|
|
| Line 15: |
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| | __NOTOC__ | | __NOTOC__ |
| | <br> | | <br> |
| β | '''''Meaning Made''''' is a competitive-collaborative tabletop engine-building game. Each π€player builds a personal engine of π§¬patterns while sharing responsibility for a fragile world under pressure.
| + | __NOTOC__ |
| | + | |
| | + | __NOTOC__ |
| | + | |
| | + | = Meaning Made = |
| | + | ''Meaning Made'' is a competitiveβcollaborative tabletop engine-building game. |
| | + | |
| | + | Players build personal systems of π§¬''Patterns'' while contributing to shared βοΈ''Projects'' that stabilize a fragile world under pressure. |
| | | | |
| | π''Drift'' represents instability. | | π''Drift'' represents instability. |
| Line 22: |
Line 29: |
| | π''Meaning'' rises when the system holds. | | π''Meaning'' rises when the system holds. |
| | | | |
| β | There are no hidden roles. No betrayal. Pressure comes from shared instability and scarce resources. | + | There are no hidden roles. |
| | + | No betrayal. |
| | + | Pressure comes from instability and limited resources. |
| | + | |
| | + | Players compete for π³''Legacy'', but the group determines whether the world survives. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Core Idea = |
| | | | |
| | You are trying to: | | You are trying to: |
| β | * Build your π§¬''Pattern'' engine.
| |
| β | * Complete βοΈ''Projects''.
| |
| β | * Raise π‘οΈ''Vitals''.
| |
| β | * Score the most π³''Legacy''.
| |
| β | * And keep the world from collapsing.
| |
| | | | |
| β | <hr><center>
| + | * Build your π§¬''Pattern Gallery'' |
| β | ''Meaning is not found. Meaning is made.'' | + | * Acquire tokens to fuel growth |
| β | </center><hr>
| + | * Contribute to βοΈ''Projects'' |
| β | <br>
| + | * Maintain π''Meaning'' |
| | + | * Score the most π³''Legacy'' |
| | | | |
| β | ''' Players / Time '''<br> | + | If πMeaning reaches '''0''' the world collapses and the game ends immediately. |
| | | | |
| β | * 2β6 π₯Players
| + | If the π''Stewardship'' Project completes, the game ends successfully. |
| β | * 45β60 Minutes
| |
| β | * π€Solo variant is included below
| |
| | | | |
| β | <br> | + | <hr> |
| | | | |
| β | = Components = | + | = Life Builds Meaning = |
| | + | |
| | + | ''Meaning is not found. Meaning is built.'' |
| | | | |
| β | '''World Board'''
| + | Systems become stable through structure. |
| | | | |
| β | * π
''Event Deck''
| + | π Drift rises naturally. |
| β | * βοΈ''Project Row'' (3 slots, cards face-up)
| + | π‘οΈ Vitals represent personal stability. |
| β | ** and one (1) dedicated slot for ''Layer 10'' π''Stewardship'' βοΈ''Project'' card.
| + | β€οΈ Support resists instability. |
| β | * π§¬''Pattern Gallery'' (6 face-up)
| + | 𧬠Patterns create structure. |
| β | * π''Meaning Track'' (0β12) is a dual shared track. π''Meaning'' max 12. When instability rises, move the marker DOWN on the track. When the group stabilizes or completes βοΈ''Projects'', move the marker UP on the track. One marker tells the whole story. One marker. No formulas. No dual bookkeeping:
| + | βοΈ Projects create shared structure. |
| β | ** The top number at the marker is π''Meaning''
| + | π Meaning rises when structure holds. |
| β | ** The bottom number is π''Drift'' = '''12 β''' π''Meaning'';
| |
| β | ** For example, if the πMeaning marker is on '''8''':
| |
| β | *** π''Meaning'' = '''8'''
| |
| β | *** π''Drift'' = '''4'''
| |
| β | ** When an π
''Event'' increases π''Drift'' β move π''Meaning Track'' marker DOWN.
| |
| β | ** When β€οΈ''Support'' reduces Drift β move π''Meaning Track'' marker UP.
| |
| β | ** When βοΈ''Projects'' complete β move π''Meaning Track'' marker UP.
| |
| β | ** If π''Meaning'' marker reaches '''0''', the world collapses and the game ends immediately.
| |
| | | | |
| β | '''π€Player Mats'''
| + | The winner builds best β |
| β | * π‘οΈ''Vitals Track'' (0β10). π‘οΈ''Vitals'' max 10.
| + | but the group decides if anything survives. |
| β | * π³''Legacy Track'' (0β30). π³''Legacy'' max 30.
| |
| β | * π§¬''Pattern Stack'' (6 slots π§Ώ, βοΈ, π¦, π§«, π, π―)
| |
| | | | |
| β | '''Tokens'''
| + | <hr> |
| β | * βοΈ''Energy''
| |
| β | * π''Insight''
| |
| β | * β€οΈ''Support''
| |
| β | * π€ Player tokens of their color (π΅ Blue, π΄ Red, π’ Green, π‘ Yellow, π£ Purple, π Orange) to be placed on βοΈ''Projects'' ''Contribution Spaces'' (4 per π€player) on World Board record ''Contribution Order''
| |
| β | * π§''Requirement Paid'' - placed on item on βοΈ''Project's'' ''Requirement List''.
