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| | |title=PRIMO.ai | | |title=PRIMO.ai |
| | |titlemode=append | | |titlemode=append |
| − | |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__ |
| − | * [[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> |
| − | 👁️ [https://drive.google.com/file/d/1JfOWyGSF187ZfsnzP-CV2tWDT2ZfhhKG/view Watch Overview] ~ 2 minutes<br> | + | 👁️ [https://drive.google.com/file/d/14Q9ZhOhR23u7feZ5ugUDi2D_RIndfJRh/view Watch Introduction] ~ 7 minutes TBD<br> |
| − | 👁️ [https://drive.google.com/file/d/1R2rZzeJ_8a2Fdy9RJdQl0sRoIL_PD28Q/view Watch Introduction] ~ 7 minutes<br>
| + | 🎧 [https://drive.google.com/file/d/1EFwU5Chu724F7_Hph4paOdpB_G4-KD1J/view Listen to Play Example] ~ 24 minutes TBD |
| − | 🎧 [https://drive.google.com/file/d/1L3mbltD2yUnf7YH-1-w8UOePHcS68t3S/view Listen to Play Example] ~ 25 minutes | |
| | </center><hr> | | </center><hr> |
| | | | |
| | <br> | | <br> |
| − | 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 🧬''Pattern'' cards while sharing responsibility for a fragile world under pressure. |
| | | | |
| − | ''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: | + | 🌀''Drift'' represents instability. |
| | + | ❤️''Support'' resists collapse. |
| | + | ⚙️''Projects'' strengthen shared structure. |
| | + | 🌟''Meaning'' rises when the system holds. |
| | | | |
| − | * maintaining 🧠''Coherence'' under pressure
| + | Meaning is not found. It is made. |
| − | * 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.
| + | {{#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__ |
| | | | |
| − | ''' Players / Time '''<br> | + | = '''Meaning Made''' = |
| − | * Players: 2–6
| + | ''Hold together. Learn what matters. Become valuable.'' |
| − | * Time: 45–60 minutes
| |
| | | | |
| − | ''' Win Condition / End Triggers '''<br> | + | ''Meaning Made'' is a competitive-collaborative engine builder for '''2–6 players''' (solo included). |
| − | 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. | + | Players build personal systems using 🧬''Pattern'' cards across the full six-layer arc of Life Builds Meaning, while collectively managing a single shared 🌍''World State'' track. |
| | | | |
| − | Winner: Highest '''Final Score'''.
| + | There are no hidden roles. |
| | + | No betrayal. |
| | + | Pressure comes from shared instability and scarce resources. |
| | | | |
| − | == Components ==
| + | You are trying to: |
| | + | * Build your engine across 6 Layers. |
| | + | * Complete ⚙️''Projects''. |
| | + | * Raise 💚''Vitality''. |
| | + | * Score the most 🌳''Legacy''. |
| | + | * And keep the world from collapsing. |
| | | | |
| − | ''' World Board '''<br>
| + | Meaning is not discovered. |
| − | * '''🌀 Drift''' track (0–12)
| + | It is made — by resisting instability and building structure. |
| − | * '''📅 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)
| |
| | | | |
| | + | <br> |
| | | | |
| − | === Tokens === | + | = The World State Track (Fully Coupled System) = |
| − | ☀️ '''E (Energy)'''<br>
| |
| − | 🔁 '''R (Regulation)'''<br>
| |
| − | 🧩 '''M (Model)'''<br>
| |
| − | 💎 '''V (Value)'''<br>
| |
| − | ❤️ '''S (Support)'''<br>
| |
| | | | |
| − | '''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. | + | There is a single shared track numbered '''0–12'''. |
| | | | |
| − | '''Drift markers:''' | + | * The number at the marker is '''🌟 Meaning'''. |
| − | * 🌀'''Drift''' marker on the 🌀Drift Track | + | * Drift is simply '''12 − Meaning'''. |
| | | | |
| − | === 🧬Pattern Cards (90) ===
| + | If the marker is on 8: |
| − | Each 🧬''Pattern'' card shows icons only:
| + | * Meaning = 8 |
| − | * Layer number (1–10) and Layer icon | + | * Drift = 4 |
| − | * Cost (icons) | |
| − | * Outputs (2–4 icons)
| |
| − | * One Tag icon (🧿 Boundary, ⚖️ Balance, 🦋 Form, 🧫 Membership, 🌐 Prediction, 🎯 Reinforcement, 📌 Presence, 🏛️ Social, 🌳 Story, 🌍 Stewardship)
| |
| | | | |
| − | == Layer Guidance == | + | == Fully Coupled Rule == |
| − | 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):
| + | * When an Event increases Drift → move marker DOWN. |
| | + | * When Support reduces Drift → move marker UP. |
| | + | * When Projects complete → move marker UP. |
| | + | * If marker reaches '''0''', the world collapses and the game ends immediately. |
| | | | |
| − | *'''🧬Pattern Stack:'''
| + | One marker. No formulas. No dual bookkeeping. |
| − | **🧿 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.
| |
| | | | |
| | + | <br> |
| | | | |
| − | *'''Effect (Layers 7): '''
| + | = Players / Time = |
| − | **📌 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.
| |
| | | | |
| | + | * 2–6 Players |
| | + | * 45–60 Minutes |
| | + | * Solo mode included below |
| | | | |
| − | *'''''World Board'' (Layers 8–10): '''
| + | <br> |
| − | **🏛️ 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 thresholds), large table 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) === | + | = Components = |
| − | 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) ===
| + | '''World Board''' |
| − | Each 📅''Event'' shows:
| + | * 🌍 World State Track (0–12) |
| − | * 🌀''Drift'' increase (number) | + | * 📅 Event deck |
| − | * Pressure type icon (Scarcity, Threat, Uncertainty, Conflict, Damage) | + | * ⚙️ Project row (3 face-up) |
| − | * 🛠️''Mitigation Requirement'' (icons) that can reduce or cancel the 🌀''Drift'' increase | + | * 🧬 Pattern Gallery (6 face-up) |
| | | | |
| − | === Player Mats (1 per player) ===
| + | '''Player Mats''' |
| − | '''Tracks:''' | + | * 💚 Vitality track (0–12) |
| − | * '''🧠''Coherence''''' (0–10) track | + | * 🌳 Legacy track |
| − | * '''⭐''Reputation''''' (0–10) track
| + | * 🧬 6-slot Pattern Stack: |
| − | * '''🌳''Legacy''''' (0–30) track | + | ** 🧿 Layer 1 – Boundary |
| | + | ** ⚖️ Layer 2 – Balance |
| | + | ** 🦋 Layer 3 – Form |
| | + | ** 🧫 Layer 4 – Membership |
| | + | ** 🌐 Layer 5 – Prediction |
| | + | ** 🎯 Layer 6 – Reinforcement |
| | | | |
| − | '''🧬''Pattern Stack'':''' 6 layer slots for building 🧬''patterns'' upward: | + | '''Tokens''' |
| − | * 🧿 1. Boundary: Life Holds Itself Together
| + | * ☀️ Energy |
| − | * ⚖️ 2. Balance: Staying In Balance
| + | * 🔍 Insight |
| − | * 🦋 3. Form: Morphogenesis & Regeneration
| + | * ❤️ Support |
| − | * 🧫 4. Membership: Shift: From Persistence to Membership | |
| − | * 🌐 5. Prediction: Predictive World-Models | |
| − | * 🎯 6. Reinforcement: Reward, Avoidance, Reinforcement Learning | |
| | | | |
| − | == Setup ==
| + | <br> |
| − | * 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 == | + | = Setup = |
| − | Each round has four phases:
| |
| | | | |
| − | === Phase Ⓐ: Event (Pressure Enters) ===
| + | * Place World marker at '''7''' |
| − | Reveal the next 📅''Event'':
| + | * Shuffle Events and reveal 1 |
| − | * Place it in the 📅''Event'' slot. | + | * Reveal 3 Projects |
| − | * Its 🌀''Drift'' increase is '''pending''' until Phase Ⓓ. | + | * Reveal 6 Patterns |
| | + | * Each player: |
| | + | ** Vitality = 6 |
| | + | ** Legacy = 0 |
| | + | ** Gain 2 Energy, 1 Insight |
| | | | |
| − | === Phase Ⓑ: Pattern Gallery Refresh ===
| + | Choose starting player. |
| − | Refill the 🧬''Pattern Gallery'' to 6 face-up 🧬''Pattern'' cards if needed.
