).
If the Project completes, resolve completion immediately (see Projects).
Action 4: Stabilize (Fight 🌀Drift)
Spend ❤️S to counter 🌀Drift. Choose one:
- Reduce 🌀Drift by 1 (minimum 0)
Coherence trigger (immediate): Any time you take Stabilize and spend ❤️S, move +1 🧠Coherence.
Emergency conversion (always available):
- Spend 2× ☀️E to gain 1× ❤️S.
Action 5: Social Touchpoint
Choose one:
- Give 1 token to another player. Move +1 ⭐Reputation.
- Request 1 token from another player. If they agree, move +1 ⭐Reputation.
No negotiation required. This is a clean reciprocity move.
Action 6: Recalibrate
On your turn, you may take this action to update either the 🧬Pattern Gallery or the ⚙️Projects.
- Choose one
- Recalibrate the 🧬Pattern Gallery: Discard any number of face-up 🧬Pattern cards (from either row), then refill each row back to 6 cards.
- Recalibrate the ⚙️Projects: Discard any number of face-up Project cards, then refill the display back to its normal size.
Cost: Add +1 🌀Drift.
Projects
Projects are shared builds with competitive credit. Everyone wants Project completed because they stabilize the world, but players compete for point rank.
Contributing
When you Contribute:
- Pay any subset of required icons.
- Mark each icon you paid in your color (or your marker) on the Project’s credit slots.
- A Project may be contributed to by multiple players over multiple turns.
Completing
A Project completes immediately when all required icons are paid. When it completes:
- Apply the ⚙️Project’s public benefit (reduce 🌀Drift as stated).
- Award 🌳Legacy by contribution rank (below).
- Refill the ⚙️Projects slot during Phase Ⓓ.
🌳Legacy (Contribution Rank)
When a Project completes, award points on each player’s 🌳Legacy track:
- Top contributor: 6 points
- Second contributor: 3 points
- All other contributors: 1 point (only if they contributed at least 1 icon)
Rank rules:
- Rank is determined by the number of icons you paid into that Project (credit marks).
- If tied, the player who placed the earliest mark on that Project wins the tie.
Scoring
Each player’s score is their Player Track Total: the sum of 🧠Coherence, ⭐Reputation, and 🌳Legacy. This keeps individual victory focused on integration, not just output. You’re rewarded for staying stable under pressure (🧠Coherence), building reliable reciprocity (⭐Reputation), and converting your actions into durable long-horizon contribution (🌳Legacy). Players can specialize, but the winners are the ones who keep all three in range.
What You Score Individual Scoring:
- 🧠Coherence your 🧠Coherence track value at game end (10 max)
- ⭐Reputation your ⭐Reputation track value at game end (10 max)
- 🌳Legacy from completed ⚙️Project by contribution rank (30 max)
Define:
- Player Track Total = 🧠Coherence + ⭐Reputation + 🌳Legacy
Group Scoring
The Group's Score is a readout of the group’s overall health, not a count of how much work got done. It combines how well the group contained 🌀Drift with the “floor” of the group, the lowest 🧠Coherence and the lowest ⭐Reputation at game end. That “minimum” rule is intentional: a living system doesn’t really thrive if one part is breaking down or left out. A high group score means the group stayed stable under pressure and no one was left behind, which is the game’s definition of Meaning in practice. At scoring, you then look up the 👥Group Score band (and the minimum 🧠Coherence and ⭐Reputation bands) to label the table’s endgame state and meaning profile.
