Difference between revisions of "Life~Meaning Game"
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A player who hoarded in Act One arrives at Act Two with resources but no relationships. A player who trusted too early in Act Two may be exploited. But a player who never learned to trust cannot contribute meaningfully in Act Three — and Act Three is where the final score is determined. | A player who hoarded in Act One arrives at Act Two with resources but no relationships. A player who trusted too early in Act Two may be exploited. But a player who never learned to trust cannot contribute meaningfully in Act Three — and Act Three is where the final score is determined. | ||
| + | |||
| + | '''Act One Card Structure''' | ||
| + | Hand size: 5 cards | ||
| + | Draw 2 cards per turn, play up to 3 | ||
| + | |||
| + | The four card categories with moderate competitive feel: | ||
| + | 1. Energy Cards (approximately 40 in deck) | ||
| + | Fuel everything. You spend them to take actions, repair tracks, and buy stronger cards. Players compete to collect these from a shared market — first come, first served creates natural friction without direct attack. | ||
| + | 2. Entropy Cards (approximately 30 in deck) | ||
| + | Drawn automatically at end of each round from the shared entropy deck. Hit everyone but land harder on weaker patterns. Nobody plays these — they just happen to everyone. | ||
| + | 3. Repair Cards (approximately 25 in deck) | ||
| + | Restore your four pattern board tracks. Some are personal only. A few can repair another player's track — which becomes important in Act Two when cooperation starts mattering. | ||
| + | 4. Block Cards (approximately 15 in deck) | ||
| + | The moderate competitive layer. You can slow a player's resource collection, redirect an entropy card toward someone else, or temporarily lock one of their tracks. You cannot directly destroy another player's pattern. | ||
| + | |||
| + | Total Act One deck: approximately 110 cards | ||
Revision as of 08:42, 20 February 2026
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BECOMING — Design Document v1
Players: 3-5 Play time: 90-120 minutes Age: 14+
THE CORE IDEA Each player starts as a simple pattern trying to survive. Over three acts, the game moves from competitive survival to collaborative legacy. What you do early shapes what you can contribute later — and the final score belongs to everyone.
THE THREE ACTS Act One: Persist (Layers 1-4, competitive) You are a pattern fighting entropy. Players compete for Energy tokens, Stability cards, and Repair actions. The goal is to stay coherent while others drift. Players can block, undercut, and outmaneuver each other. Nobody shares. The act ends when every player has survived a set number of entropy events. Act Two: Connect (Layers 5-8, mixed) Nervous systems emerge. Players can now trade, form alliances, and share prediction cards — but betrayal is still possible. Social bonds are built on a shared board. Institutions start forming. The tension is trust: cooperating makes everyone stronger but exposes you to being undercut. The act ends when a collective coherence threshold is reached. Act Three: Leave Something Behind (Layers 9-10, fully collaborative) All players are now elders. Personal scoring stops. The group works together against the game itself — entropy events escalate, and the board must be stabilized for a next generation. Final score is collective: what did you build, what did you repair, what did you pass on?
KEY MECHANICS The Entropy Deck A shared deck of disruption cards that fires at the end of every round. Early cards are manageable. Later cards are brutal. Players who built resilience in Act One weather them better in Act Three. Coherence Tokens Your personal currency. Gained by surviving, connecting, and contributing. Lost by isolation, hoarding, and damage. In Act Three they become the group's shared resource. Legacy Cards Earned in Acts One and Two through specific actions — teaching another player, repairing a shared resource, sacrificing personal advantage for group benefit. These are played in Act Three to unlock the group's most powerful collaborative abilities. A player who never earned Legacy cards arrives at Act Three weak despite personal wealth. Pattern Boards Each player has a personal board tracking their pattern's health across four tracks: Regulation, Prediction, Belonging, and Purpose. All four must stay above zero to remain in the game. Neglecting any one track has cascading consequences.
THE STRATEGIC TENSION The game is designed around one central dilemma that shifts across acts:
Act One asks: how much do I take? Act Two asks: how much do I trust? Act Three asks: was it enough?
A player who hoarded in Act One arrives at Act Two with resources but no relationships. A player who trusted too early in Act Two may be exploited. But a player who never learned to trust cannot contribute meaningfully in Act Three — and Act Three is where the final score is determined.
Act One Card Structure Hand size: 5 cards Draw 2 cards per turn, play up to 3
The four card categories with moderate competitive feel: 1. Energy Cards (approximately 40 in deck) Fuel everything. You spend them to take actions, repair tracks, and buy stronger cards. Players compete to collect these from a shared market — first come, first served creates natural friction without direct attack. 2. Entropy Cards (approximately 30 in deck) Drawn automatically at end of each round from the shared entropy deck. Hit everyone but land harder on weaker patterns. Nobody plays these — they just happen to everyone. 3. Repair Cards (approximately 25 in deck) Restore your four pattern board tracks. Some are personal only. A few can repair another player's track — which becomes important in Act Two when cooperation starts mattering. 4. Block Cards (approximately 15 in deck) The moderate competitive layer. You can slow a player's resource collection, redirect an entropy card toward someone else, or temporarily lock one of their tracks. You cannot directly destroy another player's pattern.
Total Act One deck: approximately 110 cards