Difference between revisions of "Life~Meaning Game"

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* [[Center and Circle Playbook|Center & Circle Playbook]] ... [[Center and Circle Playbook Walkthrough Example|Walkthrough]] ... [[Life~Meaning Game|Life Builds Meaning Game]]
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* [[Life~Meaning]] ... [[Consciousness]] ... [[Loop#Feedback Loop - Creating Consciousness|Creating Consciousness]] ... [[Quantum#Quantum Biology|Quantum Biology]] ... [[Orch-OR]] ... [[TAME]] ... [[Protein Folding & Discovery|Proteins]]
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__NOTOC__
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<hr><center>
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👁️ [https://drive.google.com/file/d/1uq125Tbe5Z9qTnt-g5N1dPQnmGrVQ6Qr/view Watch Game Introduction] ~ 7 minutes TBD <br>
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🎧 [https://drive.google.com/file/d/1xTKF438ykkaT9Ao5_24AzMJ1IdpmJ7OK/view Listen to Game Overview] ~ 17 minutes TBD<br>
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</center><hr>
  
 
Game Name: '''''Life Builds Meaning'' Game'''<br>
 
Game Name: '''''Life Builds Meaning'' Game'''<br>
''Hold together, learn what matters, become valuable, extend the horizon.''
+
''Hold together, learn what matters, become valuable.''<br>
 +
''(Fast scoring, no bookkeeping, no betrayal.)''
  
''Life Builds Meaning'' game is a competitive-collaborative engine builder. The table cooperates to keep the world from sliding into '''Drift''', while each player scores individually by integrating:
+
== Intro ==
* '''Autopoiesis''' (self-maintenance, stability, coherence)
+
''Life Builds Meaning'' is a competitive-collaborative engine builder. The table cooperates to keep the world from sliding into '''Drift''', while each player competes to score the most by:
* '''Allopoiesis''' (value to others, reciprocity, contribution)
+
* building a personal engine (Patterns),
* '''Horizon''' (legacy and stewardship)
+
* contributing to shared Projects (credit competition),
 +
* staying stable under pressure ('''Coherence'''),
 +
* and gaining advantage through reciprocity plus long-horizon contribution ('''Social Standing''').
  
There are '''no hidden roles''' and no betrayal. Tension comes from scarcity, timing, and competing priorities under shared pressure.
+
There are '''no hidden roles''' and no betrayal. Tension comes from scarcity, timing, and competing priorities under shared world pressure.
 +
 
 +
=== Icon Consolidation Rule (Support) ===
 +
This ruleset uses one token for both “repair” and “bond” functions:
 +
 
 +
* ❤️ '''S (Support)''' replaces BOTH older icons:
 +
** 👥B (Bond)
 +
** 🩹H (Heal)
 +
 
 +
If any component still shows 👥B or 🩹H, treat that icon as ❤️S.
  
 
== Players / Time ==
 
== Players / Time ==
 
* Players: 2–5
 
* Players: 2–5
* Time: 60–90 minutes
+
* Time: 45–75 minutes
  
 
== Win Condition / End Triggers ==
 
== Win Condition / End Triggers ==
 
The game ends when the first of these happens:
 
The game ends when the first of these happens:
# A player helps complete a '''Layer 10 Stewardship Project''' (see Projects).
+
# A '''Layer 10 Project''' is completed.
# The '''World Drift''' marker reaches the final space.
+
# The '''World Drift''' marker reaches the final space (12).
# The '''Project supply''' runs out.
+
# The '''Project supply''' runs out (you cannot refill the Project Row when a slot becomes empty).
  
Winner: Highest '''Meaning Score'''.
+
'''Timing rule:''' If an end trigger happens during Phase C, finish Phase D for that round, then score.
 +
 
 +
Winner: Highest '''Final Score'''.
  
 
== Components ==
 
== Components ==
  
 
=== World Board (1) ===
 
=== World Board (1) ===
Image: [https://drive.google.com/file/d/1RLuaVwyzDZGxzNFzwOH_g_QzMqRwebIe/view Click here]<br>
 
 
 
* '''World Drift Track''' (0–12)
 
* '''World Drift Track''' (0–12)
* '''World Vital Signals''' (three tracks, each 0–6)
+
* '''Pattern Market''' Row (6 slots) for face-up Pattern cards
** '''Energy Flow''' (global capacity to do work)
+
* '''Project Row''' (3 slots) for Project tiles
** '''Trust''' (global social stability)
 
** '''Habitat''' (global environment viability)
 
* '''''Pattern Market'' Row''' (6 slots) for Pattern Cards
 
* '''Project Row''' (3 slots) for Project Tiles
 
 
* '''Event Slot''' (1 slot) for the current World Event
 
* '''Event Slot''' (1 slot) for the current World Event
* Shared mitigation pool area
+
* '''Shared Mitigation Pool''' area (tokens spent to mitigate Events)
 
+
* '''Local Drift''' area for small 🌀D stress tokens (recommended)
=== Tokens ===
 
  
 +
=== Tokens (only these 5 types) ===
 
☀️ '''E (Energy)'''<br>
 
☀️ '''E (Energy)'''<br>
 
🔁 '''R (Regulation)'''<br>
 
🔁 '''R (Regulation)'''<br>
 
🧩 '''M (Model)'''<br>
 
🧩 '''M (Model)'''<br>
 
💎 '''V (Value)'''<br>
 
💎 '''V (Value)'''<br>
👥 '''B (Bond)'''<br>
+
❤️ '''S (Support)'''<br>
🩹 '''H (Heal)'''<br>
+
 
🌿 '''L (Legacy)'''<br>
+
'''What Support means (conceptually):''' Support is your capacity to repair damage and maintain relationships. Mechanically, it fuels both stabilization (anti-Drift) and pro-social contribution.
🌀 '''D (Drift)''' (marker on track, plus small D (Drift) stress tokens)
+
 
 +
'''Drift markers:'''
 +
* 🌀 '''World Drift''' marker on the Drift Track
 +
* 🌀 '''D (Drift)''' stress tokens (local Drift on the World Board)
  
 
=== Pattern Cards (90) ===
 
=== Pattern Cards (90) ===
Line 85: Line 104:
 
* Cost (icons)
 
* Cost (icons)
 
* Outputs (2–4 icons)
 
* Outputs (2–4 icons)
* One Tag icon (🧫 Boundary, ⚖️ Balance, 🦋 Form, 🧫 Membership, 🌐 Prediction, 🎯 Reinforcement, 🧠 Presence, 🏛️ Social, 🌳 Story, 🌍 Stewardship)
+
* One Tag icon (🧿 Boundary, ⚖️ Balance, 🦋 Form, 🧫 Membership, 🌐 Prediction, 🎯 Reinforcement, 🧠 Presence, 🏛️ Social, 🌳 Story, 🌍 Stewardship)
 +
 
 +
'''Design note:''' Layers 1–6 are primarily engine parts on the player mat. Layers 7–10 appear mostly as tags and Project tiers.
  
 
=== Project Tiles (24) ===
 
=== Project Tiles (24) ===
 
Each Project tile shows:
 
Each Project tile shows:
 +
* Layer tier (8–10 typically, but can include 6–7)
 
* Required contributions (icons)
 
* Required contributions (icons)
* Public benefit (World Vital Signal changes and/or Drift reduction)
+
* Public benefit (reduce World Drift and/or remove local 🌀D stress tokens)
 
* Contribution credit slots (to mark who paid what)
 
* Contribution credit slots (to mark who paid what)
* Scoring (icons and points)
+
* Completion point awards by rank (Top / Second / Other)
  
 
=== World Event Cards (30) ===
 
=== World Event Cards (30) ===
Line 98: Line 120:
 
* Drift increase (number)
 
* Drift increase (number)
 
* Pressure type icon (Scarcity, Threat, Uncertainty, Conflict, Damage)
 
* Pressure type icon (Scarcity, Threat, Uncertainty, Conflict, Damage)
* Mitigation condition (icons) that can reduce or cancel the Drift increase
+
* Mitigation requirement (icons) that can reduce or cancel the Drift increase
 
+
* Optional: place local 🌀D stress tokens
=== Role Tiles (10, optional but recommended) ===
 
Each Role tile shows:
 
* One passive perk icon (discount, extra draw, conversion, etc.)
 
* One scoring bias icon (Self, Community, Horizon)
 
  
 
=== Player Mats (1 per player) ===
 
=== Player Mats (1 per player) ===
Image: [https://drive.google.com/file/d/1lYI4izVZAOFjHBvKTH9R8f0ItT3Cfzz0/view Click here]<br>
 
 
 
'''Tracks:'''
 
'''Tracks:'''
* ''Coherence'' (0–10)
+
* '''Project Points''' (0–30) track
* ''Social Standing'' (0–10)
+
* '''Coherence''' (0–10) track
* ''Horizon'' (0–10)
+
* '''Social Standing''' (0–10) track
 
 
'''Pattern Stack:''' (6 layer slots) ''Life Builds Meaning'' layers for building ''patterns'' upward.
 
 
 
🧿 1. Boundary: Life Holds Itself Together <br>
 
⚖️ 2. Balance: Staying In Balance <br>
 
🦋 3. Form: Morphogenesis & Regeneration <br>
 
🧫 4. Membership: Shift: From Persistence to Membership <br>
 
🌐 5. Prediction: Predictive World-Models <br>
 
🎯 6. Reinforcement: Reward, Avoidance, Reinforcement Learning
 
 
 
<br>
 
* First, When you buy a Pattern Card, you place it into the slot that matches its layer number. If you later buy another Pattern from the same layer, you place it on top of the earlier one in that same slot, creating a small stack. That’s “upward” in the literal sense: the stack grows vertically.
 
* Second, the game encourages a bottom-up dependency. Layers 1–2 (platform) make the resources that keep you stable and flexible, like ☀️E (Energy), 🔁R (Regulation), and 🩹H (Heal). Those resources make it easier to afford Layers 3–6 cards and to contribute to Projects. If you skip the bottom, you can still buy some higher cards, but you’ll feel fragile because Drift events will hit you harder and you’ll be forced into inefficient conversions.
 
* Third, “upward” is also about how the engine becomes more sophisticated over time. Early on you’re mostly buying Layer 1–2 Patterns to establish throughput and stability. Midgame you start adding Layer 3–4 Patterns that improve how you function as a member and how efficiently you can contribute. Then you add Layer 5–6 Patterns that let you plan, filter the Pattern Market, and lock in conversions, basically turning your economy into a trained policy instead of scrambling each turn.
 