- Compute and lookup Meaning
- Lookup Minimum 🧠Coherence Evaluation - what the lowest player ended at
- Lookup Minimum ⭐Reputation Interpretation - what the lowest player ended at
1. Meaning
👥 Group Score = (12 ➖ 🌀Drift) ➕ (minimum 🧠Coherence) ➕ (minimum ⭐Reputation)
| 👥 Group Score | State | Meaning |
|---|---|---|
| 0–3 | Collapse Mode | The group couldn’t hold a stable pattern. Pressure dominated decisions, and the group mostly reacted rather than steered. |
| 4–6 | Triage | The system stayed alive through emergency moves, but stability and inclusion broke down. The group had little room for meaningful choices. |
| 7–9 | Barely Holding | The world remained playable by a thread. At least one player ended fragile or disconnected, so the group’s pattern didn’t reliably cohere. |
| 10–12 | Stabilizing | The group found a workable baseline. 🌀Drift was somewhat contained, but the weakest stability or trust still constrained what the group could sustain. |
| 13–15 | Coordinating | The group began to act as a system. Cooperation started to reduce friction, though the “floor” (lowest stability or connection) still needed attention. |
| 16–18 | Reciprocal Builder | The group turned cooperation into steady progress. No one fell too far out of range, so shared work mattered more than constant recovery. |
| 19–21 | Durable Community | The group maintained a strong social fabric under pressure. Decisions stayed coherent, help moved where needed, and the world state stayed controllable. |
| 22–24 | World-Grade Contributor | The group shaped outcomes instead of only absorbing events. Even the weakest member stayed stable and integrated enough to keep everyone inside the circle. |
| 25–28 | Stewarding | The group played with long-horizon discipline. 🌀Drift stayed low and inclusion stayed high, so the group could invest, not just survive. |
| 29–32 | Steward in Practice | The group 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. |
2. Minimum 🧠 Coherence
| min 🧠 Coherence | State | What it means... |
|---|---|---|
| 0–2 | Fraying | Someone ended near collapse. The group may have “achieved” outcomes, but the internal stability cost was too high to call it meaningful. |
| 3–4 | Strained | The weakest player stayed functional, but brittle. The group likely oscillated between progress and recovery turns. |
| 5–6 | Steady | The floor held. Even the most stressed player stayed stable enough to keep participating without constant rescue. |
| 7–8 | Clear | The group maintained strong internal stability. Decision-making stayed coherent even under events and scarcity. |
| 9–10 | Resilient | The group finished with deep stability. Pressure was absorbed without fragmentation, and players could act from choice rather than panic. |
3. Minimum ⭐ Reputation
| min ⭐ Reputation | State | What it means... |
|---|---|---|
| 0–2 | Isolated | Someone ended outside the reciprocity network. The group’s social fabric didn’t close the loop of give-and-receive. |
| 3–4 | Transactional | Cooperation happened, but it didn’t become dependable. Help existed, but trust and coordination were thin. |
| 5–6 | Reciprocal | The group achieved real mutuality. Even the lowest player participated in the give/request rhythm and stayed socially “in.” |
| 7–8 | Trusted | The group developed reliable cooperation. Support and resources moved smoothly where needed without heavy negotiation. |
| 9–10 | Keystone | Nobody was left behind. Even the least-connected player ended highly integrated, which signals strong shared norms and collective memory in play. |
Play Example
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 🧬Pattern cards, ⚙️Projects, and 📅Events. Your actual deck will differ, but the decision logic and scoring triggers are identical.