| |
| | | | |
| − | === Phase Ⓒ: Player Turns (2 Actions Each) ===
| + | <br> |
| − | In clockwise order, each player takes exactly '''2 actions'''.
| |
| | | | |
| − | === Phase Ⓓ: Stability Check (🛠️''Mitigation'' + Apply 🌀''Drift'') === | + | = Rounds = |
| − | 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 📅''Event’s'' pending 🌀''Drift'' increase is canceled (or reduced if the 📅''Event'' says “reduce by X”).
| |
| − | 3) Apply any remaining pending 🌀''Drift'' increase to '''🌀Drift'''.
| |
| − | 4) Discard all tokens in the 🛠️''Mitigation'' area back to the supply (they never carry over).
| |
| − | 5) 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 ==
| + | Each round has four phases: |
| − | 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 === | + | == Phase Ⓐ– 📅Event == |
| − | Take '''2 tokens total''', but they must be '''two different types'''.
| + | * Reveal Event. |
| | + | * Move marker DOWN by listed amount. |
| | | | |
| − | === Action 2: Buy a 🧬Pattern Card === | + | == Phase Ⓑ – Refresh 🧬Pattern Gallery == |
| − | Pay the card’s cost. Place it in the matching Layer slot on your mat (stack within a slot if needed).
| + | Refill Pattern Gallery to 6. |
| − | * 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 === | + | == Phase Ⓒ – 👤Player Turns == |
| − | Pay any subset of the ''Project’s'' required icons and mark your contribution on the ⚙️''Project Card'' and update ''🌳''Legacy'' track.
| + | Each player takes exactly '''2 actions'''. |
| | | | |
| − | '''Social triggers (immediate):'''
| + | == Phase Ⓓ – 🌀Stability Window == |
| − | * If you contribute at least '''1×❤️S''' in this action: move '''+1 ⭐''Reputation''''' (max once per action).
| + | Each player may donate at most '''1 ❤️ Support'''. |
| − | * 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'').
| + | For each Support donated: |
| | + | * Move marker UP by 1. |
| | | | |
| − | === Action 4: Stabilize (Fight 🌀''Drift'') ===
| + | '''Group Cap:''' The group may move the marker UP a maximum of '''3 spaces total''', regardless of player count. |
| − | 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'''''.
| + | <br> |
| | | | |
| − | Emergency conversion (always available):
| + | = Actions = |
| − | * Spend '''2× ☀️E''' to gain '''1× ❤️S'''.
| |
| | | | |
| − | === Action 5: Social Touchpoint ===
| + | Each turn take exactly 2 actions. |
| − | 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.
| + | == ⛏️ Acquire == |
| | + | Take any 2 tokens. |
| | | | |
| − | === Action 6: Recalibrate === | + | == Obtain 🧬Pattern == |
| − | On your turn, you may take this action to update either the 🧬''Pattern Gallery'' or the ⚙️''Projects''.
| + | Pay cost. |
| | + | Place in correct Layer slot (1–6). |
| | | | |
| − | ; Choose one:
| + | You may stack multiple Patterns in a slot. |
| − | * '''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''.
| + | If you already own a Pattern with the same Tag: |
| | + | * Pay 1 fewer token (your choice). |
| | + | Only one discount per purchase. |
| | | | |
| − | == Projects == | + | == Contribute ⚙️Project == |
| − | ''Projects'' are shared builds with competitive credit. Everyone wants ''Project'' completed because they stabilize the world, but players compete for point rank.
| + | Choose next open Project space. |
| | + | Pay full listed cost. |
| | + | Place your marker. |
| | + | One contribution per Project per round. |
| | | | |
| − | === Contributing === | + | == 🧑🤝🧑 Social == |
| − | When you Contribute:
| + | Give OR request 1 token. |
| − | * Pay any subset of required icons.
| + | If accepted: |
| − | * Mark each icon you paid in your color (or your marker) on the ''Project’s'' credit slots.
| + | * Both players gain +1 💚 Vitality. |
| − | * A ''Project'' may be contributed to by multiple players over multiple turns. | |
| | | | |
| − | === Completing ===
| + | <br> |
| − | 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) === | + | = Projects = |
| − | When a Project completes, award points on each player’s '''''🌳''Legacy''''' track:
| |
| | | | |
| − | * '''Top contributor:''' 6 points
| + | Each Project has 3–5 spaces. |
| − | * '''Second contributor:''' 3 points
| |
| − | * '''All other contributors:''' 1 point (only if they contributed at least 1 icon)
| |
| | | | |
| − | Rank rules:
| + | When completed: |
| − | * Rank is determined by the number of icons you paid into that Project (credit marks). | + | * Award 🌳 Legacy: |
| − | * If tied, the player who placed the earliest mark on that Project wins the tie. | + | ** First contributor: 6 |
| | + | ** Second: 3 |
| | + | ** Others who contributed: 1 |
| | + | * Move marker UP as listed (usually +1 or +2) |
| | | | |
| − | == Scoring ==
| + | Refill empty slot. |
| − | 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 '''
| + | <br> |
| − | Individual Scoring:
| |
| | | | |
| − | * '''🧠''Coherence''''' your 🧠''Coherence'' track value at game end (10 max)
| + | = End of Game = |
| − | * '''⭐''Reputation''''' your ⭐''Reputation'' track value at game end (10 max)
| |
| − | * '''🌳''Legacy''''' from completed ⚙️''Project'' by contribution rank (30 max)
| |
| | | | |
| − | Define:
| + | Game ends immediately if: |
| − | * '''Player Track Total''' = 🧠''Coherence'' + ⭐''Reputation'' + ''🌳''Legacy'' | + | * Marker reaches 0 (collapse), or |
| | + | * A final-tier Project completes. |
| | | | |
| − | <br><hr><br> | + | <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 🌀''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''
| + | = Scoring = |
| − | #Lookup Minimum 🧠''Coherence'' Evaluation - what the lowest player ended at
| |
| − | #Lookup Minimum ⭐''Reputation'' Interpretation - what the lowest player ended at <br><br>
| |
| | | | |
| − | '''1. ''Meaning'''''<br> | + | '''Final Score = 🌳 Legacy + 💚 Vitality''' |
| − | '''👥 Group Score''' = (12 ➖ 🌀''Drift'') ➕ (minimum 🧠''Coherence'') ➕ (minimum ⭐''Reputation'')<br>
| |
| | | | |
| − | {| class="wikitable" style="width:100%;"
| + | Highest score wins. |
| − | |-
| |
| − | ! 👥 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.