| |
| β | * Track Markers:
| |
| β | ** '''2''' markers for each π€Player's Mat; π‘οΈ''Vitals'' and π³''Legacy''
| |
| β | ** '''1''' marker for π''Meaning Track'' on World Board
| |
| | | | |
| β | == π§¬''Pattern'' Cards == | + | = One-Page System Map = |
| β | π§¬''Patterns'' are engine cards you obtain and place into your 6-slot π§¬''Pattern Stack'' (Layers 1β6).
| |
| | | | |
| β | Each π§¬''Pattern'' card includes:
| + | {| class="wikitable" style="width:100%;" |
| | + | |- |
| | + | ! Area !! Purpose !! Player Interaction |
| | + | |- |
| | + | | π
Events |
| | + | | External pressure |
| | + | | Reduce Meaning each round |
| | + | |- |
| | + | | π Meaning Track |
| | + | | Shared stability |
| | + | | Prevent collapse |
| | + | |- |
| | + | | βοΈ Project Portfolio |
| | + | | Shared structures |
| | + | | Contribute resources |
| | + | |- |
| | + | | 𧬠Pattern Market |
| | + | | Cards available to obtain |
| | + | | Acquire Patterns |
| | + | |- |
| | + | | 𧬠Player Pattern Gallery |
| | + | | Personal engine |
| | + | | Provides Pattern discounts |
| | + | |} |
| | | | |
| β | * '''π§¬''Pattern'' Title''': name of the Pattern
| + | == System Flow == |
| β | * '''Layer (1β6) and Layer Icon''':
| |
| β | ** ''Layer 1 ''π§Ώ''Boundary'': Self vs world. Basic structure and limits.
| |
| β | ** ''Layer 2 ''βοΈ''Balance'': Regulation. Staying in a viable range under pressure.
| |
| β | ** ''Layer 3 ''π¦''Form'': Repair, growth, and structural efficiency.
| |
| β | ** ''Layer 4 ''π§«''Membership'': Reciprocity, reliability, collective function.
| |
| β | ** ''Layer 5 ''π''Prediction'': Foresight, filtering, pattern recognition.
| |
| β | ** ''Layer 6 ''π―''Reinforcement'': Value stabilization. Turning good actions into repeatable habits.
| |
| β | * '''Cost''': token icons you must pay to obtain it
| |
| β | * '''Effect / Output''': what it produces or changes
| |
| | | | |
| β | == βοΈ''Project'' Cards ==
| |
| β | βοΈ''Projects'' are shared builds that raise the tableβs π''Meaning'' and award competitive π³''Legacy'' credit based on ''Contribution Order''.
| |
| | | | |
| β | Each βοΈ''Project'' card includes:
| + | Event β Meaning β |
| | | | |
| β | * '''βοΈ''Project'' Title''': name of the build
| + | Players respond |
| β | * '''Layer Tier (7β10) and Layer Icon'''
| |
| β | ** ''Layer 7 ''π''Presence'' - Moments of flexible choice, steering, and attention.
| |
| β | ** ''Layer 8 ''ποΈ''Social'' - Institutions, norms, and shared infrastructure.
| |
| β | ** ''Layer 9 ''π³''Story'' - Long-horizon continuity, memory, and generativity.
| |
| β | ** ''Layer 10 ''π''Stewardship'' - Caring for future stability and shared world health.
| |
| β | * '''Requirement List''': (token icons) showing the total resources the group must collectively pay to complete the βοΈ''Project'' For example: βοΈ βοΈ βοΈ π π β€οΈ means the βοΈ''Project'' needs a total of '''3''' βοΈ''Energy'' + '''2''' π''Insight'' + '''1''' β€οΈ''Support''.
| |
| β | * '''Contribution Spaces''': (typically '''3β6''') where players place a π€player token to record the order they contributed. These spaces are also the ranking record used to award π³''Legacy'' ('''6 / 3 / 1''').
| |
| β | * '''Completion Reward''': π''Meaning'' gain usually '''+1''' or '''+2'''
| |
| β | * '''Completion Reward+''': such as...
| |
| β | ** All π₯players π‘οΈ''Vitals'' '''+1'''
| |
| β | ** Gain '''1''' token of your choice
| |
| β | ** Refresh the π§¬''Pattern Gallery''
| |
| β | * '''Theme Note''': The βοΈ''Project'' Table provides this theme sentence for quick context.
| |
| | | | |
| β | = Setup =
| + | Acquire β Obtain Pattern β Build Gallery |
| | | | |
| β | * Shuffle π
''Event Deck''
| + | Gallery β Discounts |
| β | * Shuffle π§¬''Pattern Deck''
| |
| β | * Place π''Meaning Track'' marker = β³ '''5'''
| |
| β | * Each π€player sets marker on their Player Mat:
| |
| β | ** π‘οΈ''Vitals'' = β³ '''5'''
| |
| β | ** π³''Legacy'' = β³ '''0'''
| |
| β | * Each π€player gets...