 
 
A concrete example: You buy a Layer 1 “Boundary” Pattern that outputs 2×☀️E (Energy). Next you buy a Layer 2 “Balance” Pattern that converts ☀️E (Energy) into 🔁R (Regulation) and sometimes 🩹H (Heal). Now you can reliably pay for a Layer 5 Pattern that grants 🧩M (Model) and lets you preview the top cards of the Pattern Market. That sequence is “building upward”: platform first, then regulation, then better modeling and learning.
 
  
So the phrase really means two things: physically stacking cards in the right layer slot, and strategically progressing from stability to higher capability instead of trying to jump straight to the top.
+
'''Pattern Stack:''' 6 layer slots for building Patterns upward:
 
+
* 🧿 1. Boundary: Life Holds Itself Together
== Core Ideas Taught Through Play ==
+
* ⚖️ 2. Balance: Staying In Balance
* Drift is always rising. Life is the counter-move.
+
* 🦋 3. Form: Morphogenesis & Regeneration
* You cannot win by only hoarding (world collapses).
+
* 🧫 4. Membership: Shift: From Persistence to Membership
* You cannot win by only helping (your self collapses).
+
* 🌐 5. Prediction: Predictive World-Models
* The highest scoring requires reciprocity + long-horizon stewardship.
+
* 🎯 6. Reinforcement: Reward, Avoidance, Reinforcement Learning
  
 
== Setup ==
 
== Setup ==
# Place the ''World Board'' in the middle of the table. Set '''World Drift''' to 3.
+
# Place the ''World Board'' in the middle of the table.
# Set △ '''Energy Flow''' to 3, △ '''Trust''' to 3, and △ '''Habitat''' to 3.
+
# Set '''World Drift''' to '''3'''.
# Shuffle the Pattern deck. Deal 6 face-up cards to the ''Pattern Market'' row.
+
# Put local 🌀D stress tokens near the board.
# Shuffle Project tiles. Reveal 3 to the Project row.
+
# Shuffle the Pattern deck. Deal 6 face-up cards to the '''Pattern Market''' row.
# Shuffle World Events. Reveal 1 to the Event slot.
+
# Shuffle Project tiles. Reveal 3 to the '''Project Row'''.
# Each player takes a mat and starts with:
+
# Shuffle World Events. Reveal 1 to the '''Event Slot'''.
#* Tokens: '''☀️E (Energy)''', 1× '''🔁R (Regulation)'''
+
# Each player takes a mat and sets:
#* Tracks: △ Coherence 4, △ Social Standing 2, △ Horizon 1
+
#* Project Points = 0, Coherence = 4, Social Standing = 2
# Each player takes 1 Role tile (random or draft).
+
# Each player starts with tokens: '''☀️E''' and '''🔁R'''.
 
# Choose a starting player.
 
# Choose a starting player.
  
 
== Round Structure ==
 
== Round Structure ==
Each round has five phases:
+
Each round has four phases:
  
 
=== Phase A: World Event (Pressure Enters) ===
 
=== Phase A: World Event (Pressure Enters) ===
Reveal/resolve the current Event:
+
Reveal the next World Event:
* Increase '''World Drift''' by the Event’s Drift value (unless mitigated later this round).
+
* Place it in the Event Slot.
* Place any '''🌀D (Drift)''' stress tokens indicated by the Event onto the ''World Board'' (local stress).
+
* Its Drift increase is '''pending''' until Phase D.
 +
* Place any local 🌀D stress tokens the Event shows.
  
=== Phase B: ''Pattern Market'' Refresh ===
+
=== Phase B: Pattern Market Refresh ===
Refill the ''Pattern Market'' to 6 face-up Pattern cards if needed.
+
Refill the Pattern Market to 6 face-up Pattern cards if needed.
  
 
=== Phase C: Player Turns (2 Actions Each) ===
 
=== Phase C: Player Turns (2 Actions Each) ===
In clockwise order, each player takes exactly '''2 actions''' from the list below.
+
In clockwise order, each player takes exactly '''2 actions'''.
  
==== Action 1: Acquire Resources ====
+
=== Phase D: Stability Check (Mitigation + Apply Drift) ===
Take 2 tokens total, but they must be two different types (example: '''☀️E (Energy)''' + '''👥B (Bond)''').
+
1) '''Mitigation Pool:''' The table may collectively spend tokens into the Shared Mitigation Pool to satisfy the Event’s mitigation icons. 
* You may not take '''🌿L (Legacy)''' directly with this action.
+
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 '''World Drift'''
 +
4) Discard all tokens in the mitigation pool back to the supply (they never carry over).
 +
5) If any Project slot is empty, refill it immediately from the Project supply. If you cannot refill because the supply is empty, the game will end after this round.
  
==== Action 2: Buy a Pattern Card ====
+
== Player Actions ==
Pay the card’s cost. Place it in the matching Layer slot on your mat.
+
On your turn, take exactly 2 actions. Scoring happens only through immediate track movement, plus Project 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.
 
* 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 matching token type shown on the card (icons indicate which token gets discounted).
+
* '''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 ====
+
=== Action 3: Contribute to a Project ===
 
Pay any subset of the Project’s required icons and mark your contribution on the Project’s credit slots.
 
Pay any subset of the Project’s required icons and mark your contribution on the Project’s credit slots.
* When a Project completes, everyone gets the public benefit, but points go by contribution credit (see Scoring).
 
 
==== Action 4: Heal (Fight Drift Locally) ====
 
Spend '''🩹H (Heal)''' to remove Drift’s effects.
 
Choose one:
 
* Remove 1 local '''🌀D (Drift)''' stress token from the ''World Board'', OR
 
* Reduce '''World Drift''' by 1 (to a minimum of 0)
 
  
Emergency conversion (inefficient but always available):
+
'''Social Standing triggers (immediate):'''
* Spend 2× '''☀️E (Energy)''' to gain 1× '''🩹H (Heal)'''
+
* If you contribute at least '''1× ❤️S''' in this action: move '''+1 Social Standing''' (max once per action).
 +
* If the Project is '''Layer 9 or Layer 10''': when you contribute to it, move '''+1 Social Standing''' (once per action).
  
==== Action 5: Social Touchpoint (Reciprocity Channel) ====
+
If the Project completes, resolve completion immediately (see Projects).
Choose one:
 
* Give 1 token to another player. Gain +1 Social Standing and gain 1× '''👥B (Bond)'''
 
* Request 1 token from another player. If they agree, both players gain 1× '''👥B (Bond)'''
 
No negotiation required. This is a clean “reciprocity move.
 
  
=== Phase D: Stability Check (The Table Pays the Bill) ===
+
=== Action 4: Stabilize (Fight Drift) ===
1) Mitigate the Event:
+
Spend '''❤️S''' to counter Drift. Choose one:
* The table may collectively spend tokens into a ''Shared Mitigation Pool'' to satisfy the Event’s mitigation icons.
+
* Remove 1 local 🌀D stress token from the World Board, OR
* If met, reduce or cancel the Event’s Drift increase (as the card indicates).
+
* Reduce '''World Drift''' by 1 (minimum 0)
  
The ''Shared Mitigation Pool'' is a temporary, round-by-round “everyone pays to keep the ''World Board'' stable” area. Each round, after players take their turns and before the Stability Check resolves, any player may contribute tokens to the pool to satisfy the current World Event’s mitigation icons. Contributions are voluntary, can come from any token types shown on the Event’s mitigation requirement (for example, 🧩M (Model) + 🔁R (Regulation), or 🩹H (Heal) + 🔁R (Regulation)), and they’re counted collectively, so it doesn’t matter who provides which icon as long as the pool matches the requirement. Once the table meets the requirement, the Event’s Drift increase is reduced or canceled as specified by the Event, and then all tokens in the pool are discarded back to the supply (they don’t carry over, and nobody “gets them back”). If the table doesn’t fully meet the requirement, partial contributions are still discarded, and the remaining Drift applies. This creates a clean competitive-collaborative tension: players want the mitigation to succeed because Drift hurts everyone, but each token spent into the pool is a token not spent on your own engine or Project credit.
+
'''Coherence trigger (immediate):''' Any time you take Stabilize and spend ❤️S, move '''+1 Coherence'''.
  
2) Apply World Vital Signals (global constraints):
+
Emergency conversion (always available):
* If '''Energy Flow''' is 0–1: each player loses 1 Coherence.
+
* Spend '''2× ☀️E''' to gain '''1× ❤️S'''.
* If '''Trust''' is 0–1: Social Touchpoint does not grant Social Standing this round.
 
* If '''Habitat''' is 0–1: each Project contribution costs +1 extra '''☀️E (Energy)''' per action used to contribute.
 
  
=== Phase E: Meaning Tick (Meaning as a Signal) ===
+
=== Action 5: Social Touchpoint (Reciprocity Channel) ===
Each player gains small points (or track “Meaning Points”) if:
+
Choose one:
* Coherence 7+: +1 point
+
* '''Give''' 1 token to another player. Move '''+1 Social Standing'''.
* Social Standing 6+ and you have at least 1× '''👥B (Bond)''': +1 point
+
* '''Request''' 1 token from another player. If they agree, move '''+1 Social Standing'''.
* Horizon 5+: +1 point
 
  
Then reveal the next World Event.
+
No negotiation required. This is a clean reciprocity move.
  
== Layer Guidance ==
+
== Projects ==
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):
+
Projects are shared builds with competitive credit. Everyone wants Projects completed because they stabilize the world, but players compete for point rank.
  
*'''Pattern Stack:'''
+
=== Contributing ===
**🧿 Layer 1 Boundary: It’s depicted as the “self vs world” foundation in your Pattern Stack, and it supports your Coherence state. Make ☀️E (Energy) and 🔁R (Regulation), stabilize your platform.
+
When you Contribute:
**⚖️ Layer 2 Balance: The 🔁R (Regulation) economy that keeps you in range. Make ☀️E (Energy) and 🔁R (Regulation), stabilize your platform.
+
* Pay any subset of required icons.
**🦋 Layer 3 Form: It’s depicted as patterns that improve restoration of structure and reduce the cost of “build/repair” style contributions. Improve Projects and credit via Form tags, create “we-function” advantages.
+
* Mark each icon you paid in your color (or your marker) on the Project’s credit slots.
**🧫 Layer 4 Membership: It’s depicted as patterns that make you more efficient at Projects and more reliable in reciprocal play; creating “we-function” advantages.
+
* A Project may be contributed to by multiple players over multiple turns.
**🌐 Layer 5 Prediction: It’s depicted as 🧩M (Model) generation plus Pattern Market manipulation (peek, filter, reserve).
 
**🎯 Layer 6 Reinforcement: It’s depicted as 💎V (Value) generation plus “policy lock-in” effects (stable conversions, habit-like benefits).
 
  
 +
=== Completing ===
 +
A Project completes immediately when all required icons are paid.
 +
When it completes:
 +
# Apply the Project’s public benefit (reduce World Drift and/or remove local 🌀D as stated).
 +
# Award '''Project Points''' by contribution rank (below).
 +
# Discard the completed Project tile. Refill the slot during Phase D.
  