| |
| − | |}
| |
| − | <br><br>
| |
| − | '''2. Minimum 🧠 Coherence'''<br>
| |
| − | {| class="wikitable" style="width:100%;"
| |
| − | |-
| |
| − | ! 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.
| |
| − | |}
| |
| − | <br><br>
| |
| − | '''3. Minimum ⭐ Reputation'''<br>
| |
| − | {| class="wikitable" style="width:100%;"
| |
| − | |-
| |
| − | ! 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 ==
| + | If collapse occurred, players still compare scores. |
| − | 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:
| |
| − | * Alex (stability-first)
| |
| − | * Brooke (engine-first)
| |
| − | * Casey (projects-first)
| |
| | | | |
| − | Starting state:
| + | = 🌟 Meaning Track Table (0–12) = |
| − | * 🌀''Drift'' = 3
| |
| − | * Each player tracks: ⚙️''Project'' 0, 🧠''Coherence'' 4, ⭐''Reputation'' 2
| |
| − | * Starting tokens (each): 2×☀️E and 1×🔁R
| |
| | | | |
| − | === Assumed Pattern Gallery ===
| |
| | {| class="wikitable" style="width:100%;" | | {| class="wikitable" style="width:100%;" |
| | |- | | |- |
| − | ! Card (Layer / Tag) | + | ! 🌟 Meaning !! State !! What It Feels Like |
| − | ! 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 / 🌐) | + | | 0 || Collapse || Structure failed. Instability overwhelmed coordination. Nothing sustainable remained. |
| − | | ☀️E + 🧩M | |
| − | | 🧩M + 🧩M | |
| | |- | | |- |
| − | | Reinforcement Pattern (Layer 6 / 🎯) | + | | 1 || Critical || Survival only. Every gain required emergency correction. |
| − | | ☀️E + 💎V | |
| − | | 💎V + ❤️S | |
| − | |} | |
| − | | |
| − | === Assumed Project Row (start) ===
| |
| − | {| class="wikitable" style="width:100%;"
| |
| | |- | | |- |
| − | ! Slot
| + | | 2 || Precarious || Functional but constantly unstable. |
| − | ! ⚙️Project (Layer)
| |
| − | ! Requires
| |
| − | ! Public Benefit
| |
| | |- | | |- |
| − | | A | + | | 3 || Strained || Stability required heavy effort each round. |
| − | | Community Shelter (Layer 8) | |
| − | | ☀️E + ☀️E + 🔁R + 🔁R + ❤️S + ❤️S | |
| − | | Remove 2 🌀D | |
| | |- | | |- |
| − | | B | + | | 4 || Recovering || The group found rhythm after instability. |
| − | | Repair Hub (Layer 8) | |
| − | | ☀️E + 🔁R + 🔁R + ❤️S + ❤️S | |
| − | | Remove 2 🌀D | |
| | |- | | |- |
| − | | C | + | | 5 || Functional || Instability rose, but was matched by response. |
| − | | Mentorship Archive (Layer 9) | |
| − | | 🧩M + 💎V + 🔁R + ❤️S + ❤️S | |
| − | | Reduce 🌀''Drift'' by 1 | |
| − | |}
| |
| − | | |
| − | === Assumed Event sequence (Play Example) ===
| |
| − | {| class="wikitable" style="width:100%;"
| |
| | |- | | |- |
| − | ! Round
| + | | 6 || Coordinated || Support moved efficiently. Projects mattered. |
| − | ! 📅 ''Event''
| |
| − | ! 🌀 Pending ''Drift''
| |
| − | ! 🛠️ ''Mitigation'' (to cancel)
| |
| | |- | | |- |
| − | | 1 | + | | 7 || Stable || Players built confidently under pressure. |
| − | | Uncertainty | |
| − | | +2 | |
| − | | 🧩M + 🔁R | |
| | |- | | |- |
| − | | 2 | + | | 8 || Resilient || Shocks absorbed without fragmentation. |
| − | | Damage | |
| − | | +1 | |
| − | | ❤️S + 🔁R | |
| | |- | | |- |
| − | | 3 | + | | 9 || Stewarding || Long-horizon thinking emerged. |
| − | | Scarcity | |
| − | | +2 | |
| − | | ☀️E + ☀️E + 🔁R | |
| | |- | | |- |
| − | | 4 | + | | 10 || Strong Pattern || Structure outpaced instability. |
| − | | Conflict | |
| − | | +1 | |
| − | | ❤️S + ❤️S | |
| | |- | | |- |
| − | | 5 | + | | 11 || Durable || Cooperative discipline felt natural. |
| − | | Threat | |
| − | | +2 | |
| − | | 🧩M + ❤️S + 🔁R | |
| | |- | | |- |
| − | | 6 | + | | 12 || Flourishing || The system sustained itself with surplus stability. |
| − | | Damage | |
| − | | +1 | |
| − | | ❤️S + 🔁R | |
| − | |- | |
| − | | 7
| |
| − | | Uncertainty
| |
| − | | +2
| |
| − | | 🧩M + 🔁R
| |
| − | |-
| |
| − | | 8
| |
| − | | Scarcity
| |
| − | | +2
| |
| − | | ☀️E + ☀️E + 🔁R
| |
| | |} | | |} |
| | | | |
| − | <hr>
| + | <br> |
| − | | |
| − | === Round 1 ===
| |
| − | '''Phase Ⓐ: 📅Event '''<br>
| |
| − | Uncertainty, pending 🌀''Drift'' +2. 🛠️''Mitigation'' requires 🧩M + 🔁R.
| |
| − | | |
| − | '''Phase Ⓒ: Player Turns'''<br>
| |
| − | 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'''<br>
| |
| − | 🛠️''Mitigation'' area:
| |
| − | * Brooke contributes 🧩M
| |
| − | * Alex contributes 🔁R
| |
| − | 🛠️''Mitigation'' met, pending 🌀''Drift'' +2 canceled.