| |
| β | ** 3 βοΈ''Energy'' tokens
| |
| β | ** 2 π''Insight'' tokens
| |
| β | ** 1 β€οΈ''Support'' token
| |
| β | ** 4 π€player tokens of their color (π΅ Blue, π΄ Red, π’ Green, π‘ Yellow, π£ Purple, π Orange)
| |
| β | * World Board: βοΈ''Projects''
| |
| β | ** From the βοΈ''Project Deck'', place a βοΈ''Project'' card face-up in each of the three βοΈ''Project'' slots (A, B, C).
| |
| β | ** Find the fixed endgame card; ''Layer 10'' π''Stewardship'' βοΈ''Project'' and place it face-up separate from the βοΈ''Projects Row''.
| |
| β | * Choose starting π€player.
| |
| | | | |
| β | <br>
| + | Tokens + Gallery β Projects |
| | | | |
| β | = Rounds =
| + | Projects β Meaning β + Legacy |
| | | | |
| β | Each round has four phases:
| |
| | | | |
| β | == Phase βΆβ π
''Event'' ==
| + | <hr> |
| β | * Reveal π
''Event'' card face-up. If the π
''Event'' deck runs out, reshuffle used π
''Event'' cards back into the deck.
| |
| β | * Move π''Meaning'' marker DOWN by listed amount.
| |
| | | | |
| β | == Phase β· β Refresh == | + | = Players / Time = |
| β | * Fill empty π§¬''Pattern Gallery'' slots with π§¬''Pattern'' cards from π§¬''Pattern Deck''.
| |
| β | * During your turn, you may convert '''2''' βοΈ''Energy'' into '''1''' β€οΈ''Support''.
| |
| β | ** This conversion does NOT count as an Action.
| |
| β | ** Limit: Once per turn.
| |
| | | | |
| β | == Phase βΈ β π€Player Turns (βοΈ''Acquire''/π§¬''Obtain''/βοΈ''Contribute''/π¬''Touchpoint'') ==
| + | * 2β6 Players |
| | + | * 45β60 minutes |
| | + | * Solo variant included |
| | | | |
| β | * '''Start of Your Turn:''' Before your first Action, you may activate each of your π§¬''Patterns'' '''once''' that turn, in any order.
| + | <hr> |
| β | ** A π§¬''Pattern'' activation produces whatever the card shows (tokens, discounts, track changes, or a special effect).
| |
| β | ** Unless a π§¬''Pattern'' card says otherwise, a π§¬''Pattern's'' output is '''instant''' and does not carry over.
| |
| β | ** If multiple effects would change the same thing, the active π€player chooses the order.
| |
| β | ** '''Card Text Wins:''' If a specific π§¬''Pattern'' card contradicts these rules, follow the card.
| |
| β | * Each π€player can take '''2 actions'''.
| |
| | | | |
| β | == Phase βΉ β πStability Window == | + | = Components = |
| β | * Each π€Player may donate at most '''1''' β€οΈ''Support''. For each β€οΈ''Support'' donated move π''Meaning Track'' marker UP by '''1'''.
| |
| β | * Remove this Round's face-up π
''Event'' card from play.<br>
| |
| | | | |
| β | Group Cap Note: The Group may move the π''Meaning'' marker UP a maximum of '''3''' spaces total per Round, regardless of π€Player count. Cap applies only to Phase βΉ β€οΈ''Support'' donations.
| + | == World Board == |
| | | | |
| β | = Actions =
| + | * π
Event Deck |
| β | During Phase βΈ, each π€player takes a turn and may performs up to '''2''' Actions. Actions are the core levers of the game: you either build your personal engine (βοΈ''Acquire'' and π§¬''Obtain Pattern''), invest in the Groupβs shared progress (βοΈ''Contribute Project''), or create a short, focused exchange that boosts both playersβ stability (π¬''Touchpoint''). The sections below define each Action, including costs, limits, and what happens immediately when an βοΈ''Project'' completes.
| + | * βοΈ Project Portfolio (3 cards) |
| | + | * π Stewardship Project slot |
| | + | * 𧬠Pattern Market (6 cards) |
| | + | * π Meaning Track (0β12) |
| | | | |
| β | == Action: βοΈAcquire ==
| + | Meaning marker shows both: |
| β | * Take any '''2''' tokens: βοΈ''Energy'' and/or π''Insight''.
| |
| β | * You may NOT take β€οΈ''Support'' directly with βοΈAcquire.
| |
| | | | |
| β | == Action: Obtain π§¬''Pattern'' == | + | π Meaning = marker value |
| β | * Pay cost as shown on π§¬''Pattern'' card.
| + | π Drift = 12 β Meaning |
| β | * Place in correct Layer slot (1β6) (π§ΏβοΈπ¦π§«ππ―). You may stack multiple π§¬''Patterns'' in a matching slot on your π§¬''Pattern Stack''.