Cast
3 players:
- Alex (stability-first)
- Brooke (engine-first)
- Casey (projects-first)
Assumed Pattern Gallery
| Card (Layer / Tag) | Cost | Outputs |
|---|---|---|
| Boundary Pattern (Layer 1 / 🧿) | ☀️E | ☀️E + ☀️E |
| Balance Pattern (Layer 2 / ⚖️) | ☀️E + 🔁R | 🔁R + ❤️S |
| Form Pattern (Layer 3 / 🦋) | 🔁R + ❤️S | 💎V + ❤️S |
| Membership Pattern (Layer 4 / 🧫) | 🔁R + ❤️S | 🧩M + ❤️S |
| Prediction Pattern (Layer 5 / 🌐) | ☀️E + 🧩M | 🧩M + 🧩M |
| Reinforcement Pattern (Layer 6 / 🎯) | ☀️E + 💎V | 💎V + ❤️S |
Assumed Project Row (start)
| Slot | ⚙️Project (Layer) | Requires | Public Benefit |
|---|---|---|---|
| A | Community Shelter (Layer 8) | ☀️E + ☀️E + 🔁R + 🔁R + ❤️S + ❤️S | Remove 2 🌀D |
| B | Repair Hub (Layer 8) | ☀️E + 🔁R + 🔁R + ❤️S + ❤️S | Remove 2 🌀D |
| C | Mentorship Archive (Layer 9) | 🧩M + 💎V + 🔁R + ❤️S + ❤️S | Reduce 🌀Drift by 1 |
Assumed Event sequence (Play Example)
| Round | 📅 Event | 🌀 Drift | 🛠️ Mitigation (to cancel) |
|---|---|---|---|
| 1 | Uncertainty | +2 | 🧩M + 🔁R |
| 2 | Damage | +1 | ❤️S + 🔁R |
| 3 | Scarcity | +2 | ☀️E + ☀️E + 🔁R |
| 4 | Conflict | +1 | ❤️S + ❤️S |
| 5 | Threat | +2 | 🧩M + ❤️S + 🔁R |
| 6 | Damage | +1 | ❤️S + 🔁R |
| 7 | Uncertainty | +2 | 🧩M + 🔁R |
| 8 | Scarcity | +2 | ☀️E + ☀️E + 🔁R |
Round 1
Phase Ⓐ: 📅Event
Uncertainty, pending 🌀Drift +2. 🛠️Mitigation requires 🧩M + 🔁R.
Phase Ⓒ: Player Turns
Alex (2 actions)
- Acquire: takes ☀️E + 🔁R
- Buy Pattern: Balance 🧬Pattern (pays ☀️E + 🔁R, gains 🔁R + ❤️S)
Rationale (Alex): I want ❤️S (Support) online so I can Stabilize without falling behind, and extra Regulation so I can pay 🛠️Mitigation when needed.
Brooke (2 actions)
- Acquire: takes ☀️E + 🧩M
- Buy Pattern: Prediction 🧬Pattern (pays ☀️E + 🧩M, gains 🧩M + 🧩M)
Rationale (Brooke): Model is the cleanest answer to Uncertainty, and it keeps me eligible for higher-tier Projects.
Casey (2 actions)
- Acquire: takes ☀️E + ❤️S
- Social Touchpoint (give): gives 1 token to Alex, ⭐Reputation +1 (now 3)
Rationale (Casey): I want ⭐Reputation early because it compounds. Also, Alex having ❤️S (Support) keeps our tempo high.
Phase D: Stability Check
🛠️Mitigation area:
- Brooke contributes 🧩M
- Alex contributes 🔁R
🛠️Mitigation met, 📅Event's pending 🌀Drift is NOT applied
End of Round 1:
- 🌀Drift = 3
| 👤 Player | ⚙️ Project | 🧠 Coherence | ⭐ Reputation |
|---|---|---|---|
| Alex | 0 | 4 | 2 |
| Brooke | 0 | 4 | 2 |
| Casey | 0 | 4 | 3 |
Round 2
Phase Ⓐ: 📅Event
Damage, pending 🌀Drift +1. 🛠️Mitigation requires ❤️S + 🔁R.
Phase Ⓒ: Player Turns
Alex (2 actions)
- Stabilize: spends ❤️S to remove 1 🌀D, 🧠Coherence +1 (now 5)
- Contribute to Project A (Layer 8): pays 🔁R (1 credit)
Rationale (Alex): I address 🌀Drift first so we don't waste future turns. Then I start Project credit so I’m not locked out of points.
Brooke (2 actions)
- Acquire: takes ☀️E + ❤️S
- Contribute to Project A: pays ☀️E + ❤️S (2 credit), ⭐Reputation +1 (now 3)
Rationale (Brooke): ❤️S (Support) into Projects is efficient: it advances my ⭐Reputation and my Project rank in one action.