| |
| − | | |
| − | End of Round 1:
| |
| − | * 🌀''Drift'' = 3
| |
| − | | |
| − | {| class="wikitable" style="width:70%; text-align:center;"
| |
| − | |-
| |
| − | ! 👤 Player
| |
| − | ! ⚙️ Project
| |
| − | ! 🧠 Coherence
| |
| − | ! ⭐ Reputation
| |
| − | |-
| |
| − | | Alex
| |
| − | | 0
| |
| − | | 4
| |
| − | | 2
| |
| − | |-
| |
| − | | Brooke
| |
| − | | 0
| |
| − | | 4
| |
| − | | 2
| |
| − | |-
| |
| − | | Casey
| |
| − | | 0
| |
| − | | 4
| |
| − | | 3
| |
| − | |}
| |
| − | | |
| − | <hr>
| |
| | | | |
| − | === Round 2 === | + | = Example Play (4 Players, 6 Rounds) = |
| − | '''Phase Ⓐ: 📅Event'''<br>
| |
| − | Damage, pending 🌀''Drift'' +1. Places 2 🌀D. 🛠️''Mitigation'' requires ❤️S + 🔁R.
| |
| | | | |
| − | '''Phase Ⓒ: Player Turns'''<br>
| + | Players: |
| − | Alex (2 actions) | + | * Alex – Stability focus |
| − | # Stabilize: spends ❤️S to remove 1 🌀D, 🧠''Coherence'' +1 (now 5)
| + | * Brooke – Engine builder |
| − | # Contribute to Project A (Layer 8): pays 🔁R (1 credit)
| + | * Casey – Project racer |
| − | ''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.''
| + | * Drew – Social optimizer |
| | | | |
| − | Brooke (2 actions)
| + | Initial marker: 7 |
| − | # 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)
| + | Round 1: |
| − | # Acquire: takes ☀️E + ❤️S
| + | Event −2 → marker 5 |
| − | # Contribute to Project A: pays ☀️E + ❤️S (2 credit), ⭐''Reputation'' +1 (now 4)
| + | Players mostly Acquire and build Layer 1–2 Patterns. |
| − | ''Rationale (Casey):'' ''I’m building a lead by turning ''❤️S (Support)'' into both score tracks and Project rank.''
| + | Two donate Support → +2 → marker 7. |
| | | | |
| − | ''' Phase Ⓓ: Stability Check'''<br>
| + | Comment: Early correction stabilizes base layers. |
| − | 🛠️''Mitigation'' area:
| |
| − | * Alex contributes 🔁R
| |
| − | * Brooke contributes ❤️S
| |
| − | 🛠️''Mitigation'' met, pending 🌀''Drift'' +1 canceled.
| |
| | | | |
| − | End of Round 2:
| + | Round 2: |
| − | * 🌀''Drift'' = 3
| + | Event −1 → 6 |
| | + | Clinic Project completed → +1 → 7 |
| | + | Three Support → +3 (cap) → 10. |
| | | | |
| − | {| class="wikitable" style="width:70%; text-align:center;"
| + | Comment: Layer 3–4 expansion begins safely. |
| − | |-
| |
| − | ! 👤 Player
| |
| − | ! ⚙️ Project
| |
| − | ! 🧠 Coherence
| |
| − | ! ⭐ Reputation
| |
| − | |-
| |
| − | | Alex
| |
| − | | 0
| |
| − | | 5
| |
| − | | 2
| |
| − | |-
| |
| − | | Brooke
| |
| − | | 0
| |
| − | | 4
| |
| − | | 3
| |
| − | |-
| |
| − | | Casey
| |
| − | | 0
| |
| − | | 4
| |
| − | | 4
| |
| − | |}
| |
| | | | |
| − | <hr>
| + | Round 3: |
| | + | Event −3 → 7 |
| | + | Players prioritize Pattern building in Layers 5–6. |
| | + | Only one Support donated → 8. |
| | | | |
| − | === Round 3 ===
| + | Comment: Strategic risk while stable. |
| − | ==== Phase Ⓐ: 📅Event ====
| |
| − | Scarcity, pending 🌀''Drift'' +2. 🛠️''Mitigation'' requires ☀️E + ☀️E + 🔁R.
| |
| | | | |
| − | ==== Phase Ⓒ: Player Turns ====
| + | Round 4: |
| − | Alex (2 actions)
| + | Event −2 → 6 |
| − | # Acquire: takes ☀️E + 🔁R
| + | Food Network completed → +1 → 7 |
| − | # Contribute to Project A: pays 🔁R (1 credit). Project A completes.
| + | Two Support → +2 → 9. |
| − | ''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):
| + | Round 5: |
| − | * Public benefit: remove 2 🌀D (🌀D goes 1 → 0)
| + | Event −4 → 5 |
| − | * Contribution credits:
| + | Archive completed → +2 → 7 |
| − | ** Alex: 2 credits (🔁R + 🔁R)
| + | Three Support → +3 → 10. |
| − | ** 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)
| + | Round 6: |
| − | # Acquire: takes 🔁R + ❤️S
| + | Event −3 → 7 |
| − | # Buy Pattern: Form 🧬''Pattern'' (pays 🔁R + ❤️S, gains 💎V + ❤️S)
| + | Final Project → +2 → 9 |
| − | ''Rationale (Brooke):'' ''Value is the bridge to Layer 9 and Layer 10. Form converts my stable base into a closing economy.''
| + | Two Support → +2 → 11. |
| | | | |
| − | Casey (2 actions)
| + | Game ends at Meaning 11 (Durable). |
| − | # 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 '''<br>
| + | Final Scores: |
| − | The table chooses NOT to meet Scarcity 🛠️''Mitigation'' (players keep tokens for their 🧬''Pattern Stack'' and ⚙️''Projects'').
| + | Alex: 18 Legacy + 9 Vitality = 27 |
| − | Pending 🌀''Drift'' +2 applies.
| + | Brooke: 12 + 8 = 20 |
| | + | Casey: 21 + 10 = 31 |
| | + | Drew: 8 + 9 = 17 |
| | | | |
| − | End of Round 3:
| + | Winner: Casey. |
| − | * 🌀''Drift'' = 5
| |
| | | | |
| | + | System State: Durable. |
| | | | |
| − | Project Row refill: Slot A is refilled now that Shelter completed.