*'''Effect:'''
+
=== Project Points (Contribution Rank) ===
**🧠 Layer 7 Presence: is depicted as a rare “agency burst” icon on select Pattern cards, not as a full slot. Gives flexible choice (wild token effect). Mechanically it’s a limited flexibility effect, for example: a once-per-round wildcard token, a third action, or a “choose one of two futures” effect when resolving a World Event. The point is that “Presence” feels like a unified moment of choice, not like another steady currency stream.
+
When a Project completes, award points on each player’s '''Project Points track''':
  
 +
* '''Top contributor:''' 6 points 
 +
* '''Second contributor:''' 3 points 
 +
* '''All other contributors:''' 1 point (only if they contributed at least 1 icon) 
  
*'''World Board:'''
+
Rank rules:
**🏛️ Layer 8 Social: is depicted primarily on the World Board, not inside a player. Creates '''👥B (Bond)''' and stabilizes Trust via projects. Mechanically it lives in the Trust track, the Social Touchpoint action, and Projects that create shared scaffolds. Culture-tagged Patterns and Projects tend to increase Trust, reduce the cost of cooperation, and improve contribution credit. This matches the layer: culture is shared rules, roles, and institutions that stabilize ''meaning'' across minds.
+
* Rank is determined by the number of icons you paid into that Project (credit marks).
**🌳 Layer 9 Story: is depicted as long-horizon scoring structures that convert repeated contributions into 🌿L (Legacy) and multipliers. Mechanically it shows up in Story-tagged Patterns that produce or amplify 🌿L (Legacy), and in Projects like mentorship, teaching, archives, and “containers that outlast a round.” Story is where your play starts to look like a coherent arc, not just turn-by-turn efficiency.
+
* If tied, the player who placed the earliest mark on that Project wins the tie.
**🌍 Layer 10 Stewardship: is depicted almost entirely as high-tier Projects on the World Board. Mechanically it’s the endgame: Stewardship Projects have prerequisites (high Trust, high Habitat), require 🌿L (Legacy) alongside core tokens, and award major points plus world-level stability effects (reducing World Drift, improving Vital Signals). This forces the two-way survival relationship at scale: you can’t “buy” stewardship, you have to stabilize the world enough to make it possible.
 
  
 
== Scoring ==
 
== Scoring ==
=== A) Points from Completed Projects ===
 
When a Project is completed:
 
* Apply its public benefit (Vital Signals and/or Drift reduction).
 
* Award points by contribution credit:
 
** Top contributor: 6 points
 
** Second contributor: 3 points
 
** All other contributors: 1 point
 
(Ties split the higher reward.)
 
  
=== B) Endgame Meaning Score (Three Pillars) ===
+
=== What You Score ===
At game end, add:
+
There are only 3 scoring sources:
 +
* '''Project Points''' (from completed Projects by contribution rank)
 +
* '''Coherence''' (your Coherence track value at game end)
 +
* '''Social Standing''' (your Social Standing track value at game end)
  
1) Autopoiesis (Self-maintenance)
+
Define:
* +1 point per Coherence above 5
+
* '''Track Sub-total Score = Project Points + Coherence + Social Standing'''
* +2 points if you never dropped below Coherence 3 during the game
 
  
2) Allopoiesis (Value to others)
+
Track caps:
* +1 point per 2 Social Standing
+
* Coherence max 10, Social Standing max 10. Excess gains are ignored.
* +1 point per '''👥B (Bond)''' you contributed into Projects (track via credit marks or a simple tally)
 
  
3) Horizon (Legacy and Stewardship)
+
=== World Drift Multiplier (Collapse Penalty) ===
* +1 point per '''🌿L (Legacy)'''
+
At game end:
* +3 points if you contributed to at least one Stewardship Project (Layer 10)
 
  
Collapse penalty:
+
'''Final Score = Track Sub-total Score × World Drift Multiplier'''
* If '''World Drift''' ended at 10–12, everyone loses 6 points.
 
  
== Example Icon-Only Projects ==
+
Use the final '''World Drift''' position:
(These are examples; your tile set can vary.)
 
  
* '''Shared Shelter (Layer 8)'''
+
{| class="wikitable" style="width:70%; text-align:center;"
** Requires: '''☀️E (Energy)''', '''☀️E (Energy)''', '''🔁R (Regulation)''', '''👥B (Bond)'''
+
|-
** Public benefit: +1 Habitat, +1 Trust
+
! Final World Drift
** Points: by contribution credit
+
! World Drift Multiplier
 +
|-
 +
| 0–2
 +
| × 1.2
 +
|-
 +
| 3–5
 +
| × 1.0
 +
|-
 +
| 6–8
 +
| × 0.8
 +
|-
 +
| 9–10
 +
| × 0.6
 +
|-
 +
| 11–12
 +
| × 0.4
 +
|}
  
* '''Training Loop (Layer 6)'''
+
'''Rounding:''' After applying the multiplier, round Final Score down to a whole number.
** Requires: '''🧩M (Model)''', '''💎V (Value)''', '''🔁R (Regulation)'''
 
** Public benefit: Once per round, the table may convert 1× '''☀️E (Energy)''' into 1× '''🔁R (Regulation)'''
 
** Points: by contribution credit
 
  
* '''Mentorship Chain (Layer 9)'''
+
=== Meaning Descriptions (Final Score Bands) ===
** Requires: '''👥B (Bond)''', '''👥B (Bond)''', '''🧩M (Model)''', '''🌿L (Legacy)'''
+
{| class="wikitable" style="width:100%;"
** Public benefit: +1 Trust, reduce World Drift by 2
+
|-
** Bonus: top contributor gains +1 Horizon
+
! Final Score Band
 +
! Title
 +
! Meaning Profile (1–2 sentences)
 +
|-
 +
| 0–19
 +
| '''Barely Holding'''
 +
| Your engine stayed alive, but pressure dominated. You spent most of the game paying emergency costs, and your contribution window stayed narrow.
 +
|-
 +
| 20–34
 +
| '''Stabilizing'''
 +
| You built enough Coherence to stop the slide. You contributed selectively, and your Social Standing began to turn cooperation into real advantage.
 +
|-
 +
| 35–49
 +
| '''Reciprocal Builder'''
 +
| You consistently held steady while turning shared work into personal momentum. Your play shows durable reciprocity, not just survival.
 +
|-
 +
| 50–64
 +
| '''World-Grade Contributor'''
 +
| You helped shape the table’s trajectory under pressure. Your Social Standing reflects reliable trust and long-horizon contribution, not just point chasing.
 +
|-
 +
| 65+
 +
| '''Steward in Practice'''
 +
| You integrated stability and social value so well that the world stayed playable. Your scoring pattern signals leadership through contribution under constraint.
 +
|}
  
* '''Stewardship Pact (Layer 10, end trigger candidate)'''
+
== Example of Play (Full Game, Start to Completion) ==
** Prereq: Habitat 5+, Trust 5+
+
This 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.
** Requires contributions totaling: '''☀️E (Energy)''', '''☀️E (Energy)''', '''🔁R (Regulation)''', '''🧩M (Model)''', '''👥B (Bond)''', '''🌿L (Legacy)''', '''🌿L (Legacy)'''
 
** Public benefit: reduce World Drift by 2 immediately
 
** Completing this ends the game.
 
** Points: top contributor 10, second 5, others 2
 
  
= Example of Play =
+
=== Cast ===
🎧 [https://drive.google.com/file/d/1o57QTB8psbOZHdPjeGFIc2tc4PhT2iCj/view Listen to Example of Play] ~ 30 minutes
 
 
 
This example demonstrates a full arc, from “platform stability” to “reciprocity” to “legacy” to “stewardship.”
 
 
 
== Cast ==
 
 
3 players:
 
3 players:
* Alex (stability-first role)
+
* Alex (stability-first)
* Brooke (economy/pattern market role)
+
* Brooke (engine-first)
* Casey (social/project role)
+
* Casey (projects-first)
  
 
Starting state:
 
Starting state:
 
* World Drift = 3
 
* World Drift = 3
* Energy Flow = 3, Trust = 3, Habitat = 3
+
* Each player tracks: Project Points 0, Coherence 4, Social Standing 2
* Each player: 2× '''☀️E (Energy)''', 1× '''🔁R (Regulation)''', Coherence 4, Social Standing 2, Horizon 1
+
* Starting tokens (each): 2× ☀️E and 1× 🔁R
  
== Round 1 ==
+
=== Assumed Pattern Market (sample subset) ===
=== Phase A: World Event ===
+
{| class="wikitable" style="width:100%;"
Event: Uncertainty
+
|-
* Drift increase: +2 (pending)
+
! Card (Layer / Tag)
* Mitigation requires: '''🧩M (Model)''' + '''🔁R (Regulation)'''
+
! 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
 +
|-
 +
| Prediction Pattern (Layer 5 / 🌐)
 +
| ☀️E + 🧩M
 +
| 🧩M + 🧩M
 +
|-
 +
| Reinforcement Pattern (Layer 6 / 🎯)
 +
| ☀️E + 💎V
 +
| 💎V + ❤️S
 +
|}
  
=== Phase C: Player Turns ===
+
=== Assumed Project Row (start) ===
Alex (2 actions)
+
{| class="wikitable" style="width:100%;"
1) Acquire: takes '''☀️E (Energy)''' + '''🔁R (Regulation)'''
+
|-
2) Buy Pattern (Layer 2 Balance): pays '''☀️E (Energy)''' + '''🔁R (Regulation)'''; gains outputs '''🔁R (Regulation)''' + '''🩹H (Heal)'''
+
! Slot
Alex now holds 1× '''🔁R (Regulation)''' and 1× '''🩹H (Heal)''' (plus remaining starting tokens if any).
+
! Project (Layer)
 +
! Requires
 +
! Public Benefit
 +
|-
 +
| A
 +
| Community Shelter (Layer 8)
 +
| ☀️E + ☀️E + 🔁R + 🔁R + ❤️S + ❤️S
 +
| Remove 2 local 🌀D
 +
|-
 +
| B
 +
| Repair Hub (Layer 8)
 +
| ☀️E + 🔁R + 🔁R + ❤️S + ❤️S
 +
| Remove 2 local 🌀D
 +
|-
 +
| C
 +
| Mentorship Archive (Layer 9)
 +
| 🧩M + 💎V + 🔁R + ❤️S + ❤️S
 +
| Reduce World Drift by 1
 +
|}
  