| |
| | | | |
| β | Layer Discount: If you already own a π§¬''Pattern'' for the same layer:
| + | If Meaning reaches 0 β collapse |
| β | * Pay '''1''' fewer token (your choice) for each π§¬''Pattern'' card.
| |
| β | * Only one discount per purchase.
| |
| | | | |
| β | == Action: Contribute βοΈProject == | + | == Player Mats == |
| β | You may choose an available βοΈ''Project'' and contribute one or more tokens to its shared ''Requirement List''.
| |
| | | | |
| β | * You may take this action during Phase βΈ as one of your two actions.
| + | Each player has: |
| β | * You may contribute to a given βοΈ''Project'' at most once per round.
| |
| β | * Choose a face-up βοΈ''Project'' (including ''Layer 10'' π''Stewardship'' βοΈ''Project'' if π''Meaning'' β₯ '''8''').
| |
| β | * Pay any combination of required tokens that are still needed (from the ''Requirement List'' shown on the card).
| |
| β | * If this is your first time contributing to the βοΈ''Project'', place your π€Player token (π΅ Blue, π΄ Red, π’ Green, π‘ Yellow, π£ Purple, π Orange) in the next open ''Contribution Space'' to record your ''Contribution Order''.
| |
| β | * Mark the paid βοΈ''Project'' Requirement icon(s) as fulfilled with a marker.
| |
| | | | |
| β | '''Important Clarifications'''
| + | * 𧬠Player Pattern Gallery (6 layer slots) |
| β | * The ''Requirement List'' is the total shared cost. It is NOT split by space. | + | * π‘οΈ Vitals track (0β10) |
| β | * ''Contribution Spaces'' record '''order''', NOT cost. Earlier spaces earn better π³''Legacy''. | + | * π³ Legacy track (0β30) |
| β | * You may pay '''1''' token or many tokens in a single Contribute action.
| |
| β | * If you contribute again to the same βοΈ''Project'' in a later round, you do NOT put another marker in a ''Contribution Space''. Your order is determined by your first Contribution.
| |
| | | | |
| β | '''βοΈ''Project'' Completion'''
| + | == Tokens == |
| β | When all required icons in the ''Requirement List'' are fulfilled, the βοΈ''Project'' completes immediately:
| |
| | | | |
| β | * Award π³''Legacy'' by ''Contribution Order'' ('''6 / 3 / 1'''): | + | * βοΈ Energy |
| β | ** First contributor: '''6''' π³''Legacy'' | + | * π Insight |
| β | ** Second: '''3''' π³''Legacy''
| + | * β€οΈ Support |
| β | ** Others who contributed: '''1''' π³''Legacy''
| |
| β | * Move the π''Meaning'' marker UP as listed on the card (usually '''+1''' or '''+2''').
| |
| β | * All π₯players who participated in the βοΈ''Project'' receive the cardβs ''Completion Reward+'' (if present).
| |
| β | * Refill the empty βοΈ''Project'' slot from the βοΈ''Project Deck'' (Stewardship is fixed and does NOT refill).
| |
| β | * After scoring, remove all π€Player tokens from the completed βοΈ''Project'' and return them to their owners.
| |
| β | * When the ''Layer 10'' π''Stewardship'' βοΈ''Project'' completes the game ends. | |
| | | | |
| β | == Action: π¬''Touchpoint'' == | + | == Markers |
| β | * Give OR request '''1''' token; βοΈ''Energy'' or π''Insight'' or β€οΈ''Support''.
| |
| β | * Each player can only be involved in one π¬''Touchpoint'' per Round (as giver or receiver). If you accept now, you canβt accept a better one later. The other π€Player can refuse with NO penalty.<br>
| |
| β | If accepted:
| |
| β | * Both π₯players gain '''+1''' π‘οΈ''Vitals''.
| |
| β | * The token actually transfers.
| |
| | | | |
| β | <br>
| + | * Player markers (for Projects) |
| | + | * Meaning marker |
| | + | * Vitals marker |
| | + | * Legacy marker |
| | | | |
| β | = End of Game =
| + | <hr> |
| | | | |
| β | Game ends immediately if:
| + | = Board Layout = |
| β | * π''Meaning'' reaches '''0''' (Collapse), or
| |
| β | * ''Layer 10'' π''Stewardship'' βοΈ''Project'' completes.
| |
| | | | |
| β | ''' Scoring '''<br>
| + | Top β bottom flow |
| β | * π€Player's Score = π‘οΈ''Vitals'' + π³''Legacy'' ... Highest Score wins.