Casey (2 actions)
- Acquire: takes ☀️E + ❤️S
- Contribute to Project A: pays ☀️E + ❤️S (2 credit), ⭐Reputation +1 (now 4)
Rationale (Casey): I’m building a lead by turning ❤️S (Support) into both score tracks and Project rank.
Phase Ⓓ: Stability Check
🛠️Mitigation area:
- Alex contributes 🔁R
- Brooke contributes ❤️S
🛠️Mitigation met, 📅Event's pending 🌀Drift is NOT applied
End of Round 2:
- 🌀Drift = 3
| 👤 Player | ⚙️ Project | 🧠 Coherence | ⭐ Reputation |
|---|---|---|---|
| Alex | 0 | 5 | 2 |
| Brooke | 0 | 4 | 3 |
| Casey | 0 | 4 | 4 |
Round 3
Phase Ⓐ: 📅Event
Scarcity, pending 🌀Drift +2. 🛠️Mitigation requires ☀️E + ☀️E + 🔁R.
Phase Ⓒ: Player Turns
Alex (2 actions)
- Acquire: takes ☀️E + 🔁R
- Contribute to Project A: pays 🔁R (1 credit). Project A completes.
Rationale (Alex): Completing Projects keeps the world from turning into cleanup chores. Even if I don’t win rank, the tempo gain matters.
Project A completion (Community Shelter):
- Public benefit: remove 2 🌀Drift (🌀Drift goes 1 → 0)
- Contribution credits:
- Alex: 2 credits (🔁R + 🔁R)
- Brooke: 2 credits (☀️E + ❤️S)
- Casey: 2 credits (☀️E + ❤️S)
- Tie-break: Alex placed the earliest mark on the Project, so Alex is Top. Brooke placed the next earliest mark, so Brooke is Second.
- Award Project points:
- Alex +6
- Brooke +3
- Casey +1
Brooke (2 actions)
- Acquire: takes 🔁R + ❤️S
- Buy Pattern: Form 🧬Pattern (pays 🔁R + ❤️S, gains 💎V + ❤️S)
Rationale (Brooke): Value is the bridge to Layer 9 and Layer 10. Form converts my stable base into a closing economy.
Casey (2 actions)
- Acquire: takes ❤️S + 🔁R
- Contribute to Project C (Layer 9): pays ❤️S (1 credit)
- ⭐Reputation +1 (contributed ❤️S, now 5)
- ⭐Reputation +1 (contributed to Layer 9, now 6)
Rationale (Casey): Layer 9 grows ⭐Reputation standing fastest. Early credit also wins ties later.
Phase Ⓓ: Stability Check
The table chooses NOT to meet Scarcity 🛠️Mitigation (players keep tokens for their 🧬Pattern Stack and ⚙️Projects).
🛠️Mitigation NOT met, 📅Event's pending 🌀Drift +2 applies
End of Round 3:
- 🌀Drift = 5
Project Row refill: Slot A is refilled now that Shelter completed.
New Slot A Project revealed:
| ⚙️Project (Layer) | Requires | Public Benefit |
|---|---|---|
| Stewardship Retrofit (Layer 10) | ☀️E + ☀️E + 🔁R + 🧩M + 💎V + ❤️S + ❤️S | Reduce 🌀Drift by 1 |
| 👤 Player | ⚙️ Project | 🧠 Coherence | ⭐ Reputation |
|---|---|---|---|
| Alex | 6 | 5 | 2 |
| Brooke | 3 | 4 | 3 |
| Casey | 1 | 4 | 6 |
Round 4
Phase Ⓐ: 📅Event
Conflict, pending 🌀Drift +1. 🛠️Mitigation requires ❤️S + ❤️S.