Brooke
+
=== Assumed Event sequence (sample) ===
1) Acquire: takes '''☀️E (Energy)''' + '''🧩M (Model)'''
+
{| class="wikitable" style="width:100%;"
2) Buy Pattern (Layer 1 Boundary): pays cheap cost (e.g., '''☀️E (Energy)'''); gains outputs '''☀️E (Energy)''' + '''☀️E (Energy)'''
+
|-
Brooke builds a strong '''☀️E (Energy)''' base and keeps 1× '''🧩M (Model)''' for mitigation.
+
! Round
 +
! Event
 +
! Pending Drift
 +
! Places local 🌀D
 +
! Mitigation (to cancel)
 +
|-
 +
| 1
 +
| Uncertainty
 +
| +2
 +
| 0
 +
| 🧩M + 🔁R
 +
|-
 +
| 2
 +
| Damage
 +
| +1
 +
| 2
 +
| ❤️S + 🔁R
 +
|-
 +
| 3
 +
| Scarcity
 +
| +2
 +
| 0
 +
| ☀️E + ☀️E + 🔁R
 +
|-
 +
| 4
 +
| Conflict
 +
| +1
 +
| 1
 +
| ❤️S + ❤️S
 +
|-
 +
| 5
 +
| Threat
 +
| +2
 +
| 0
 +
| 🧩M + ❤️S + 🔁R
 +
|-
 +
| 6
 +
| Damage
 +
| +1
 +
| 2
 +
| ❤️S + 🔁R
 +
|-
 +
| 7
 +
| Uncertainty
 +
| +2
 +
| 0
 +
| 🧩M + 🔁R
 +
|-
 +
| 8
 +
| Scarcity
 +
| +2
 +
| 0
 +
| ☀️E + ☀️E + 🔁R
 +
|}
  
Casey
+
<hr>
1) Acquire: takes '''☀️E (Energy)''' + '''👥B (Bond)'''
 
2) Social Touchpoint: gives 1 token (for example, '''👥B (Bond)''') to Brooke.
 
* Casey gains +1 Social Standing and gains 1× '''👥B (Bond)'''.
 
This establishes early reciprocity without negotiation.
 
  
=== Phase D: Stability Check ===
+
=== Round 1 ===
Mitigation pool:
+
==== Phase A: World Event ====
* Brooke contributes 1× '''🧩M (Model)'''
+
Uncertainty, pending Drift +2. Mitigation requires 🧩M + 🔁R.
* Alex contributes 1× '''🔁R (Regulation)'''
 
Mitigation met, so the +2 Drift increase is canceled.
 
  
World Vital Signals are stable, so no penalties.
+
==== Phase C: Player Turns ====
 +
Alex (2 actions)
 +
# Acquire: takes ☀️E + 🔁R
 +
# Buy Pattern: Balance Pattern (pays ☀️E + 🔁R, gains 🔁R + ❤️S)
 +
''Rationale (Alex):'' ''I want Support online so I can Stabilize without falling behind, and extra Regulation so I can pay mitigation when needed.''
  
=== Phase E: Meaning Tick ===
+
Brooke (2 actions)
No one has Coherence 7+ or Horizon 5+ yet. Casey might be approaching Social Standing goals later.
+
# 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.''
  
== Round 2 ==
+
Casey (2 actions)
=== Phase A: World Event ===
+
# Acquire: takes ☀️E + ❤️S
Event: Damage
+
# Social Touchpoint (give): gives 1 token to Alex, Social Standing +1 (now 3)
* Drift increase: +1 (pending)
+
''Rationale (Casey):'' ''I want Social Standing early because it compounds. Also, Alex having Support keeps our tempo high.''
* Places 2 local '''🌀D (Drift)''' stress tokens on the ''World Board''
 
* Mitigation requires: '''🩹H (Heal)''' + '''🔁R (Regulation)'''
 
  
=== Player Turns ===
+
==== Phase D: Stability Check ====
Alex
+
Mitigation pool:
1) Heal: spends 1× '''🩹H (Heal)''' to remove 1 local '''🌀D (Drift)''' stress token.
+
* Brooke contributes 🧩M
2) Acquire: takes '''🔁R (Regulation)''' + '''☀️E (Energy)'''
+
* Alex contributes 🔁R
Alex stays in “keep it from falling apart” mode.
+
Mitigation met, pending Drift +2 canceled.
  
Brooke
+
End of Round 1:
1) Buy Pattern (Layer 5 Prediction): pays cost including '''☀️E (Energy)''' + '''🧩M (Model)'''.
+
* World Drift = 3
Gains output 2× '''🧩M (Model)''' (and a “peek” icon, handled as: look at top 2 Pattern cards, keep 1 on top, tuck 1 to bottom).
+
* Local 🌀D = 0
2) Acquire: takes '''☀️E (Energy)''' + '''🔁R (Regulation)'''
 
Brooke now enables future mitigation and better ''Pattern Market'' choices.
 
  
Casey
+
{| class="wikitable" style="width:70%; text-align:center;"
1) Contribute to Project: chooses the simplest available Project, “Shared Shelter (Layer 8)”
+
|-
Contributes '''☀️E (Energy)''' + '''👥B (Bond)''' (partial progress).
+
! Player
2) Acquire: takes '''☀️E (Energy)''' + '''🔁R (Regulation)'''
+
! Project Pts
Casey is positioning for Project credit.
+
! Coherence
 +
! Social Standing
 +
|-
 +
| Alex
 +
| 0
 +
| 4
 +
| 2
 +
|-
 +
| Brooke
 +
| 0
 +
| 4
 +
| 2
 +
|-
 +
| Casey
 +
| 0
 +
| 4
 +
| 3
 +
|}
  
=== Phase D ===
+
<hr>
Mitigation requires '''🩹H (Heal)''' + '''🔁R (Regulation)'''
 
* Alex used '''🩹H (Heal)''' already, but has '''🔁R (Regulation)'''
 
* The table collectively converts 2× '''☀️E (Energy)''' → 1× '''🩹H (Heal)''' (using the emergency conversion) and contributes '''🔁R (Regulation)'''.
 
Mitigation met, Drift +1 canceled.
 
  
== Round 3 ==
+
=== Round 2 ===
Event: Scarcity
+
==== Phase A: World Event ====
* Drift increase: +2 (pending)
+
Damage, pending Drift +1. Places 2 local 🌀D. Mitigation requires ❤️S + 🔁R.
* Mitigation requires: total 3× '''☀️E (Energy)''' into the pool
 
  
Alex
+
==== Phase C: Player Turns ====
1) Acquire: '''☀️E (Energy)''' + '''☀️E (Energy)''' is not allowed, so takes '''☀️E (Energy)''' + '''🩹H (Heal)''' (via card output or bank availability if allowed). If not available, take '''☀️E (Energy)''' + '''🔁R (Regulation)'''.
+
Alex (2 actions)
2) Contribute to Shared Shelter: pays '''🔁R (Regulation)''' (needed for completion)
+
# Stabilize: spends ❤️S to remove 1 local 🌀D, Coherence +1 (now 5)
 +
# Contribute to Project A (Layer 8): pays 🔁R (1 credit)
 +
''Rationale (Alex):'' ''I clear local Drift first so we don't waste future turns. Then I start Project credit so I’m not locked out of points.''
  
Brooke
+
Brooke (2 actions)
1) Acquire: '''☀️E (Energy)''' + '''☀️E (Energy)''' not allowed; takes '''☀️E (Energy)''' + '''🧩M (Model)'''
+
# Acquire: takes ☀️E + ❤️S
2) Buy Pattern (Layer 6 Reinforcement): pays '''☀️E (Energy)''' + '''💎V (Value)''' (if lacking V, buys an earlier card that outputs '''💎V (Value)'''); gains outputs including '''💎V (Value)'''
+
# Contribute to Project A: pays ☀️E + ❤️S (2 credit), Social Standing +1 (now 3)
 +
''Rationale (Brooke):'' ''Support into Projects is efficient: it advances my Social Standing and my Project rank in one action.''
  
Casey
+
Casey (2 actions)
1) Contribute to Shared Shelter: pays remaining '''☀️E (Energy)''' needed.
+
# Acquire: takes ☀️E + ❤️S
2) Social Touchpoint: gives 1 token to Alex, gains +1 Social Standing and 1× '''👥B (Bond)'''. This keeps Trust-favoring play active.
+
# Contribute to Project A: pays ☀️E + ❤️S (2 credit), Social Standing +1 (now 4)
 +
''Rationale (Casey):'' ''I’m building a lead by turning Support into both score tracks and Project rank.''
  
Phase D (Mitigate Scarcity):
+
==== Phase D: Stability Check ====
Table contributes 3× '''☀️E (Energy)''' total. Drift +2 canceled.
+
Mitigation pool:
 +
* Alex contributes 🔁R
 +
* Brooke contributes ❤️S
 +
Mitigation met, pending Drift +1 canceled.
  
Shared Shelter completes this round:
+
End of Round 2:
* Public benefit: +1 Habitat, +1 Trust
+
* World Drift = 3
* Points by contribution:
+
* Local 🌀D = 1
Casey contributed earliest and multiple icons, Alex also contributed, Brooke likely less. Award:
 
Top contributor 6, second 3, others 1 (based on credit marks).
 
  
Interpretation:
+
{| class="wikitable" style="width:70%; text-align:center;"
The table has now built an external scaffold (Layer 8 feel) that makes future play easier.
+
|-
 +
! Player
 +
! Project Pts
 +
! Coherence
 +
! Social Standing
 +
|-
 +
| Alex
 +
| 0
 +
| 5
 +
| 2
 +
|-
 +
| Brooke
 +
| 0
 +
| 4
 +
| 3
 +
|-
 +
| Casey
 +
| 0
 +
| 4
 +
| 4
 +
|}
  
== Round 4 ==
+
<hr>
Event: Threat
 
* Drift increase: +2 (pending)
 
* Mitigation requires: '''🔁R (Regulation)''' + '''👥B (Bond)'''
 
  
Alex
+
=== Round 3 ===
1) Buy Pattern (Layer 2 Balance): gains more '''🔁R (Regulation)''' and possibly '''🩹H (Heal)'''
+
==== Phase A: World Event ====
2) Heal: spends 1× '''🩹H (Heal)''' to reduce World Drift by 1 (pre-emptive stabilization)
+
Scarcity, pending Drift +2. Mitigation requires ☀️E + ☀️E + 🔁R.
  
Brooke
+
==== Phase C: Player Turns ====
1) Acquire: '''👥B (Bond)''' + '''☀️E (Energy)'''
+
Alex (2 actions)
2) Contribute to “Training Loop (Layer 6)”: pays '''🧩M (Model)''' or '''🔁R (Regulation)''' as available
+
# 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.''
  