| |
| β | * π₯Group Outcome = Use π''Meaning'' to lookup in table:
| |
| | | | |
| β | {| class="wikitable" style="width:100%;" | + | {| class="wikitable" |
| | |- | | |- |
| β | ! π Meaning !! Outcome !! What It Feels Like | + | ! Area !! Function |
| | |- | | |- |
| β | | 0 || Collapse || Structure failed. Instability overwhelmed coordination. Nothing sustainable remained. | + | | Event Zone |
| | + | | Reveal Events |
| | |- | | |- |
| β | | 1 || Critical || Survival only. Every gain required emergency correction. | + | | Meaning Track |
| | + | | World stability |
| | |- | | |- |
| β | | 2 || Precarious || Functional but constantly unstable. | + | | Project Portfolio |
| | + | | Shared builds |
| | |- | | |- |
| β | | 3 || Strained || Stability required heavy effort each round. | + | | Pattern Market |
| | + | | Engine cards |
| | |- | | |- |
| β | | 4 || Recovering || The group found rhythm after instability. | + | | Token Supply |
| | + | | Resources |
| | + | |} |
| | + | |
| | + | Players sit along the bottom. |
| | + | |
| | + | <hr> |
| | + | <hr> |
| | + | |
| | + | = Components = |
| | + | |
| | + | == World Board == |
| | + | |
| | + | * π
Event Deck |
| | + | * βοΈ Project Portfolio (3 cards) |
| | + | * π Stewardship Project slot |
| | + | * 𧬠Pattern Market (6 cards) |
| | + | * π Meaning Track (0β12) |
| | + | |
| | + | Meaning marker shows both: |
| | + | |
| | + | π Meaning = marker value |
| | + | π Drift = 12 β Meaning |
| | + | |
| | + | If Meaning reaches 0 β collapse |
| | + | |
| | + | == Player Mats == |
| | + | |
| | + | Each player has: |
| | + | |
| | + | * 𧬠Player Pattern Gallery (6 layer slots) |
| | + | * π‘οΈ Vitals track (0β10) |
| | + | * π³ Legacy track (0β30) |
| | + | |
| | + | == Tokens == |
| | + | |
| | + | * βοΈ Energy |
| | + | * π Insight |
| | + | * β€οΈ Support |
| | + | |
| | + | == Markers |
| | + | |
| | + | * Player markers (for Projects) |
| | + | * Meaning marker |
| | + | * Vitals marker |
| | + | * Legacy marker |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Board Layout = |
| | + | |
| | + | Top β bottom flow |
| | + | |
| | + | {| class="wikitable" |
| | |- | | |- |
| β | | 5 || Functional || Instability rose, but was matched by response.
| + | ! Area !! Function |
| | |- | | |- |
| β | | 6 || Coordinated || Support moved efficiently. Projects mattered. | + | | Event Zone |
| | + | | Reveal Events |
| | |- | | |- |
| β | | 7 || Stable || Players built confidently under pressure. | + | | Meaning Track |
| | + | | World stability |
| | |- | | |- |
| β | | 8 || Resilient || Shocks absorbed without fragmentation. | + | | Project Portfolio |
| | + | | Shared builds |
| | |- | | |- |
| β | | 9 || Stewarding || Long-horizon thinking emerged. | + | | Pattern Market |
| | + | | Engine cards |
| | |- | | |- |
| β | | 10 || Strong Pattern || Structure outpaced instability. | + | | Token Supply |
| | + | | Resources |
| | + | |} |
| | + | |
| | + | Players sit along the bottom. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Pattern Layers = |
| | + | |
| | + | Each Pattern belongs to one Layer. |
| | + | |
| | + | {| class="wikitable" |
| | |- | | |- |
| β | | 11 || Durable || Cooperative discipline felt natural.
| + | ! Layer !! Icon !! Meaning |
| | |- | | |- |
| β | | 12 || Flourishing || The system sustained itself with surplus stability. | + | | 1 Boundary |
| | + | | π§Ώ |
| | + | | Self / limits |
| | + | |- |
| | + | | 2 Balance |
| | + | | βοΈ |
| | + | | Regulation |
| | + | |- |
| | + | | 3 Form |
| | + | | π¦ |
| | + | | Growth / repair |
| | + | |- |
| | + | | 4 Membership |
| | + | | π§« |
| | + | | Cooperation |
| | + | |- |
| | + | | 5 Prediction |
| | + | | π |
| | + | | Foresight |
| | + | |- |
| | + | | 6 Reinforcement |
| | + | | π― |
| | + | | Habit / value |
| | |} | | |} |
| | | | |
| β | <br>
| + | Patterns in your Gallery give permanent discounts. |
| | | | |
| β | = Example Play (4 π₯Players) =
| + | <hr> |
| | | | |
| β | This walkthrough shows a fuller game arc from setup through endgame. It demonstrates how π₯Players build π§¬''Patterns'', contribute specific tokens to shared βοΈ''Projects'', use β€οΈ''Support'' to resist collapse, and balance selfish π³''Legacy'' goals against the shared need to keep π''Meaning'' from falling to '''0'''. It also shows what players see on their π€Player Mats and on the World Board as the game state changes.
| + | = Project Layers = |
| | | | |
| β | == π₯Players == | + | Projects represent higher structures. |
| β | * '''Alex''' β Stability focus. Likes to keep π‘οΈ''Vitals'' and π''Meaning'' healthy, even if it costs some π³''Legacy'' opportunities.