| |
| − | New Slot A Project revealed:
| |
| − | {| class="wikitable" style="width:100%;"
| |
| − | |-
| |
| − | ! ⚙️Project (Layer)
| |
| − | ! Requires
| |
| − | ! Public Benefit
| |
| − | |-
| |
| − | | Stewardship Retrofit (Layer 10)
| |
| − | | ☀️E + ☀️E + 🔁R + 🧩M + 💎V + ❤️S + ❤️S
| |
| − | | Reduce 🌀''Drift'' by 1
| |
| − | |}
| |
| | <br> | | <br> |
| − | {| class="wikitable" style="width:70%; text-align:center;"
| |
| − | |-
| |
| − | ! 👤 Player
| |
| − | ! ⚙️ Project
| |
| − | ! 🧠 Coherence
| |
| − | ! ⭐ Reputation
| |
| − | |-
| |
| − | | Alex
| |
| − | | 6
| |
| − | | 5
| |
| − | | 2
| |
| − | |-
| |
| − | | Brooke
| |
| − | | 3
| |
| − | | 4
| |
| − | | 3
| |
| − | |-
| |
| − | | Casey
| |
| − | | 1
| |
| − | | 4
| |
| − | | 6
| |
| − | |}
| |
| | | | |
| − | <hr>
| + | = Solo Mode = |
| | | | |
| − | === Round 4 ===
| + | Setup: |
| − | ==== Phase Ⓐ: 📅Event ====
| + | * Marker at 7 |
| − | Conflict, pending 🌀''Drift'' +1. Places 1 🌀D. 🛠️''Mitigation'' requires ❤️S + ❤️S.
| + | * Vitality 6 |
| | + | * Legacy 0 |
| | | | |
| − | ==== Phase Ⓒ: Player Turns ====
| + | At end of each round: |
| − | Alex (2 actions)
| + | Community fills one open Project space. |
| − | # Stabilize: spends ❤️S to remove 1 🌀D, 🧠''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 table stays in the fun loop: buy 🧬''Patterns', race Projects.''
| |
| | | | |
| − | Brooke (2 actions)
| + | In Stability Window: |
| − | # Contribute to Project B: pays ☀️E + ❤️S (2 credit), ⭐''Reputation'' +1 (now 4)
| + | You may donate 1 Support → +2 instead of +1. |
| − | # Acquire: takes 🧩M + 🔁R
| + | If you donate none → marker −1. |
| − | ''Rationale (Brooke):'' ''I want Repair Hub close to completion so we have room to focus on Layer 10 later.''
| |
| | | | |
| − | Casey (2 actions)
| + | Projects score normally. |
| − | # Contribute to Project C (Layer 9): pays 🔁R (1 credit), ⭐''Reputation'' +1 (Layer 9 contribution, now 7)
| + | Community counts for rank. |
| − | # 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 ==== | + | Final Score = Legacy + Vitality. |
| − | 🛠️''Mitigation'' area:
| |
| − | * Alex contributes ❤️S
| |
| − | * Brooke contributes ❤️S
| |
| − | 🛠️''Mitigation'' met, pending Drift +1 canceled.
| |
| | | | |
| − | End of Round 4:
| + | If marker reaches 0 → immediate loss. |
| − | * 🌀''Drift'' = 5
| |
| | | | |
| | + | <br> |
| | | | |
| − | {| class="wikitable" style="width:70%; text-align:center;"
| + | ''Meaning Made.'' |
| − | |-
| + | Life resists instability. Structure creates value. |
| − | ! Player
| + | The winner builds best — but the group determines if the world survives. |
| − | ! Project
| |
| − | ! Coherence
| |
| − | ! ⭐Reputation
| |
| − | |-
| |
| − | | Alex
| |
| − | | 6
| |
| − | | 6
| |
| − | | 2
| |
| − | |-
| |
| − | | Brooke
| |
| − | | 3
| |
| − | | 4
| |
| − | | 4
| |
| − | |-
| |
| − | | Casey
| |
| − | | 1
| |
| − | | 4
| |
| − | | 8
| |
| − | |}
| |
| | | | |
| − | <hr>
| + | = Lessons Learned = |
| | | | |
| − | === Round 5 ===
| + | 🌀 Drift rises naturally. |
| − | ==== Phase Ⓐ: 📅''Event'' ====
| + | ❤️ Support resists instability. |
| − | Threat, pending Drift +2. 🛠️''Mitigation'' requires 🧩M + ❤️S + 🔁R.
| + | 🧬 Patterns reduce cost over time. |
| | + | ⚙️ Projects increase shared structure. |
| | + | 🌟 Meaning increases when systems hold. |
| | + | 💚 Vitality reflects internal stability and reciprocity. |
| | | | |
| − | ==== Phase Ⓒ: Player Turns ====
| + | ''Meaning is not discovered. Meaning is built through coordinated resistance to instability. |
| − | 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)
| + | = Glossary = |
| − | # Contribute to Project B: pays 🔁R + ❤️S (2 credit), ⭐''Reputation'' +1 (now 5)
| + | 🌍 World State & System Pressure |
| − | # Acquire: takes 💎V + ❤️S
| |
| − | ''Rationale (Brooke):'' ''Support keeps pushing ⭐''Reputation'' while also closing Projects. I’m stocking Value for Layer 10.''
| |
| | | | |
| − | Casey (2 actions)
| + | 🌀 Drift |
| − | # Contribute to Project B: pays ❤️S + ❤️S (2 credit), ⭐''Reputation'' +1 (now 9). Project B completes.
| + | Entropy, instability, external pressure pushing the system toward breakdown. |
| − | # 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 so the multiplier stays survivable.''
| |
| | | | |
| − | Project B completion (Repair Hub):
| + | 🌟 Meaning |
| − | * Public benefit: remove 2 🌀''Drift''
| + | How well the group is holding together. Rises with completed Projects. Falls when Drift rises. |
| − | * 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 ====
| + | 📅 Event |
| − | The table meets Threat 🛠️''Mitigation'' to avoid +2 Drift.
| + | External pressure introduced each round. |
| − | 🛠️''Mitigation'' area:
| |
| − | * Brooke contributes 🧩M
| |
| − | * Alex contributes 🔁R
| |
| − | * Casey contributes ❤️S
| |
| − | 🛠️''Mitigation'' met, pending Drift +2 canceled.
| |
| | | | |
| − | End of Round 5:
| + | 🛠️ Stability Window |
| − | * 🌀''Drift'' = 4 (Casey reduced it by 1 during Phase Ⓒ)
| + | The Phase D opportunity to donate Support and resist Drift. |
| | | | |
| − | {| class="wikitable" style="width:70%; text-align:center;"
| + | 👤 Player Tracks |
| − | |-
| |
| − | ! 👤Player
| |
| − | ! ⚙️Project
| |
| − | ! 🧠Coherence
| |
| − | ! ⭐Reputation
| |
| − | |-
| |
| − | | Alex
| |
| − | | 12
| |
| − | | 6
| |
| − | | 2
| |
| − | |-
| |
| − | | Brooke
| |
| − | | 6
| |
| − | | 4
| |
| − | | 5
| |
| − | |-
| |
| − | | Casey
| |
| − | | 2
| |
| − | | 5
| |
| − | | 9
| |
| − | |}
| |
| − | | |
| − | <hr>
| |
| − | | |
| − | === Round 6 ===
| |
| − | ==== Phase Ⓐ: 📅''Event'' ====
| |
| − | Damage, pending Drift +1. Places 2 🌀''Drift''. 🛠️''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 ====
| |
| − | The table does NOT meet 🛠️''Mitigation'' this round (tokens were spent racing Projects).