Casey
+
Project A completion (Community Shelter):
1) Acquire: '''👥B (Bond)''' + '''🔁R (Regulation)'''
+
* Public benefit: remove 2 local 🌀D (local 🌀D goes 1 → 0)
2) Contribute to Training Loop: pays '''💎V (Value)''' if available (or contributes to any other active Project)
+
* 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
  
Phase D Mitigation:
+
Brooke (2 actions)
Table contributes '''🔁R (Regulation)''' + '''👥B (Bond)'''. Drift +2 reduced/canceled.
+
# 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.''
  
If Training Loop completes:
+
Casey (2 actions)
* Public benefit: table gains once-per-round conversion 1× '''☀️E (Energy)''' → 1× '''🔁R (Regulation)'''
+
# Acquire: takes ❤️S + 🔁R
This is a visible “Layer 6” moment: value-learning creates stable policy.
+
# Contribute to Project C (Layer 9): pays ❤️S (1 credit)
 +
* Social Standing +1 (contributed ❤️S, now 5)
 +
* Social Standing +1 (contributed to Layer 9, now 6)
 +
''Rationale (Casey):'' ''Layer 9 grows Social Standing fastest. Early credit also wins ties later.''
  
== Round 5 ==
+
==== Phase D: Stability Check ====
Event: Conflict
+
The table chooses NOT to meet Scarcity mitigation (players keep tokens for engines and Projects).
* Drift increase: +1 (pending)
+
Pending Drift +2 applies.
* Mitigation requires: 2× '''👥B (Bond)'''
 
  
''Pattern Market'' now contains at least one Layer 9 Story/Legacy pattern.
+
End of Round 3:
 +
* World Drift = 5
 +
* Local 🌀D = 0
  
Alex
+
Project Row refill: Slot A is refilled now that Shelter completed.
1) Acquire: '''☀️E (Energy)''' + '''🔁R (Regulation)'''
+
New Slot A Project revealed:
2) Contribute to “Mentorship Chain (Layer 9)”: pays '''M (Model)''' or '''👥B (Bond)'''
+
{| class="wikitable" style="width:100%;"
 +
|-
 +
! Project (Layer)
 +
! Requires
 +
! Public Benefit
 +
|-
 +
| Stewardship Retrofit (Layer 10)
 +
| ☀️E + ☀️E + 🔁R + 🧩M + 💎V + ❤️S + ❤️S
 +
| Reduce World Drift by 1
 +
|}
  
Brooke
+
{| class="wikitable" style="width:70%; text-align:center;"
1) Buy Pattern (Layer 9 Story): pays cost; gains output '''🌿L (Legacy)''' (and possibly '''🧩M (Model)''')
+
|-
2) Contribute to Mentorship Chain: pays 1× '''🌿L (Legacy)''' or sets up for it
+
! Player
 +
! Project Pts
 +
! Coherence
 +
! Social Standing
 +
|-
 +
| Alex
 +
| 6
 +
| 5
 +
| 2
 +
|-
 +
| Brooke
 +
| 3
 +
| 4
 +
| 3
 +
|-
 +
| Casey
 +
| 1
 +
| 4
 +
| 6
 +
|}
  
Casey
+
<hr>
1) Social Touchpoint: asks Brooke for 1 token needed for the Project (if Brooke agrees, both gain 1× '''👥B (Bond)''')
 
2) Contribute to Mentorship Chain: pays 1× '''👥B (Bond)''' + 1× '''👥B (Bond)''' if available
 
  
Phase D Mitigation:
+
=== Round 4 ===
Table spends 2× '''👥B (Bond)''' to cancel Drift increase.
+
==== Phase A: World Event ====
 +
Conflict, pending Drift +1. Places 1 local 🌀D. Mitigation requires ❤️S + ❤️S.
  
If Mentorship Chain completes:
+
==== Phase C: Player Turns ====
* Public benefit: +1 Trust, reduce World Drift by 2
+
Alex (2 actions)
* Points by contribution credit.
+
# Stabilize: spends ❤️S to remove 1 local 🌀D, Coherence +1 (now 6)
* Top contributor also gains +1 Horizon (on the tile).
+
# 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.''
  
Interpretation:
+
Brooke (2 actions)
Meaning has now moved from “stay stable” to “carry patterns forward through teaching and trust.
+
# Contribute to Project B: pays ☀️E + ❤️S (2 credit), Social Standing +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.''
  
== Round 6 ==
+
Casey (2 actions)
Event: Uncertainty (again)
+
# Contribute to Project C (Layer 9): pays 🔁R (1 credit), Social Standing +1 (Layer 9 contribution, now 7)
* Drift increase: +2 (pending)
+
# Social Touchpoint (give): gives 1 token to Brooke, Social Standing +1 (now 8)
* Mitigation requires: '''🧩M (Model)''' + '''🔁R (Regulation)'''
+
''Rationale (Casey):'' ''I’m widening my Social Standing lead while staying invested in Layer 9 credit. I also keep Brooke’s engine running so the table can close faster.''
The table is now strong enough to mitigate regularly.
 
  
Players start eyeing the Layer 10 Stewardship Pact in the Project row.
+
==== Phase D: Stability Check ====
Prereq: Habitat 5+, Trust 5+
+
Mitigation pool:
 +
* Alex contributes ❤️S
 +
* Brooke contributes ❤️S
 +
Mitigation met, pending Drift +1 canceled.
  
Because the table has completed at least two major Projects, Trust and Habitat are likely near 5. If not, the table must spend Round 6–7 pushing those tracks up.
+
End of Round 4:
 +
* World Drift = 5
 +
* Local 🌀D = 0
  
Alex
+
{| class="wikitable" style="width:70%; text-align:center;"
1) Heal: spends 1× '''🩹H (Heal)''' to reduce World Drift by 1 (keeping the runway)
+
|-
2) Contribute to Stewardship Pact: pays '''🔁R (Regulation)''' or '''☀️E (Energy)'''
+
! Player
 +
! Project Pts
 +
! Coherence
 +
! Social Standing
 +
|-
 +
| Alex
 +
| 6
 +
| 6
 +
| 2
 +
|-
 +
| Brooke
 +
| 3
 +
| 4
 +
| 4
 +
|-
 +
| Casey
 +
| 1
 +
| 4
 +
| 8
 +
|}
  
Brooke
+
<hr>
1) Buy Pattern that outputs '''🧩M (Model)''' and/or '''🌿L (Legacy)'''
 
2) Contribute to Stewardship Pact: pays '''🧩M (Model)''' or 1× '''🌿L (Legacy)'''
 
  
Casey
+
=== Round 5 ===
1) Contribute to Stewardship Pact: pays '''👥B (Bond)'''
+
==== Phase A: World Event ====
2) Acquire: takes '''☀️E (Energy)''' + '''☀️E (Energy)''' not allowed; takes '''☀️E (Energy)''' + '''🔁R (Regulation)''' to prepare a final contribution next round
+
Threat, pending Drift +2. Mitigation requires 🧩M + ❤️S + 🔁R.
  
Phase D Mitigation:
+
==== Phase C: Player Turns ====
Table contributes '''🧩M (Model)''' + '''🔁R (Regulation)''' to cancel Drift +2.
+
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 Social Standing, so I protect my score by winning Project ranks and keeping Coherence high.''
  
== Round 7 (Finale: Layer 10 Completion) ==
+
Brooke (2 actions)
Event: Damage or Scarcity, but the table has built the tools to manage it.
+
# Contribute to Project B: pays 🔁R + ❤️S (2 credit), Social Standing +1 (now 5)
 +
# Acquire: takes 💎V + ❤️S
 +
''Rationale (Brooke):'' ''Support keeps pushing Social Standing while also closing Projects. I’m stocking Value for Layer 10.''
  
The key move:
+
Casey (2 actions)
Players finish the Stewardship Pact requirements:
+
# Contribute to Project B: pays ❤️S + ❤️S (2 credit), Social Standing +1 (now 9). Project B completes.
* '''☀️E (Energy)''', '''☀️E (Energy)''', '''🔁R (Regulation)''', '''🧩M (Model)''', '''👥B (Bond)''', '''🌿L (Legacy)''', '''🌿L (Legacy)'''
+
# Stabilize: spends ❤️S to reduce World Drift by 1, Coherence +1 (now 5)
 +
''Rationale (Casey):'' ''I finish Projects to lock points, then I immediately spend Support to pull Drift down so the multiplier stays survivable.''
  
Once completed:
+
Project B completion (Repair Hub):
* Public benefit: reduce World Drift by 2 immediately
+
* Public benefit: remove 2 local 🌀D (none currently)
* Game ends
+
* Contribution credits on Project B:
* Points awarded: top contributor 10, second 5, others 2 (based on credit)
+
** 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
  
Interpretation:
+
==== Phase D: Stability Check ====
Stewardship is not a solo action. It requires:
+
The table meets Threat mitigation to avoid +2 Drift.
* A stable platform (Layers 1–2)
+
Mitigation pool:
* Trained model + value loops (Layers 5–6)
+
* Brooke contributes 🧩M
* Real reciprocity (Layer 8)
+
* Alex contributes 🔁R
* Legacy tokens (Layer 9)
+
* Casey contributes ❤️S
Only then can the table “keep the game ''World Board'' playable” (Layer 10).
+
Mitigation met, pending Drift +2 canceled.
 
 
== Endgame Scoring Example ==
 
Each player totals:
 
* Project points (earned throughout)
 
* Meaning Ticks (small points gained over rounds)
 
* Endgame pillars:
 
** Autopoiesis: Coherence above 5, plus “never below 3” bonus
 
** Allopoiesis: Social Standing and '''👥B (Bond)''' spent into Projects
 
** Horizon: '''🌿L (Legacy)''' tokens plus Stewardship participation bonus
 
 
 
The winner is the player who best integrated self-stability, mutual value, and long-horizon care.
 
 
 
''' Score Ledger (Worked Example for the 3-Player Walkthrough) '''
 
This ledger assigns explicit point values to the walkthrough so the example has real final scores. It follows the rules exactly as written:
 
  
* Standard Project scoring: top contributor = 6, second = 3, other contributors = 1.
+
End of Round 5:
* Stewardship Project scoring: top = 10, second = 5, other contributors = 2.
+
* World Drift = 4 (Casey reduced it by 1 during Phase C)
* Meaning Ticks: scored each round per Phase E (Coherence 7+, Social Standing 6+ with at least 1× B (Bond), Horizon 5+).
+
* Local 🌀D = 0
* Endgame Meaning Score: three pillars (Autopoiesis, Allopoiesis, Horizon) plus Stewardship bonus.
 