| + | |
| β | * '''Brooke''' β Engine builder. Invests early in π§¬''Patterns'' to create stronger later turns.
| + | {| class="wikitable" |
| β | * '''Casey''' β Project racer. Wants first contribution on βοΈ''Projects'' whenever possible.
| + | |- |
| β | * '''Drew''' β Social optimizer. Uses π¬''Touchpoints'', flexible token movement, and timing to stay efficient.
| + | ! Layer !! Icon !! Meaning |
| | + | |- |
| | + | | 7 Presence |
| | + | | π |
| | + | | Choice / attention |
| | + | |- |
| | + | | 8 Social |
| | + | | ποΈ |
| | + | | Institutions |
| | + | |- |
| | + | | 9 Story |
| | + | | π³ |
| | + | | Continuity |
| | + | |- |
| | + | | 10 Stewardship |
| | + | | π |
| | + | | Future stability |
| | + | |} |
| | | | |
| β | == Starting Setup == | + | = Pattern Layers = |
| | | | |
| β | '''World Board'''
| + | Each Pattern belongs to one Layer. |
| β | * π''Meaning'' marker = '''5'''
| |
| β | * π''Drift'' is therefore '''7''' (because π''Drift'' = '''12 β''' π''Meaning'')
| |
| β | * π
''Event Deck'' is shuffled
| |
| β | * π§¬''Pattern Gallery'' is filled with '''6''' face-up π§¬''Pattern'' cards
| |
| β | * βοΈ''Project Row'' is filled with three face-up βοΈ''Projects''
| |
| β | * The fixed ''Layer 10'' π''Stewardship'' βοΈ''Project'' is placed face-up in its separate slot
| |
| | | | |
| β | '''Face-up βοΈ''Projects'' at Setup'''
| + | {| class="wikitable" |
| β | {| class="wikitable" style="width:100%;" | + | |- |
| | + | ! Layer !! Icon !! Meaning |
| | + | |- |
| | + | | 1 Boundary |
| | + | | π§Ώ |
| | + | | Self / limits |
| | |- | | |- |
| β | ! Slot
| + | | 2 Balance |
| β | ! βοΈ Project Title
| + | | βοΈ |
| β | ! Layer
| + | | Regulation |
| β | ! Requirement List
| |
| β | ! Spaces
| |
| β | ! π''Meaning'' + on Completion
| |
| β | ! Completion Reward+
| |
| β | ! Theme Note
| |
| | |- | | |- |
| β | | A
| + | | 3 Form |
| β | | ''Local Clinic''
| + | | π¦ |
| β | | Layer 8 β Social Infrastructure
| + | | Growth / repair |
| β | | βοΈ βοΈ π β€οΈ
| |
| β | | 3 | |
| β | | +1 | |
| β | | All participants gain '''+1''' π‘οΈ''Vitals''
| |
| β | | Restores basic stability and community reliability. | |
| | |- | | |- |
| β | | B
| + | | 4 Membership |
| β | | ''Food Network''
| + | | π§« |
| β | | Layer 8 β Social Coordination
| + | | Cooperation |
| β | | βοΈ βοΈ βοΈ π π β€οΈ
| |
| β | | 4 | |
| β | | +1 | |
| β | | Gain '''1''' token of your choice
| |
| β | | Organized cooperation improves resource flow. | |
| | |- | | |- |
| β | | C
| + | | 5 Prediction |
| β | | ''Learning Archive''
| + | | π |
| β | | Layer 9 β Story / Long-Horizon Memory
| + | | Foresight |
| β | | βοΈ βοΈ π π β€οΈ β€οΈ
| |
| β | | 5 | |
| β | | +2 | |
| β | | Refresh the π§¬''Pattern Gallery''
| |
| β | | Knowledge accumulation creates durable continuity. | |
| | |- | | |- |
| β | | Fixed
| + | | 6 Reinforcement |
| β | | ''Stewardship''
| + | | π― |
| β | | Layer 10 β Stewardship
| + | | Habit / value |
| β | | βοΈ βοΈ βοΈ π π π β€οΈ β€οΈ
| |
| β | | 6 | |
| β | | +2 | |
| β | | End the game immediately
| |
| β | | Long-horizon protection of the shared world. | |
| | |} | | |} |
| | | | |
| β | '''Starting Resources on each π€Player Mat'''
| + | Patterns in your Gallery give permanent discounts. |
| β | * Alex: βοΈβοΈβοΈ, ππ, β€οΈ, π‘οΈ''Vitals''='''5''', π³''Legacy''='''0'''
| |
| β | * Brooke: βοΈβοΈβοΈ, ππ, β€οΈ, π‘οΈ''Vitals''='''5''', π³''Legacy''='''0'''
| |
| β | * Casey: βοΈβοΈβοΈ, ππ, β€οΈ, π‘οΈ''Vitals''='''5''', π³''Legacy''='''0'''
| |
| β | * Drew: βοΈβοΈβοΈ, ππ, β€οΈ, π‘οΈ''Vitals''='''5''', π³''Legacy''='''0'''
| |
| | | | |
| β | '''Initial π§¬''Pattern Gallery''''
| + | <hr> |
| β | For illustration, the six face-up π§¬''Patterns'' are:
| |
| | | | |
| β | {| class="wikitable" style="width:100%;" | + | = Project Layers = |
| | + | |
| | + | Projects represent higher structures. |
| | + | |