Phase Ⓒ: Player Turns
Alex (2 actions)
- Stabilize: spends ❤️S to remove 1 🌀Drift, 🧠Coherence +1 (now 6)
- Contribute to Project B (Layer 8): pays 🔁R (1 credit)
Rationale (Alex): I’m keeping 🌀Drift off the board so the group stays in the fun loop: buy 🧬Patterns', race Projects.
Brooke (2 actions)
- Contribute to Project B: pays ☀️E + ❤️S (2 credit), ⭐Reputation +1 (now 4)
- Acquire: takes 🧩M + 🔁R
Rationale (Brooke): I want Repair Hub close to completion so we have room to focus on Layer 10 later.
Casey (2 actions)
- Contribute to Project C (Layer 9): pays 🔁R (1 credit), ⭐Reputation +1 (Layer 9 contribution, now 7)
- Social Touchpoint (give): gives 1 token to Brooke, ⭐Reputation +1 (now 8)
Rationale (Casey): I’m widening my ⭐Reputation lead while staying invested in Layer 9 credit. I also keep Brooke’s engine running so the table can close faster.
Phase Ⓓ: Stability Check
🛠️Mitigation area:
- Alex contributes ❤️S
- Brooke contributes ❤️S
🛠️Mitigation met, 📅Event's pending 🌀Drift is NOT applied
End of Round 4:
- 🌀Drift = 5
| Player | Project | Coherence | ⭐Reputation |
|---|---|---|---|
| Alex | 6 | 6 | 2 |
| Brooke | 3 | 4 | 4 |
| Casey | 1 | 4 | 8 |
Round 5
Phase Ⓐ: 📅Event
Threat, pending 🌀Drift +2. 🛠️Mitigation requires 🧩M + ❤️S + 🔁R.
Phase Ⓒ: Player Turns
Alex (2 actions)
- Acquire: takes ☀️E + ❤️S
- Contribute to Project B: pays 🔁R (1 credit, total on Project B now 2 for Alex)
Rationale (Alex): I’m not winning ⭐Reputation, so I protect my score by winning Project ranks and keeping 🧠Coherence high.
Brooke (2 actions)
- Contribute to Project B: pays 🔁R + ❤️S (2 credit), ⭐Reputation +1 (now 5)
- Acquire: takes 💎V + ❤️S
Rationale (Brooke): Support keeps pushing ⭐Reputation while also closing Projects. I’m stocking Value for Layer 10.
Casey (2 actions)
- Contribute to Project B: pays ❤️S + ❤️S (2 credit), ⭐Reputation +1 (now 9). Project B completes.
- Stabilize: spends ❤️S to reduce 🌀Drift by 1, 🧠Coherence +1 (now 5)
Rationale (Casey): I finish Projects to lock points, then I immediately spend ❤️S (Support) to pull 🌀Drift down.
Project B completion (Repair Hub):
- Public benefit: remove 2 🌀Drift
- Contribution credits on Project B:
- Alex: 2 credits (🔁R + 🔁R)
- Brooke: 2 credits (🔁R + ❤️S)
- Casey: 2 credits (❤️S + ❤️S)
- Tie-break order by earliest first mark on this Project:
- Alex marked first (Round 4), so Alex is Top.
- Brooke marked next (Round 4), so Brooke is Second.
- Award Project points:
- Alex +6
- Brooke +3
- Casey +1
Phase Ⓓ: Stability Check
The table meets Threat 🛠️Mitigation to avoid +2 🌀Drift.
🛠️Mitigation area:
- Brooke contributes 🧩M
- Alex contributes 🔁R
- Casey contributes ❤️S
🛠️Mitigation met, 📅Event's pending 🌀Drift is NOT applied
End of Round 5:
- 🌀Drift = 4 (Casey reduced it by 1 during Phase Ⓒ)
| 👤Player | ⚙️Project | 🧠Coherence | ⭐Reputation |
|---|---|---|---|
| Alex | 12 | 6 | 2 |
| Brooke | 6 | 4 | 5 |
| Casey | 2 | 5 | 9 |
Round 6
Phase Ⓐ: 📅Event
Damage, pending 🌀Drift +1. 🛠️Mitigation requires ❤️S + 🔁R.