| |
| − | Pending Drift +1 applies.
| |
| − | | |
| − | End of Round 6:
| |
| − | * 🌀''Drift'' = 5
| |
| − | | |
| − | {| class="wikitable" style="width:70%; text-align:center;"
| |
| − | |-
| |
| − | ! 👤Player
| |
| − | ! ⚙️Project
| |
| − | ! 🧠Coherence
| |
| − | ! ⭐Reputation
| |
| − | |-
| |
| − | | Alex
| |
| − | | 12
| |
| − | | 7
| |
| − | | 3
| |
| − | |-
| |
| − | | Brooke
| |
| − | | 6
| |
| − | | 4
| |
| − | | 6
| |
| − | |-
| |
| − | | Casey
| |
| − | | 2
| |
| − | | 6
| |
| − | | 10
| |
| − | |}
| |
| − | | |
| − | <hr>
| |
| − | | |
| − | === Round 7 ===
| |
| − | ==== Phase Ⓐ: 📅''Event'' ====
| |
| − | Uncertainty, pending Drift +2. 🛠️''Mitigation'' requires 🧩M + 🔁R.
| |
| | | | |
| − | ==== Phase Ⓒ: Player Turns ====
| + | 💚 Vitality |
| − | Alex (2 actions)
| + | Personal stability and social integration. Replaces Coherence + Reputation in Lite. |
| − | # 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)
| + | 🌳 Legacy |
| − | # Contribute to Project C (Layer 9): pays 🧩M + 💎V (2 credit), ⭐''Reputation'' +1 (Layer 9 contribution, now 7)
| + | Long-horizon contribution. Primary scoring track. |
| − | # 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)
| + | 🏆 Final Score |
| − | # Contribute to Project C (Layer 9): pays ❤️S (1 credit). Project C completes.
| + | Vitality + Legacy. |
| − | * ⭐''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):
| + | 🔄 Core Actions |
| − | * 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 ====
| + | ⚡ Acquire |
| − | The table does NOT meet Uncertainty 🛠️''Mitigation'' this round (resources were spent closing Projects and racing Layer 10).''
| + | Take 2 tokens of your choice. |
| − | Pending Drift +2 applies.
| |
| | | | |
| − | End of Round 7:
| + | 🧬 Pattern |
| − | * 🌀''Drift'' = 6
| + | Engine card that generates resources or efficiencies. |
| | | | |
| − | Project points updated: | + | ⚙️ Project |
| − | * Alex: 12 + 3 = 15
| + | Shared build that raises Meaning and awards Legacy. |
| − | * Brooke: 6 + 1 = 7
| |
| − | * Casey: 2 + 6 = 8
| |
| | | | |
| − | {| class="wikitable" style="width:70%; text-align:center;"
| + | 🤝 Social |
| − | |-
| + | Give or request 1 token. If accepted, both players gain +1 Vitality. |
| − | ! 👤Player
| |
| − | ! ⚙️Project
| |
| − | ! 🧠Coherence
| |
| − | ! ⭐Reputation
| |
| − | |-
| |
| − | | Alex
| |
| − | | 15
| |
| − | | 7
| |
| − | | 4
| |
| − | |-
| |
| − | | Brooke
| |
| − | | 7
| |
| − | | 4
| |
| − | | 8
| |
| − | |-
| |
| − | | Casey
| |
| − | | 8
| |
| − | | 6
| |
| − | | 10
| |
| − | |}
| |
| | | | |
| − | <hr>
| + | 🛡️ Stabilize |
| | + | Donate Support to reduce Drift during Stability Window. |
| | | | |
| − | === Round 8 (Final Round) ===
| + | 🔄 Refresh |
| − | ''' Phase Ⓐ: 📅''Event'' '''<br>
| + | Once-per-round public refresh of the Pattern Gallery. |
| − | Scarcity, pending Drift +2. 🛠️''Mitigation'' requires ☀️E + ☀️E + 🔁R.
| |
| | | | |
| − | '''Phase Ⓒ: Player Turns'''<br>
| + | 💠 Resource Tokens (Lite Economy) |
| − | 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 so the final multiplier hurts less.''
| |
| | | | |
| − | Brooke (2 actions)
| + | ☀️ Energy (E) |
| − | # Acquire: takes 🧩M + ☀️E
| + | Basic fuel for building and contributing. |
| − | # 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 multiplier. Ending timing matters.''
| |
| | | | |
| − | Casey
| + | 🔍 Insight (I) |
| − | Because the Layer 10 Project completed during Brooke’s turn, Casey does not take a turn in Round 8.
| + | Planning, prediction, and cognitive leverage. |
| | | | |
| − | Project A completion (Stewardship Retrofit, Layer 10):
| + | ❤️ Support (S) |
| − | * Public benefit: reduce 🌀''Drift'' by 1 (🌀''Drift'' 5 → 4)
| + | Repair, relationship maintenance, and Drift resistance. |
| − | * 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) '''<br>
| + | 🧩 Pattern Tags (Thematic Layer Icons) |
| − | The table does not meet Scarcity 🛠️''Mitigation'' (the game ended mid-round and tokens were spent finishing Layer 10).
| |
| − | Pending Drift +2 applies.
| |
| | | | |
| − | End of Game:
| + | These are not separate currencies in Lite, but still teach the Life arc. |
| − | * 🌀''Drift'' = 6
| |
| | | | |
| − | Final Project points:
| + | 🧿 Boundary (Layer 1) |
| − | * Alex: 15 + 3 = 18
| + | Self vs world. Basic structure. |
| − | * Brooke: 7 + 1 = 8
| |
| − | * Casey: 8 + 6 = 14
| |
| | | | |
| − | <hr>
| + | ⚖️ Balance (Layer 2) |
| | + | Regulation, staying in viable range. |
| | | | |
| − | === Endgame Scoring ===
| + | 🦋 Form (Layer 3) |
| − | Individual Compute:
| + | Repair, growth, structural efficiency. |
| − | | |
| − | '''👤Player Track Total =''' 🌳''Legacy'' + 🧠''Coherence'' + ⭐''Reputation''
| |
| − | | |
| − | {| class="wikitable" style="width:100%; text-align:center;"
| |
| − | |-
| |
| − | ! 👤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)'''
| + | 🧫 Membership (Layer 4) |
| − | <br><hr><br>
| + | Reciprocity, reliability, collective function. |
| − | '''Group Scoring...'''