| | + | {| class="wikitable" |
| | |- | | |- |
| β | ! Slot | + | ! Layer !! Icon !! Meaning |
| β | ! 𧬠Pattern | |
| β | ! Layer | |
| β | ! Cost | |
| β | ! Effect / Output | |
| | |- | | |- |
| β | | 1 | + | | 7 Presence |
| β | | ''Shell'' | + | | π |
| β | | Layer 1 π§Ώ ''Boundary'' | + | | Choice / attention |
| β | | βοΈ
| |
| β | | Gain '''1''' βοΈ at start of your turn
| |
| | |- | | |- |
| β | | 2 | + | | 8 Social |
| β | | ''Homeostasis'' | + | | ποΈ |
| β | | Layer 2 βοΈ ''Balance'' | + | | Institutions |
| β | | βοΈ π
| |
| β | | Gain '''1''' β€οΈ at start of your turn
| |
| | |- | | |- |
| β | | 3 | + | | 9 Story |
| β | | ''Repair Loop'' | + | | π³ |
| β | | Layer 3 π¦ ''Form'' | + | | Continuity |
| β | | βοΈ βοΈ
| |
| β | | Gain '''1''' βοΈ or '''1''' π at start of your turn
| |
| | |- | | |- |
| β | | 4 | + | | 10 Stewardship |
| β | | ''Trust Bond'' | + | | π |
| β | | Layer 4 π§« ''Membership'' | + | | Future stability |
| β | | π β€οΈ
| |
| β | | When you complete a π¬''Touchpoint'', gain '''1''' βοΈ
| |
| β | |-
| |
| β | | 5
| |
| β | | ''Forecasting''
| |
| β | | Layer 5 π ''Prediction''
| |
| β | | βοΈ π π
| |
| β | | Gain '''1''' π at start of your turn
| |
| β | |-
| |
| β | | 6
| |
| β | | ''Habit Engine''
| |
| β | | Layer 6 π― ''Reinforcement''
| |
| β | | βοΈ βοΈ π
| |
| β | | Once per turn, your first βοΈ''Project'' contribution pays '''1''' fewer token
| |
| | |} | | |} |
| | | | |
| β | == Round 1 == | + | = Setup = |
| | + | |
| | + | # Shuffle the π
Event deck. |
| | + | # Shuffle the βοΈ Project deck. |
| | + | # Shuffle the 𧬠Pattern deck (all 60 cards). |
| | + | # Reveal 6 cards to form the 𧬠Pattern Market. |
| | + | # Reveal 3 βοΈ Projects to form the Project Portfolio. |
| | + | # Place the π Stewardship Project in its slot. |
| | + | # Set π Meaning = 5. |
| | + | # Each player sets: |
| | + | ## π‘οΈ Vitals = 5 |
| | + | ## π³ Legacy = 0 |
| | + | # Each player receives: |
| | + | ## 3 βοΈ Energy |
| | + | ## 2 π Insight |
| | + | ## 1 β€οΈ Support |
| | + | # Each player takes 4 contribution markers. |
| | + | # Choose starting player. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Round Structure = |
| | + | |
| | + | Each round has four phases. |
| | + | |
| | + | == Phase A β Event == |
| | + | |
| | + | Reveal top π
Event. |
| | + | |
| | + | Move π Meaning down as shown. |
| | + | |
| | + | Some Events also reduce π‘οΈ Vitals. |
| | + | |
| | + | If Meaning reaches 0 β game ends. |
| | + | |
| | + | == Phase B β Refresh == |
| | + | |
| | + | Refill empty Pattern Market spaces. |
| | + | |
| | + | Refill empty Project Portfolio spaces. |
| | + | |
| | + | == Phase C β Player Turns == |
| | + | |
| | + | Players take turns clockwise. |
| | + | |
| | + | Each player performs: |
| | + | |
| | + | '''2 Actions''' |
| | + | |
| | + | == Phase D β Stability Window == |
| | + | |
| | + | Each player may donate: |
| | + | |
| | + | '''1 β€οΈ Support''' |
| | + | |
| | + | Each donation β Meaning +1 |
| | + | |
| | + | Group limit: +3 per round. |
| | + | |
| | + | Discard Event card. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Actions = |
| | + | |
| | + | Players may take two actions. |
| | + | |
| | + | == βοΈ Acquire == |
| | + | |
| | + | Take any 2 tokens: |
| | + | |
| | + | * βοΈ Energy |
| | + | * π Insight |
| | + | |
| | + | Cannot take Support. |
| | + | |
| | + | == 𧬠Obtain Pattern == |
| | + | |
| | + | Choose a Pattern from Pattern Market. |
| | + | |
| | + | Pay cost using: |
| | + | |
| | + | * tokens |
| | + | * Pattern discounts |
| | + | |
| | + | Place card in Player Pattern Gallery. |
| | + | |
| | + | Refill market. |
| | + | |
| | + | Some Patterns give bonus when obtained. |
| | + | |
| | + | Some Patterns cost Vitals. |
| | + | |
| | + | == βοΈ Contribute Project == |
| | + | |
| | + | Choose a Project. |
| | + | |
| | + | Pay required tokens. |