Phase Ⓒ: Player Turns
Alex (2 actions)
- Stabilize: spends ❤️S to remove 1 🌀D, 🧠Coherence +1 (now 7)
- Contribute to Project A (Layer 10): pays ☀️E + 🔁R (2 credit), ⭐Reputation +1 (Layer 10 contribution, now 3)
Rationale (Alex): I stabilize first, then I start the Layer 10 race. I’m aiming to win rank on the finisher.
Brooke (2 actions)
- Buy Pattern: Reinforcement 🧬Pattern (pays ☀️E + 💎V, gains 💎V + ❤️S)
- Contribute to Project A (Layer 10): pays 💎V (1 credit), ⭐Reputation +1 (Layer 10 contribution, now 6)
Rationale (Brooke): Reinforcement gives me a steady Support stream. Then I convert Value into Layer 10 progress without slowing down.
Casey (2 actions)
- Contribute to Project C (Layer 9): pays ❤️S (1 credit)
- ⭐Reputation +1 (contributed ❤️S, now 10, cap)
- ⭐Reputation +1 (Layer 9 contribution, stays 10 due to cap)
- Stabilize: spends ❤️S to remove the remaining 1 🌀Drift, 🧠Coherence +1 (now 6)
Rationale (Casey): I cap ⭐Reputation' and keep 🌀Drift clean. If I can’t win Layer 10 rank, I’ll win the total profile.
Phase Ⓓ: Stability Check
🛠️Mitigation NOT met, 📅Event's pending 🌀Drift +1 applies
The group didn't meet 🛠️Mitigation this round as tokens were spent racing ⚙️Projects.
End of Round 6:
- 🌀Drift = 5
| 👤Player | ⚙️Project | 🧠Coherence | ⭐Reputation |
|---|---|---|---|
| Alex | 12 | 7 | 3 |
| Brooke | 6 | 4 | 6 |
| Casey | 2 | 6 | 10 |
Round 7
Phase Ⓐ: 📅Event
Uncertainty, pending 🌀Drift +2. 🛠️Mitigation requires 🧩M + 🔁R.
Phase Ⓒ: Player Turns
Alex (2 actions)
- Acquire: takes 🧩M + 🔁R
- Contribute to Project C (Layer 9): pays 🔁R (1 credit), ⭐Reputation +1 (Layer 9 contribution, now 4)
Rationale (Alex): I’m using this round to keep my ⭐Reputation from collapsing while also holding the 🛠️Mitigation set for Uncertainty.
Brooke (2 actions)
- Contribute to Project C (Layer 9): pays 🧩M + 💎V (2 credit), ⭐Reputation +1 (Layer 9 contribution, now 7)
- Social Touchpoint (request): requests 1 token from Casey (Casey agrees), ⭐Reputation +1 (now 8)
Rationale (Brooke): I’m closing Layer 9 while also stacking ⭐Reputation so my endgame subtotal stays competitive.
Casey (2 actions)
- Contribute to Project C (Layer 9): pays ❤️S (1 credit). Project C completes.
- ⭐Reputation +1 (contributed ❤️S, stays 10 due to cap)
- ⭐Reputation +1 (Layer 9 contribution, stays 10 due to cap)
- Contribute to Project A (Layer 10): pays ☀️E + ❤️S + ❤️S (3 credit)
- ⭐Reputation +1 (contributed ❤️S, stays 10 due to cap)
- ⭐Reputation +1 (Layer 10 contribution, stays 10 due to cap)
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 I’m not finishing it.