  
=== Projects Completed in the Walkthrough ===
+
{| class="wikitable" style="width:70%; text-align:center;"
{| class="wikitable" style="width:100%;"
 
 
|-
 
|-
! Round
+
! Player
! Project
+
! Project Pts
! Contribution Rank (Alex / Brooke / Casey)
+
! Coherence
! Points Awarded (Alex / Brooke / Casey)
+
! Social Standing
 
|-
 
|-
| 3
+
| Alex
| Shared Shelter (Layer 8)
+
| 12
| 2nd / 3rd / 1st
+
| 6
| 3 / 1 / 6
+
| 2
 
|-
 
|-
 +
| Brooke
 +
| 6
 
| 4
 
| 4
| Training Loop (Layer 6)
+
| 5
| 2nd / 1st / 3rd
 
| 3 / 6 / 1
 
 
|-
 
|-
 +
| Casey
 +
| 2
 
| 5
 
| 5
| Mentorship Chain (Layer 9)
+
| 9
| 3rd / 2nd / 1st
 
| 1 / 3 / 6
 
|-
 
| 7
 
| Stewardship Pact (Layer 10, game end)
 
| 3rd / 1st / 2nd
 
| 2 / 10 / 5
 
 
|}
 
|}
Project totals:
 
* Alex = 3 + 3 + 1 + 2 = '''9'''
 
* Brooke = 1 + 6 + 3 + 10 = '''20'''
 
* Casey = 6 + 1 + 6 + 5 = '''18'''
 
  
=== Meaning Ticks (Phase E) ===
+
<hr>
Assumed thresholds achieved during the arc (consistent with roles in the walkthrough):
+
 
* Alex (stability-first) hits Coherence 7+ late game: rounds 5–7 = 3 ticks.
+
=== Round 6 ===
* Brooke (model/legacy) hits Horizon 5+ late game: rounds 6–7 = 2 ticks.
+
==== Phase A: World Event ====
* Casey (social/project) hits Social Standing 6+ with at least 1× B (Bond) mid-late game: rounds 4–7 = 4 ticks, and Horizon 5+ in round 7 = +1 tick.
+
Damage, pending Drift +1. Places 2 local 🌀D. Mitigation requires ❤️S + 🔁R.
 +
 
 +
==== Phase C: Player Turns ====
 +
Alex (2 actions)
 +
# Stabilize: spends ❤️S to remove 1 local 🌀D, Coherence +1 (now 7)
 +
# Contribute to Project A (Layer 10): pays ☀️E + 🔁R (2 credit), Social Standing +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), Social Standing +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)
 +
* Social Standing +1 (contributed ❤️S, now 10, cap)
 +
* Social Standing +1 (Layer 9 contribution, stays 10 due to cap)
 +
# Stabilize: spends ❤️S to remove the remaining 1 local 🌀D, Coherence +1 (now 6)
 +
''Rationale (Casey):'' ''I cap Social Standing and keep Drift clean. If I can’t win Layer 10 rank, I’ll win the total profile.''
  
{| class="wikitable" style="width:60%;"
+
==== Phase D: Stability Check ====
|-
+
The table does NOT meet mitigation this round (tokens were spent racing Projects).
! Player
+
Pending Drift +1 applies.
! Meaning Ticks
 
|-
 
| Alex
 
| '''3'''
 
|-
 
| Brooke
 
| '''2'''
 
|-
 
| Casey
 
| '''5'''
 
|}
 
  
=== Endgame State Assumptions (Explicit) ===
+
End of Round 6:
These are the final track values and holdings used for pillar scoring.
+
* World Drift = 5
 +
* Local 🌀D = 0
  
{| class="wikitable" style="width:100%;"
+
{| class="wikitable" style="width:70%; text-align:center;"
 
|-
 
|-
 
! Player
 
! Player
! Coherence (track)
+
! Project Pts
! Social Standing (track)
+
! Coherence
! Horizon (track)
+
! Social Standing
! L (Legacy) held
 
! B (Bond) spent into Projects
 
! Stewardship contributed?
 
 
|-
 
|-
 
| Alex
 
| Alex
| 8
+
| 12
| 5
+
| 7
| 4
+
| 3
| 1
 
| 2
 
| Yes
 
 
|-
 
|-
 
| Brooke
 
| Brooke
Line 593: Line 795:
 
| 4
 
| 4
 
| 6
 
| 6
| 3
 
| 1
 
| Yes
 
 
|-
 
|-
 
| Casey
 
| Casey
| 7
 
| 8
 
| 5
 
 
| 2
 
| 2
| 4
+
| 6
| Yes
+
| 10
 
|}
 
|}
  
=== Endgame Meaning Score (Three Pillars) ===
+
<hr>
Rules reminder:
+
 
* Autopoiesis: +1 per Coherence above 5, plus +2 if never dropped below Coherence 3.
+
=== Round 7 ===
* Allopoiesis: +1 per 2 Social Standing, plus +1 per B (Bond) spent into Projects.
+
==== Phase A: World Event ====
* Horizon: +1 per L (Legacy), plus +3 if you contributed to at least one Stewardship Project (Layer 10).
+
Uncertainty, pending Drift +2. Mitigation requires 🧩M + 🔁R.
 +
 
 +
==== Phase C: Player Turns ====
 +
Alex (2 actions)
 +
# Acquire: takes 🧩M + 🔁R
 +
# Contribute to Project C (Layer 9): pays 🔁R (1 credit), Social Standing +1 (Layer 9 contribution, now 4)
 +
''Rationale (Alex):'' ''I’m using this round to keep my Social Standing from collapsing while also holding the mitigation set for Uncertainty.''
 +
 
 +
Brooke (2 actions)
 +
# Contribute to Project C (Layer 9): pays 🧩M + 💎V (2 credit), Social Standing +1 (Layer 9 contribution, now 7)
 +
# Social Touchpoint (request): requests 1 token from Casey (Casey agrees), Social Standing +1 (now 8)
 +
''Rationale (Brooke):'' ''I’m closing Layer 9 while also stacking Social Standing so my endgame subtotal stays competitive.''
 +
 
 +
Casey (2 actions)
 +
# Contribute to Project C (Layer 9): pays ❤️S (1 credit). Project C completes.
 +
* Social Standing +1 (contributed ❤️S, stays 10 due to cap)
 +
* Social Standing +1 (Layer 9 contribution, stays 10 due to cap)
 +
# Contribute to Project A (Layer 10): pays ☀️E + ❤️S + ❤️S (3 credit)
 +
* Social Standing +1 (contributed ❤️S, stays 10 due to cap)
 +
* Social Standing +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 World Drift by 1 (World 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 D: Stability Check ====
 +
The table does NOT meet Uncertainty mitigation this round (resources were spent closing Projects and racing Layer 10).
 +
Pending Drift +2 applies.
 +
 
 +
End of Round 7:
 +
* World Drift = 6
 +
* Local 🌀D = 0
  
Assume all three players never dropped below Coherence 3 (consistent with the table surviving and the stability-focused play).
+
Project Points updated:
 +
* Alex: 12 + 3 = 15
 +
* Brooke: 6 + 1 = 7
 +
* Casey: 2 + 6 = 8
  
{| class="wikitable" style="width:100%;"
+
{| class="wikitable" style="width:70%; text-align:center;"
 
|-
 
|-
 
! Player
 
! Player
! Autopoiesis
+
! Project Pts
! Allopoiesis
+
! Coherence
! Horizon
+
! Social Standing
! Endgame Pillars Total
 
 
|-
 
|-
 
| Alex
 
| Alex
| (8-5)=3 +2 = '''5'''
+
| 15
| floor(5/2)=2 +2(B spent)=2 => '''4'''
+
| 7
| 1(L) +3(steer) = '''4'''
+
| 4
| '''13'''
 
 
|-
 
|-
 
| Brooke
 
| Brooke
| (6-5)=1 +2 = '''3'''
+
| 7
| floor(4/2)=2 +1(B spent)=1 => '''3'''
+
| 4
| 3(L) +3(steer) = '''6'''
+
| 8
| '''12'''
 
 
|-
 
|-
 
| Casey
 
| Casey
| (7-5)=2 +2 = '''4'''
+
| 8
| floor(8/2)=4 +4(B spent)=4 => '''8'''
+
| 6
| 2(L) +3(steer) = '''5'''
+
| 10
| '''17'''
 
 
|}
 
|}
  
=== Final Scores ===
+
<hr>
Final Score = Project Points + Meaning Ticks + Endgame Pillars Total
+
 
 +
=== Round 8 (Final Round) ===
 +
==== Phase A: World Event ====
 +
Scarcity, pending Drift +2. Mitigation requires ☀️E + ☀️E + 🔁R.
 +
 
 +
==== Phase C: Player Turns ====
 +
Alex (2 actions)
 +
# Contribute to Project A (Layer 10): pays ❤️S (1 credit)
 +
* Social Standing +1 (contributed ❤️S, now 5)
 +
* Social Standing +1 (Layer 10 contribution, now 6)
 +
# Stabilize: spends ❤️S to reduce World 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)
 +
# Acquire: takes 🧩M + ☀️E
 +
# Contribute to Project A (Layer 10): pays 🧩M (1 credit), Social Standing +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
 +
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 World Drift by 1 (World 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 D: Stability Check (Final) ====
 +
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:
 +
* World Drift = 6
 +
 
 +
Final Project Points:
 +
* Alex: 15 + 3 = 18
 +
* Brooke: 7 + 1 = 8
 +
* Casey: 8 + 6 = 14
 +
 
 +
<hr>
 +
 
 +
=== Endgame Scoring (Full) ===
 +
Compute:
 +
 
 +
'''Track Sub-total Score = Project Points + Coherence + Social Standing'''
 +
 
 +
Then:
 +
 
 +
'''Final Score = Track Sub-total Score × World Drift Multiplier'''
 +
 
 +
World Drift ended at 6, so the multiplier is ×0.8.
  
{| class="wikitable" style="width:100%; font-size:110%;"
+
{| class="wikitable" style="width:100%; text-align:center;"
 
|-
 
|-
 
! Player
 
! Player
 
! Project Points
 
! Project Points
! Meaning Ticks
+
! Coherence
! Endgame Pillars
+
! Social Standing
! FINAL SCORE
+
! Track Sub-total
 +
! Drift Multiplier
 +
! Final Score
 
|-
 
|-
 
| Alex
 
| Alex
| 9
+
| 18
| 3
+
| 8
| 13
+
| 6
| '''25'''
+
| 32
 +
| ×0.8
 +
| floor(25.6) = '''25'''
 
|-
 
|-
 
| Brooke
 
| Brooke
| 20
+
| 8
| 2
+
| 4
| 12
+
| 9
| '''34'''
+
| 21
 +
| ×0.8
 +
| floor(16.8) = '''16'''
 
|-
 
|-
 
| Casey
 
| Casey
| 18
+
| 14
| 5
+
| 6
| 17
+
| 10
| '''40'''
+
| 30
 +
| ×0.8
 +
| floor(24.0) = '''24'''
 
|}
 
|}
  
Winner: '''Casey (40)'''
+
Winner: '''Alex (25)'''
 +
 
 +
'''Why this outcome makes sense (design intent):'''
 +
* Alex wins by combining high Project rank performance with repeated Stabilize actions that raised Coherence and protected the multiplier. That is the “hold together” skill paying off in points.
 +
* Casey builds the strongest Social Standing profile and wins key long-horizon Projects, but loses by a narrow margin because Alex’s Coherence and Project Points edge survives the Drift multiplier.
 +
* 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.
  