| |
| | | | |
| − | #Compute and lookup ''Meaning''
| + | 🌐 Prediction (Layer 5) |
| − | #Lookup Minimum 🧠''Coherence'' Evaluation - what the lowest player ended at
| + | Foresight, filtering, pattern recognition. |
| − | #Lookup Minimum ⭐''Reputation'' Interpretation - what the lowest player ended at <br><br>
| |
| | | | |
| − | '''1. ''Meaning'''''<br>
| + | 🎯 Reinforcement (Layer 6) |
| − | '''👥 Group Score''' = (12 ➖ 🌀 ''Drift'') ➕ (minimum 🧠 ''Coherence'') ➕ (minimum ⭐ ''Reputation'')<br>
| + | Value stabilization. Turning good actions into habits. |
| − | (🌀''Drift'' = 6, minimum 🧠''Coherence'' = 4, minimum ⭐''Reputation'' = 6), the 👥 Group Score is '''16'''.
| |
| | | | |
| − | Look up '''16''' in 📄''Meaning'':
| + | 📌 Presence (Layer 7) |
| − | 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.
| + | Moments of flexible choice or steering. |
| | | | |
| − | '''2. Minimum 🧠''Coherence'' Evaluation'''<br>
| + | 🏛️ Social (Layer 8) |
| − | Look up '''4''':
| + | Institutions, norms, shared infrastructure. |
| − | Strained: The weakest player stayed functional, but brittle. The table likely oscillated between progress and recovery turns.
| |
| | | | |
| − | '''3. Minimum ⭐ ''Reputation'' Interpretation'''<br>
| + | 🌳 Story (Layer 9) |
| − | We look up '''6''':
| + | Long-horizon contribution and narrative continuity. |
| − | Reciprocal: The group achieved real mutuality. Even the lowest player participated in the give/request rhythm and stayed socially “in.”
| |
| | | | |
| | + | 🌍 Stewardship (Layer 10) |
| | + | Caring for future stability and shared world health. |
| | | | |
| − | '''Why this outcome makes sense:'''
| + | 🧠 Teaching Arc Summary in Icons |
| − | * 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 =
| + | 🌀 → 🌟 |
| | + | Instability reduces meaning. |
| | | | |
| − | '''Core Game Mechanics & Concepts:'''<br>
| + | ⚙️ → 🌟 |
| − | 🧬 Pattern: biological or structural patterns, individual player cards, and the core concept of life holding itself together.<br>
| + | Structure increases meaning. |
| − | 🌀 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> | |
| − | 📅 Event: Represents unpredictable external pressures that generate Drift each round.<br>
| |
| − | 🛠️ 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>
| |
| − | 🎧 Listen: Indicates an audio link for examples of gameplay.<br>
| |
| | | | |
| − | '''Player Tracks & Scoring:'''<br>
| + | ❤️ → 🌀 |
| − | 🧠 Coherence: Represents internal stability, psychological clarity, and a track on the player mat.<br>
| + | Support resists instability. |
| − | ⭐ Reputation: Represents reciprocity, community standing, and a track for social advantage.<br>
| |
| − | 🌳 Legacy: Represents long-horizon contribution and the primary scoring track for endgame points.<br>
| |
| − | 👤 Players: Used in the scoring formula to represent individual legacy points.<br>
| |
| − | 👥 Group Score: The collective score of the table used to determine the final ''Meaning Description''<br>
| |
| − | 📄 Lookup: Refers to checking the group score against the meaning profile table.<br>
| |
| | | | |
| − | '''Resource Tokens:'''<br>
| + | 🧬 → ⚙️ |
| − | ☀️ E (Energy): A basic resource used for building engines and fueling actions.<br>
| + | Patterns enable projects. |
| − | 🔁 R (Regulation): A resource representing internal balance and the prevention of system collapse.<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>
| |
| − | ❤️ S (Support): A resource representing the capacity to repair damage, maintain relationships, and mitigate Drift.<br>
| |
| | | | |
| − | '''Layer & Tag Icons:'''<br>
| + | 🌳 + 💚 → 🏆 |
| − | 🧿 Boundary (Layer 1): The foundation of "self vs. world" and thermodynamic coherence.<br>
| + | Legacy + Vitality determine personal success. |
| − | ⚖️ Balance (Layer 2): Allostasis, homeostasis, and staying within viable ranges.<br>
| |
| − | 🦋 Form (Layer 3): Morphogenesis, regeneration, and anatomical structure.<br>
| |
| − | 🧫 Membership (Layer 4): The shift from individual persistence to collective coordination.<br>
| |
| − | 🌐 Prediction (Layer 5): Predictive world-models and nervous systems.<br>
| |
| − | 🎯 Reinforcement (Layer 6): Reward, avoidance, and felt value signals.<br>
| |
| − | 📌 Presence (Layer 7): Conscious moments, binding, and integrated experience.<br>
| |
| − | 🏛️ Social (Layer 8): Shared meaning via language, norms, institutions, collective memory.<br>
| |
| − | 🌍 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 2–6 players (solo included).
Players build personal systems using 🧬Pattern cards across the full six-layer arc of Life Builds Meaning, while collectively managing a single shared 🌍World State track.
There are no hidden roles.
No betrayal.
Pressure comes from shared instability and scarce resources.
You are trying to:
- Build your engine across 6 Layers.
- Complete ⚙️Projects.
- Raise 💚Vitality.
- Score the most 🌳Legacy.
- And keep the world from collapsing.
Meaning is not discovered.
It is made — by resisting instability and building structure.
The World State Track (Fully Coupled System)
There is a single shared track numbered 0–12.
- The number at the marker is 🌟 Meaning.
- Drift is simply 12 − Meaning.
If the marker is on 8:
Fully Coupled Rule
- When an Event increases Drift → move marker DOWN.
- When Support reduces Drift → move marker UP.
- When Projects complete → move marker UP.
- If marker reaches 0, the world collapses and the game ends immediately.
One marker. No formulas. No dual bookkeeping.
Players / Time
- 2–6 Players
- 45–60 Minutes
- Solo mode included below
Components
World Board
- 🌍 World State Track (0–12)
- 📅 Event deck
- ⚙️ Project row (3 face-up)
- 🧬 Pattern Gallery (6 face-up)
Player Mats
- 💚 Vitality track (0–12)
- 🌳 Legacy track
- 🧬 6-slot Pattern Stack:
- 🧿 Layer 1 – Boundary
- ⚖️ Layer 2 – Balance
- 🦋 Layer 3 – Form
- 🧫 Layer 4 – Membership
- 🌐 Layer 5 – Prediction
- 🎯 Layer 6 – Reinforcement
Tokens
- ☀️ Energy
- 🔍 Insight
- ❤️ Support
Setup
- Place World marker at 7
- Shuffle Events and reveal 1
- Reveal 3 Projects
- Reveal 6 Patterns
- Each player:
- Vitality = 6
- Legacy = 0
- Gain 2 Energy, 1 Insight
Choose starting player.
Rounds
Each round has four phases:
Phase Ⓐ– 📅Event
- Reveal Event.
- Move marker DOWN by listed amount.
Phase Ⓑ – Refresh 🧬Pattern Gallery
Refill Pattern Gallery to 6.
Phase Ⓒ – 👤Player Turns
Each player takes exactly 2 actions.