Project C completion (Mentorship Archive, Layer 9):
- Public benefit: reduce 🌀Drift by 1 (🌀Drift 5 → 4)
- Contribution credits on Project C:
- Alex: 2 credits (🔁R + 🔁R)
- Brooke: 2 credits (🧩M + 💎V)
- Casey: 3 credits (❤️S + ❤️S + ❤️S across Round 3, Round 6, Round 7 combined in this example’s timeline)
- Award Project points:
- Top: Casey +6
- Second: Alex +3 (tie with Brooke by credits, Alex marked earlier than Brooke on this Project in this walkthrough)
- Other: Brooke +1
Phase Ⓓ: Stability Check
🛠️Mitigation NOT met, 📅Event's pending 🌀Drift +2 applies
The group does NOT meet Uncertainty 🛠️Mitigation this round as resources were spent closing ⚙️Projects and racing to Layer 10
End of Round 7:
- 🌀Drift = 6
Project points updated:
- Alex: 12 + 3 = 15
- Brooke: 6 + 1 = 7
- Casey: 2 + 6 = 8
| 👤Player | ⚙️Project | 🧠Coherence | ⭐Reputation |
|---|---|---|---|
| Alex | 15 | 7 | 4 |
| Brooke | 7 | 4 | 8 |
| Casey | 8 | 6 | 10 |
Round 8 (Final Round)
Phase Ⓐ: 📅Event
Scarcity, pending 🌀Drift +2. 🛠️Mitigation requires ☀️E + ☀️E + 🔁R.
Phase Ⓒ: Player Turns
Alex (2 actions)
- Contribute to Project A (Layer 10): pays ❤️S (1 credit)
- ⭐Reputation +1 (contributed ❤️S, now 5)
- ⭐Reputation +1 (Layer 10 contribution, now 6)
- Stabilize: spends ❤️S to reduce 🌀Drift by 1, 🧠Coherence +1 (now 8)
Rationale (Alex): I’m adding credit to stay in the rank race, and I’m pulling 🌀Drift down.
Brooke (2 actions)
- Acquire: takes 🧩M + ☀️E
- Contribute to Project A (Layer 10): pays 🧩M (1 credit), ⭐Reputation +1 (Layer 10 contribution, now 9). Project A completes and triggers game end.
Rationale (Brooke): I’m finishing the game now to prevent an even worse 🌀Drift penalty. Ending timing matters.
Casey Because the Layer 10 Project completed during Brooke’s turn, Casey does not take a turn in Round 8.
Project A completion (Stewardship Retrofit, Layer 10):
- Public benefit: reduce 🌀Drift by 1 (🌀Drift 5 → 4)
- Contribution credits on Project A:
- Alex: 3 credits (☀️E + 🔁R in Round 6, plus ❤️S in Round 8)
- Brooke: 2 credits (💎V in Round 6, plus 🧩M in Round 8)
- Casey: 3 credits (☀️E + ❤️S + ❤️S in Round 7)
- Rank and tie-break:
- Top: Casey and Alex tie at 3 credits. Casey placed the earliest mark on this Project in this walkthrough’s Layer 10 race (Casey’s big drop happened before Alex’s extra credit in the finale), so Casey is Top.
- Second: Alex
- Other: Brooke
- Award Project points:
- Casey +6
- Alex +3
- Brooke +1
Phase Ⓓ: Stability Check (Final)
🛠️Mitigation NOT met, 📅Event's pending 🌀Drift +2 applies
The group does not meet Scarcity 🛠️Mitigation as the game ended mid-round and tokens were spent finishing Layer 10.
End of Game:
- 🌀Drift = 6
Final Project points:
- Alex: 15 + 3 = 18
- Brooke: 7 + 1 = 8
- Casey: 8 + 6 = 14
Endgame Scoring
Individual Compute:
👤Player Track Total = 🌳Legacy + 🧠Coherence + ⭐Reputation
| 👤Player | 🌳Legacy | 🧠Coherence | ⭐Reputation | Player Track Total |
|---|---|---|---|---|
| Alex | 18 | 8 | 6 | 32 |
| Brooke | 8 | 4 | 9 | 21 |
| Casey | 14 | 6 | 10 | 30 |
Winner: Alex (32)
Group Scoring...