=== Why this outcome makes sense ===
+
'''Meaning Profile (from the bands):'''
Alex wins the platform game (high Coherence, steady H (Heal) usage), Brooke wins the market/legacy race (highest Project credit on the Layer 10 finish and strong L (Legacy)), but Casey wins overall by doing what the ''Life Builds Meaning'' rewards: converting reciprocity into durable shared structures. Casey’s high Social Standing plus heavy B (Bond) spending into Projects produces the largest Allopoiesis pillar, and still reaches Stewardship. That is the ''Life Builds Meaning'' arc in score form: self-stability enables contribution, and contribution is what scales ''Meaning''.
+
* Alex (25): '''Stabilizing'''
 +
* Casey (24): '''Stabilizing'''
 +
* Brooke (16): '''Barely Holding'''

Revision as of 11:03, 26 February 2026

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👁️ Watch Game Introduction ~ 7 minutes TBD
🎧 Listen to Game Overview ~ 17 minutes TBD
🎧 Listen to Example of Play ~ 30 minutes




👁️ Watch Game Introduction ~ 7 minutes TBD
🎧 Listen to Game Overview ~ 17 minutes TBD


Game Name: Life Builds Meaning Game
Hold together, learn what matters, become valuable.
(Fast scoring, no bookkeeping, no betrayal.)

Intro

Life Builds Meaning is a competitive-collaborative engine builder. The table cooperates to keep the world from sliding into Drift, while each player competes to score the most by:

  • building a personal engine (Patterns),
  • contributing to shared Projects (credit competition),
  • staying stable under pressure (Coherence),
  • and gaining advantage through reciprocity plus long-horizon contribution (Social Standing).

There are no hidden roles and no betrayal. Tension comes from scarcity, timing, and competing priorities under shared world pressure.

Icon Consolidation Rule (Support)

This ruleset uses one token for both “repair” and “bond” functions:

  • ❤️ S (Support) replaces BOTH older icons:
    • 👥B (Bond)
    • 🩹H (Heal)

If any component still shows 👥B or 🩹H, treat that icon as ❤️S.

Players / Time

  • Players: 2–5
  • Time: 45–75 minutes

Win Condition / End Triggers

The game ends when the first of these happens:

  1. A Layer 10 Project is completed.
  2. The World Drift marker reaches the final space (12).
  3. The Project supply runs out (you cannot refill the Project Row when a slot becomes empty).

Timing rule: If an end trigger happens during Phase C, finish Phase D for that round, then score.

Winner: Highest Final Score.

Components

World Board (1)

  • World Drift Track (0–12)
  • Pattern Market Row (6 slots) for face-up Pattern cards
  • Project Row (3 slots) for Project tiles
  • Event Slot (1 slot) for the current World Event
  • Shared Mitigation Pool area (tokens spent to mitigate Events)
  • Local Drift area for small 🌀D stress tokens (recommended)

Tokens (only these 5 types)

☀️ E (Energy)
🔁 R (Regulation)
🧩 M (Model)
💎 V (Value)
❤️ S (Support)

What Support means (conceptually): Support is your capacity to repair damage and maintain relationships. Mechanically, it fuels both stabilization (anti-Drift) and pro-social contribution.

Drift markers:

  • 🌀 World Drift marker on the Drift Track
  • 🌀 D (Drift) stress tokens (local Drift on the World Board)

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)

Design note: Layers 1–6 are primarily engine parts on the player mat. Layers 7–10 appear mostly as tags and Project tiers.

Project Tiles (24)

Each Project tile shows:

  • Layer tier (8–10 typically, but can include 6–7)
  • Required contributions (icons)
  • Public benefit (reduce World Drift and/or remove local 🌀D stress tokens)
  • Contribution credit slots (to mark who paid what)
  • Completion point awards by rank (Top / Second / Other)

World 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
  • Optional: place local 🌀D stress tokens

Player Mats (1 per player)

Tracks:

  • Project Points (0–30) track
  • Coherence (0–10) track
  • Social Standing (0–10) 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

  1. Place the World Board in the middle of the table.
  2. Set World Drift to 3.
  3. Put local 🌀D stress tokens near the board.
  4. Shuffle the Pattern deck. Deal 6 face-up cards to the Pattern Market row.
  5. Shuffle Project tiles. Reveal 3 to the Project Row.
  6. Shuffle World Events. Reveal 1 to the Event Slot.
  7. Each player takes a mat and sets:
    • Project Points = 0, Coherence = 4, Social Standing = 2
  8. Each player starts with tokens: 2× ☀️E and 1× 🔁R.
  9. Choose a starting player.

Round Structure

Each round has four phases:

Phase A: World Event (Pressure Enters)

Reveal the next World Event:

  • Place it in the Event Slot.
  • Its Drift increase is pending until Phase D.
  • Place any local 🌀D stress tokens the Event shows.

Phase B: Pattern Market Refresh

Refill the Pattern Market to 6 face-up Pattern cards if needed.

Phase C: Player Turns (2 Actions Each)

In clockwise order, each player takes exactly 2 actions.

Phase D: Stability Check (Mitigation + Apply Drift)

1) Mitigation Pool: The table may collectively spend tokens into the Shared Mitigation Pool 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 World Drift. 4) Discard all tokens in the mitigation pool back to the supply (they never carry over). 5) If any Project slot is empty, refill it immediately from the Project supply. 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 Project 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’s credit slots.

Social Standing triggers (immediate):

  • If you contribute at least 1× ❤️S in this action: move +1 Social Standing (max once per action).
  • If the Project is Layer 9 or Layer 10: when you contribute to it, move +1 Social Standing (once per action).

If the Project completes, resolve completion immediately (see Projects).

Action 4: Stabilize (Fight Drift)

Spend ❤️S to counter Drift. Choose one:

  • Remove 1 local 🌀D stress token from the World Board, OR
  • Reduce World 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 (Reciprocity Channel)

Choose one:

  • Give 1 token to another player. Move +1 Social Standing.
  • Request 1 token from another player. If they agree, move +1 Social Standing.

No negotiation required. This is a clean reciprocity move.

Projects

Projects are shared builds with competitive credit. Everyone wants Projects 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:

  1. Apply the Project’s public benefit (reduce World Drift and/or remove local 🌀D as stated).
  2. Award Project Points by contribution rank (below).
  3. Discard the completed Project tile. Refill the slot during Phase D.

Project Points (Contribution Rank)

When a Project completes, award points on each player’s Project Points 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

What You Score

There are only 3 scoring sources:

  • Project Points (from completed Projects by contribution rank)
  • Coherence (your Coherence track value at game end)
  • Social Standing (your Social Standing track value at game end)

Define:

  • Track Sub-total Score = Project Points + Coherence + Social Standing

Track caps:

  • Coherence max 10, Social Standing max 10. Excess gains are ignored.

World Drift Multiplier (Collapse Penalty)

At game end:

Final Score = Track Sub-total Score × World Drift Multiplier

Use the final World Drift position:

Final World Drift World Drift Multiplier
0–2 × 1.2
3–5 × 1.0
6–8 × 0.8
9–10 × 0.6
11–12 × 0.4

Rounding: After applying the multiplier, round Final Score down to a whole number.

Meaning Descriptions (Final Score Bands)

Final Score Band Title Meaning Profile (1–2 sentences)
0–19 Barely Holding Your engine stayed alive, but pressure dominated. You spent most of the game paying emergency costs, and your contribution window stayed narrow.
20–34 Stabilizing You built enough Coherence to stop the slide. You contributed selectively, and your Social Standing began to turn cooperation into real advantage.
35–49 Reciprocal Builder You consistently held steady while turning shared work into personal momentum. Your play shows durable reciprocity, not just survival.
50–64 World-Grade Contributor You helped shape the table’s trajectory under pressure. Your Social Standing reflects reliable trust and long-horizon contribution, not just point chasing.
65+ Steward in Practice You integrated stability and social value so well that the world stayed playable. Your scoring pattern signals leadership through contribution under constraint.

Example of Play (Full Game, Start to Completion)

This 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)

Starting state:

  • World Drift = 3
  • Each player tracks: Project Points 0, Coherence 4, Social Standing 2
  • Starting tokens (each): 2× ☀️E and 1× 🔁R

Assumed Pattern Market (sample subset)

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
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 local 🌀D
B Repair Hub (Layer 8) ☀️E + 🔁R + 🔁R + ❤️S + ❤️S Remove 2 local 🌀D
C Mentorship Archive (Layer 9) 🧩M + 💎V + 🔁R + ❤️S + ❤️S Reduce World Drift by 1

Assumed Event sequence (sample)

Round Event Pending Drift Places local 🌀D Mitigation (to cancel)
1 Uncertainty +2 0 🧩M + 🔁R
2 Damage +1 2 ❤️S + 🔁R
3 Scarcity +2 0 ☀️E + ☀️E + 🔁R
4 Conflict +1 1 ❤️S + ❤️S
5 Threat +2 0 🧩M + ❤️S + 🔁R
6 Damage +1 2 ❤️S + 🔁R
7 Uncertainty +2 0 🧩M + 🔁R
8 Scarcity +2 0 ☀️E + ☀️E + 🔁R

Round 1

Phase A: World Event

Uncertainty, pending Drift +2. Mitigation requires 🧩M + 🔁R.

Phase C: Player Turns

Alex (2 actions)

  1. Acquire: takes ☀️E + 🔁R
  2. Buy Pattern: Balance Pattern (pays ☀️E + 🔁R, gains 🔁R + ❤️S)

Rationale (Alex): I want Support online so I can Stabilize without falling behind, and extra Regulation so I can pay mitigation when needed.

Brooke (2 actions)

  1. Acquire: takes ☀️E + 🧩M
  2. 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)

  1. Acquire: takes ☀️E + ❤️S
  2. Social Touchpoint (give): gives 1 token to Alex, Social Standing +1 (now 3)

Rationale (Casey): I want Social Standing early because it compounds. Also, Alex having Support keeps our tempo high.

Phase D: Stability Check

Mitigation pool:

  • Brooke contributes 🧩M
  • Alex contributes 🔁R

Mitigation met, pending Drift +2 canceled.