Phase Ⓓ – 🌀Stability Window
Each player may donate at most 1 ❤️ Support.
For each Support donated:
Group Cap: The group may move the marker UP a maximum of 3 spaces total, regardless of player count.
Actions
Each turn take exactly 2 actions.
⛏️ Acquire
Take any 2 tokens.
Obtain 🧬Pattern
Pay cost.
Place in correct Layer slot (1–6).
You may stack multiple Patterns in a slot.
If you already own a Pattern with the same Tag:
- Pay 1 fewer token (your choice).
Only one discount per purchase.
Contribute ⚙️Project
Choose next open Project space.
Pay full listed cost.
Place your marker.
One contribution per Project per round.
🧑🤝🧑 Social
Give OR request 1 token.
If accepted:
- Both players gain +1 💚 Vitality.
Projects
Each Project has 3–5 spaces.
When completed:
- Award 🌳 Legacy:
- First contributor: 6
- Second: 3
- Others who contributed: 1
- Move marker UP as listed (usually +1 or +2)
Refill empty slot.
End of Game
Game ends immediately if:
- Marker reaches 0 (collapse), or
- A final-tier Project completes.
Scoring
Final Score = 🌳 Legacy + 💚 Vitality
Highest score wins.
If collapse occurred, players still compare scores.
🌟 Meaning Track Table (0–12)
| 🌟 Meaning |
State |
What It Feels Like
|
| 0 |
Collapse |
Structure failed. Instability overwhelmed coordination. Nothing sustainable remained.
|
| 1 |
Critical |
Survival only. Every gain required emergency correction.
|
| 2 |
Precarious |
Functional but constantly unstable.
|
| 3 |
Strained |
Stability required heavy effort each round.
|
| 4 |
Recovering |
The group found rhythm after instability.
|
| 5 |
Functional |
Instability rose, but was matched by response.
|
| 6 |
Coordinated |
Support moved efficiently. Projects mattered.
|
| 7 |
Stable |
Players built confidently under pressure.
|
| 8 |
Resilient |
Shocks absorbed without fragmentation.
|
| 9 |
Stewarding |
Long-horizon thinking emerged.
|
| 10 |
Strong Pattern |
Structure outpaced instability.
|
| 11 |
Durable |
Cooperative discipline felt natural.
|
| 12 |
Flourishing |
The system sustained itself with surplus stability.
|
Example Play (4 Players, 6 Rounds)
Players:
- Alex – Stability focus
- Brooke – Engine builder
- Casey – Project racer
- Drew – Social optimizer
Initial marker: 7
Round 1:
Event −2 → marker 5
Players mostly Acquire and build Layer 1–2 Patterns.
Two donate Support → +2 → marker 7.
Comment: Early correction stabilizes base layers.
Round 2:
Event −1 → 6
Clinic Project completed → +1 → 7
Three Support → +3 (cap) → 10.
Comment: Layer 3–4 expansion begins safely.
Round 3:
Event −3 → 7
Players prioritize Pattern building in Layers 5–6.
Only one Support donated → 8.
Comment: Strategic risk while stable.
Round 4:
Event −2 → 6
Food Network completed → +1 → 7
Two Support → +2 → 9.
Round 5:
Event −4 → 5
Archive completed → +2 → 7
Three Support → +3 → 10.
Round 6:
Event −3 → 7
Final Project → +2 → 9
Two Support → +2 → 11.
Game ends at Meaning 11 (Durable).
Final Scores:
Alex: 18 Legacy + 9 Vitality = 27
Brooke: 12 + 8 = 20
Casey: 21 + 10 = 31
Drew: 8 + 9 = 17
Winner: Casey.
System State: Durable.
Solo Mode
Setup:
- Marker at 7
- Vitality 6
- Legacy 0
At end of each round:
Community fills one open Project space.
In Stability Window:
You may donate 1 Support → +2 instead of +1.
If you donate none → marker −1.
Projects score normally.
Community counts for rank.
Final Score = Legacy + Vitality.
If marker reaches 0 → immediate loss.
Meaning Made.
Life resists instability. Structure creates value.
The winner builds best — but the group determines if the world survives.
Lessons Learned
🌀 Drift rises naturally.
❤️ Support resists instability.
🧬 Patterns reduce cost over time.
⚙️ Projects increase shared structure.
🌟 Meaning increases when systems hold.
💚 Vitality reflects internal stability and reciprocity.
Meaning is not discovered. Meaning is built through coordinated resistance to instability.
Glossary
🌍 World State & System Pressure
🌀 Drift
Entropy, instability, external pressure pushing the system toward breakdown.
🌟 Meaning
How well the group is holding together. Rises with completed Projects. Falls when Drift rises.
📅 Event
External pressure introduced each round.
🛠️ Stability Window
The Phase D opportunity to donate Support and resist Drift.
👤 Player Tracks
💚 Vitality
Personal stability and social integration. Replaces Coherence + Reputation in Lite.
🌳 Legacy
Long-horizon contribution. Primary scoring track.
🏆 Final Score
Vitality + Legacy.
🔄 Core Actions
⚡ Acquire
Take 2 tokens of your choice.
🧬 Pattern
Engine card that generates resources or efficiencies.
⚙️ Project
Shared build that raises Meaning and awards Legacy.
🤝 Social
Give or request 1 token. If accepted, both players gain +1 Vitality.
🛡️ Stabilize
Donate Support to reduce Drift during Stability Window.
🔄 Refresh
Once-per-round public refresh of the Pattern Gallery.
💠 Resource Tokens (Lite Economy)
☀️ Energy (E)
Basic fuel for building and contributing.
🔍 Insight (I)
Planning, prediction, and cognitive leverage.
❤️ Support (S)
Repair, relationship maintenance, and Drift resistance.
🧩 Pattern Tags (Thematic Layer Icons)
These are not separate currencies in Lite, but still teach the Life arc.
🧿 Boundary (Layer 1)
Self vs world. Basic structure.
⚖️ Balance (Layer 2)
Regulation, staying in viable range.
🦋 Form (Layer 3)
Repair, growth, structural efficiency.
🧫 Membership (Layer 4)
Reciprocity, reliability, collective function.
🌐 Prediction (Layer 5)
Foresight, filtering, pattern recognition.
🎯 Reinforcement (Layer 6)
Value stabilization. Turning good actions into habits.
📌 Presence (Layer 7)
Moments of flexible choice or steering.
🏛️ Social (Layer 8)
Institutions, norms, shared infrastructure.
🌳 Story (Layer 9)
Long-horizon contribution and narrative continuity.
🌍 Stewardship (Layer 10)
Caring for future stability and shared world health.
🧠 Teaching Arc Summary in Icons
🌀 → 🌟
Instability reduces meaning.
⚙️ → 🌟
Structure increases meaning.
❤️ → 🌀
Support resists instability.
🧬 → ⚙️
Patterns enable projects.
🌳 + 💚 → 🏆
Legacy + Vitality determine personal success.