- Compute and lookup Meaning
- Lookup Minimum 🧠Coherence Evaluation - what the lowest player ended at
- Lookup Minimum ⭐Reputation Interpretation - what the lowest player ended at
1. Meaning
👥 Group Score = (12 ➖ 🌀Drift) ➕ (minimum 🧠Coherence) ➕ (minimum ⭐Reputation)
(🌀Drift = 6, minimum 🧠Coherence = 4, minimum ⭐Reputation = 6), the 👥 Group Score is 16.
Look up 16 in 📄Meaning: Reciprocal Builder: The group turned cooperation into steady progress. No one fell too far out of range, so shared work mattered more than constant recovery.
2. Minimum 🧠Coherence Evaluation
Look up 4:
Strained: The weakest player stayed functional, but brittle. The table likely oscillated between progress and recovery turns.
3. Minimum ⭐ Reputation Interpretation
We look up 6:
Reciprocal: The group achieved real mutuality. Even the lowest player participated in the give/request rhythm and stayed socially “in.”
Why this outcome makes sense:
- Alex wins by combining high ⚙️Project rank performance with repeated stabilize actions that raised 🧠Coherence and protected 🌀Drift. That is the “hold together” skill paying off in points.
- Casey builds the strongest ⭐Reputation profile and wins key long-horizon ⚙️Projects, but loses by a narrow margin because Alex’s 🧠Coherence and ⚙️Project points edge survives the 🌀Drift.
- 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.
Icon Glossary
Core Game Mechanics & Concepts:
🧬 Pattern: biological or structural patterns, individual player cards, and the core concept of life holding itself together.
🌀 Drift: entropy, decay, instability, and the shared track that tracks the world's slide toward collapse.
⚙️ Project: collaborative efforts and shared builds that strengthen the table and reduce Drift.
📅 Event: Represents unpredictable external pressures that generate Drift each round.
🛠️ Mitigation: the shared, round-by-round spending of resources to blunt Events, canceling or reducing Drift
👁️ Watch: Indicates a video link for an overview or introduction.
🎧 Listen: Indicates an audio link for examples of gameplay.
Player Tracks & Scoring:
🧠 Coherence: Represents internal stability, psychological clarity, and a track on the player mat.
⭐ Reputation: Represents reciprocity, community standing, and a track for social advantage.
🌳 Legacy: Represents long-horizon contribution and the primary scoring track for endgame points.
👤 Players: Used in the scoring formula to represent individual legacy points.
👥 Group Score: The collective score of the table used to determine the final Meaning Description
📄 Lookup: Refers to checking the group score against the meaning profile table.
Resource Tokens:
☀️ E (Energy): A basic resource used for building engines and fueling actions.
🔁 R (Regulation): A resource representing internal balance and the prevention of system collapse.
🧩 M (Model): A resource representing predictive capacity and understanding how the world works.
💎 V (Value): A resource representing realized worth and higher-tier progress.
❤️ S (Support): A resource representing the capacity to repair damage, maintain relationships, and mitigate Drift.
Layer & Tag Icons:
🧿 Boundary (Layer 1): The foundation of "self vs. world" and thermodynamic coherence.
⚖️ Balance (Layer 2): Allostasis, homeostasis, and staying within viable ranges.
🦋 Form (Layer 3): Morphogenesis, regeneration, and anatomical structure.
🧫 Membership (Layer 4): The shift from individual persistence to collective coordination.
🌐 Prediction (Layer 5): Predictive world-models and nervous systems.
🎯 Reinforcement (Layer 6): Reward, avoidance, and felt value signals.
📌 Presence (Layer 7): Conscious moments, binding, and integrated experience.
🏛️ Social (Layer 8): Shared meaning via language, norms, institutions, collective memory.
🌍 Stewardship (Layer 10): Caring for the future, ecosystems, and planetary stability.