End of Round 1:

  • World Drift = 3
  • Local 🌀D = 0
Player Project Pts Coherence Social Standing
Alex 0 4 2
Brooke 0 4 2
Casey 0 4 3

Round 2

Phase A: World Event

Damage, pending Drift +1. Places 2 local 🌀D. Mitigation requires ❤️S + 🔁R.

Phase C: Player Turns

Alex (2 actions)

  1. Stabilize: spends ❤️S to remove 1 local 🌀D, Coherence +1 (now 5)
  2. Contribute to Project A (Layer 8): pays 🔁R (1 credit)

Rationale (Alex): I clear local 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)

  1. Acquire: takes ☀️E + ❤️S
  2. Contribute to Project A: pays ☀️E + ❤️S (2 credit), Social Standing +1 (now 3)

Rationale (Brooke): Support into Projects is efficient: it advances my Social Standing and my Project rank in one action.

Casey (2 actions)

  1. Acquire: takes ☀️E + ❤️S
  2. Contribute to Project A: pays ☀️E + ❤️S (2 credit), Social Standing +1 (now 4)

Rationale (Casey): I’m building a lead by turning Support into both score tracks and Project rank.

Phase D: Stability Check

Mitigation pool:

  • Alex contributes 🔁R
  • Brooke contributes ❤️S

Mitigation met, pending Drift +1 canceled.

End of Round 2:

  • World Drift = 3
  • Local 🌀D = 1
Player Project Pts Coherence Social Standing
Alex 0 5 2
Brooke 0 4 3
Casey 0 4 4

Round 3

Phase A: World Event

Scarcity, pending Drift +2. Mitigation requires ☀️E + ☀️E + 🔁R.

Phase C: Player Turns

Alex (2 actions)

  1. Acquire: takes ☀️E + 🔁R
  2. 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 local 🌀D (local 🌀D 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)

  1. Acquire: takes 🔁R + ❤️S
  2. 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)

  1. Acquire: takes ❤️S + 🔁R
  2. Contribute to Project C (Layer 9): pays ❤️S (1 credit)
  • Social Standing +1 (contributed ❤️S, now 5)
  • Social Standing +1 (contributed to Layer 9, now 6)

Rationale (Casey): Layer 9 grows Social Standing fastest. Early credit also wins ties later.

Phase D: Stability Check

The table chooses NOT to meet Scarcity mitigation (players keep tokens for engines and Projects). Pending Drift +2 applies.

End of Round 3:

  • World Drift = 5
  • Local 🌀D = 0

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 World Drift by 1
Player Project Pts Coherence Social Standing
Alex 6 5 2
Brooke 3 4 3
Casey 1 4 6

Round 4

Phase A: World Event

Conflict, pending Drift +1. Places 1 local 🌀D. Mitigation requires ❤️S + ❤️S.

Phase C: Player Turns

Alex (2 actions)

  1. Stabilize: spends ❤️S to remove 1 local 🌀D, Coherence +1 (now 6)
  2. 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)

  1. Contribute to Project B: pays ☀️E + ❤️S (2 credit), Social Standing +1 (now 4)
  2. 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)

  1. Contribute to Project C (Layer 9): pays 🔁R (1 credit), Social Standing +1 (Layer 9 contribution, now 7)
  2. Social Touchpoint (give): gives 1 token to Brooke, Social Standing +1 (now 8)

Rationale (Casey): I’m widening my Social Standing lead while staying invested in Layer 9 credit. I also keep Brooke’s engine running so the table can close faster.

Phase D: Stability Check

Mitigation pool:

  • Alex contributes ❤️S
  • Brooke contributes ❤️S

Mitigation met, pending Drift +1 canceled.

End of Round 4:

  • World Drift = 5
  • Local 🌀D = 0
Player Project Pts Coherence Social Standing
Alex 6 6 2
Brooke 3 4 4
Casey 1 4 8

Round 5

Phase A: World Event

Threat, pending Drift +2. Mitigation requires 🧩M + ❤️S + 🔁R.

Phase C: Player Turns

Alex (2 actions)

  1. Acquire: takes ☀️E + ❤️S
  2. Contribute to Project B: pays 🔁R (1 credit, total on Project B now 2 for Alex)

Rationale (Alex): I’m not winning Social Standing, so I protect my score by winning Project ranks and keeping Coherence high.

Brooke (2 actions)

  1. Contribute to Project B: pays 🔁R + ❤️S (2 credit), Social Standing +1 (now 5)
  2. Acquire: takes 💎V + ❤️S

Rationale (Brooke): Support keeps pushing Social Standing while also closing Projects. I’m stocking Value for Layer 10.

Casey (2 actions)

  1. Contribute to Project B: pays ❤️S + ❤️S (2 credit), Social Standing +1 (now 9). Project B completes.
  2. Stabilize: spends ❤️S to reduce World Drift by 1, Coherence +1 (now 5)

Rationale (Casey): I finish Projects to lock points, then I immediately spend Support to pull Drift down so the multiplier stays survivable.

Project B completion (Repair Hub):

  • Public benefit: remove 2 local 🌀D (none currently)
  • 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 D: Stability Check

The table meets Threat mitigation to avoid +2 Drift. Mitigation pool:

  • Brooke contributes 🧩M
  • Alex contributes 🔁R
  • Casey contributes ❤️S

Mitigation met, pending Drift +2 canceled.

End of Round 5:

  • World Drift = 4 (Casey reduced it by 1 during Phase C)
  • Local 🌀D = 0
Player Project Pts Coherence Social Standing
Alex 12 6 2
Brooke 6 4 5
Casey 2 5 9

Round 6

Phase A: World Event

Damage, pending Drift +1. Places 2 local 🌀D. Mitigation requires ❤️S + 🔁R.

Phase C: Player Turns

Alex (2 actions)

  1. Stabilize: spends ❤️S to remove 1 local 🌀D, Coherence +1 (now 7)
  2. Contribute to Project A (Layer 10): pays ☀️E + 🔁R (2 credit), Social Standing +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)

  1. Buy Pattern: Reinforcement Pattern (pays ☀️E + 💎V, gains 💎V + ❤️S)
  2. Contribute to Project A (Layer 10): pays 💎V (1 credit), Social Standing +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)

  1. Contribute to Project C (Layer 9): pays ❤️S (1 credit)
  • Social Standing +1 (contributed ❤️S, now 10, cap)
  • Social Standing +1 (Layer 9 contribution, stays 10 due to cap)
  1. Stabilize: spends ❤️S to remove the remaining 1 local 🌀D, Coherence +1 (now 6)

Rationale (Casey): I cap Social Standing and keep Drift clean. If I can’t win Layer 10 rank, I’ll win the total profile.

Phase D: Stability Check

The table does NOT meet mitigation this round (tokens were spent racing Projects). Pending Drift +1 applies.

End of Round 6:

  • World Drift = 5
  • Local 🌀D = 0
Player Project Pts Coherence Social Standing
Alex 12 7 3
Brooke 6 4 6
Casey 2 6 10

Round 7

Phase A: World Event

Uncertainty, pending Drift +2. Mitigation requires 🧩M + 🔁R.

Phase C: Player Turns

Alex (2 actions)

  1. Acquire: takes 🧩M + 🔁R
  2. Contribute to Project C (Layer 9): pays 🔁R (1 credit), Social Standing +1 (Layer 9 contribution, now 4)

Rationale (Alex): I’m using this round to keep my Social Standing from collapsing while also holding the mitigation set for Uncertainty.

Brooke (2 actions)

  1. Contribute to Project C (Layer 9): pays 🧩M + 💎V (2 credit), Social Standing +1 (Layer 9 contribution, now 7)
  2. Social Touchpoint (request): requests 1 token from Casey (Casey agrees), Social Standing +1 (now 8)

Rationale (Brooke): I’m closing Layer 9 while also stacking Social Standing so my endgame subtotal stays competitive.

Casey (2 actions)

  1. Contribute to Project C (Layer 9): pays ❤️S (1 credit). Project C completes.
  • Social Standing +1 (contributed ❤️S, stays 10 due to cap)
  • Social Standing +1 (Layer 9 contribution, stays 10 due to cap)
  1. Contribute to Project A (Layer 10): pays ☀️E + ❤️S + ❤️S (3 credit)
  • Social Standing +1 (contributed ❤️S, stays 10 due to cap)
  • Social Standing +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 World Drift by 1 (World 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 D: Stability Check

The table does NOT meet Uncertainty mitigation this round (resources were spent closing Projects and racing Layer 10). Pending Drift +2 applies.

End of Round 7:

  • World Drift = 6
  • Local 🌀D = 0

Project Points updated:

  • Alex: 12 + 3 = 15
  • Brooke: 6 + 1 = 7
  • Casey: 2 + 6 = 8
Player Project Pts Coherence Social Standing
Alex 15 7 4
Brooke 7 4 8
Casey 8 6 10

Round 8 (Final Round)

Phase A: World Event

Scarcity, pending Drift +2. Mitigation requires ☀️E + ☀️E + 🔁R.

Phase C: Player Turns

Alex (2 actions)

  1. Contribute to Project A (Layer 10): pays ❤️S (1 credit)
  • Social Standing +1 (contributed ❤️S, now 5)
  • Social Standing +1 (Layer 10 contribution, now 6)
  1. Stabilize: spends ❤️S to reduce World 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)

  1. Acquire: takes 🧩M + ☀️E
  2. Contribute to Project A (Layer 10): pays 🧩M (1 credit), Social Standing +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 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 World Drift by 1 (World 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 D: Stability Check (Final)

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:

  • World Drift = 6

Final Project Points:

  • Alex: 15 + 3 = 18
  • Brooke: 7 + 1 = 8
  • Casey: 8 + 6 = 14

Endgame Scoring (Full)

Compute:

Track Sub-total Score = Project Points + Coherence + Social Standing

Then:

Final Score = Track Sub-total Score × World Drift Multiplier

World Drift ended at 6, so the multiplier is ×0.8.

Player Project Points Coherence Social Standing Track Sub-total Drift Multiplier Final Score
Alex 18 8 6 32 ×0.8 floor(25.6) = 25
Brooke 8 4 9 21 ×0.8 floor(16.8) = 16
Casey 14 6 10 30 ×0.8 floor(24.0) = 24

Winner: Alex (25)

Why this outcome makes sense (design intent):

  • Alex wins by combining high Project rank performance with repeated Stabilize actions that raised Coherence and protected the multiplier. That is the “hold together” skill paying off in points.
  • Casey builds the strongest Social Standing profile and wins key long-horizon Projects, but loses by a narrow margin because Alex’s Coherence and Project Points edge survives the Drift multiplier.
  • 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.

Meaning Profile (from the bands):

  • Alex (25): Stabilizing
  • Casey (24): Stabilizing
  • Brooke (16): Barely Holding