| | + | |
| | + | Meet any Layer requirements. |
| | + | |
| | + | Place marker in next space. |
| | + | |
| | + | If complete β resolve Project. |
| | + | |
| | + | == π¬ Touchpoint == |
| | + | |
| | + | Give or request 1 token. |
| | + | |
| | + | If accepted: |
| | + | |
| | + | Both players gain +1 Vitals. |
| | + | |
| | + | Each player only once per round. |
| | + | |
| | + | == π Refresh (New Action) == |
| | + | |
| | + | You may refresh one shared area. |
| | + | |
| | + | Choose one: |
| | + | |
| | + | * Discard all 6 Pattern Market cards β draw 6 new |
| | + | * Discard all Projects with no markers β draw new |
| | + | |
| | + | Costs 1 action. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Pattern Market = |
| | + | |
| | + | The Pattern Market contains: |
| | + | |
| | + | 6 face-up cards. |
| | + | |
| | + | Single deck. |
| | + | |
| | + | When a Pattern is obtained: |
| | + | |
| | + | Draw a replacement. |
| | + | |
| | + | If deck empty: |
| | + | |
| | + | Shuffle discard. |
| | + | |
| | + | Players may Refresh market. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Player Pattern Gallery = |
| | + | |
| | + | Each player mat has 6 layer slots. |
| | + | |
| | + | * π§Ώ Boundary |
| | + | * βοΈ Balance |
| | + | * π¦ Form |
| | + | * π§« Membership |
| | + | * π Prediction |
| | + | * π― Reinforcement |
| | + | |
| | + | Patterns go into matching slot. |
| | + | |
| | + | Unlimited per slot. |
| | + | |
| | + | Patterns provide discounts. |
| | + | |
| | + | Patterns do not generate tokens each turn. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Pattern Costs = |
| | + | |
| | + | Pattern cards show: |
| | + | |
| | + | * Layer icons |
| | + | * Token icons |
| | + | * Optional Vitals cost |
| | + | |
| | + | You must pay: |
| | + | |
| | + | All token icons |
| | + | All icon requirements |
| | + | Vitals if shown |
| | + | |
| | + | Discount rule: |
| | + | |
| | + | Each Pattern in Gallery gives its icon. |
| | + | |
| | + | Matching icons reduce cost. |
| | + | |
| | + | Missing icons must still be paid with tokens. |
| | + | |
| | + | Example: |
| | + | |
| | + | Cost: |
| | + | |
| | + | π§Ώ π§Ώ π |
| | + | |
| | + | Player has one π§Ώ |
| | + | |
| | + | Pays: |
| | + | |
| | + | π§Ώ + π |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Pattern Bonuses = |
| | + | |
| | + | Some Patterns give bonus when obtained. |
| | + | |
| | + | Examples: |
| | + | |
| | + | * +1 Energy |
| | + | * +1 Insight |
| | + | * +1 Support |
| | + | * +1 Vitals |
| | + | |
| | + | Bonus happens once. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Pattern Vitals Cost = |
| | + | |
| | + | Some Patterns show: |
| | + | |
| | + | π‘οΈ β1 |
| | + | |
| | + | Pay Vitals when obtaining. |
| | + | |
| | + | If Vitals reaches 0: |
| | + | |
| | + | no penalty, but dangerous. |
| | + | |
| | + | = Project Portfolio = |
| | + | |
| | + | The Project Portfolio contains 3 active βοΈProjects. |
| | + | |
| | + | Projects represent shared structures the group builds. |
| | + | |
| | + | A separate slot holds the πStewardship Project. |
| | + | |
| | + | Projects require: |
| | + | |
| | + | * tokens |
| | + | * sometimes Pattern Layers |
| | + | * sometimes penalties |
| | + | |
| | + | Projects award: |
| | + | |
| | + | * π³ Legacy |
| | + | * π Meaning |
| | + | * bonus effects |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Project Card Structure = |
| | + | |
| | + | Each Project shows: |
| | + | |
| | + | * Title |
| | + | * Layer (7β10) |
| | + | * Requirement list |
| | + | * Contribution spaces |
| | + | * Meaning reward |
| | + | * Bonus reward |
| | + | * Optional penalty |
| | + | |
| | + | Example requirement: |
| | + | |
| | + | βοΈ βοΈ π β€οΈ |
| | + | |
| | + | Example layer requirement: |
| | + | |
| | + | Requires π§Ώ + βοΈ |
| | + | |
| | + | Layer requirements must exist in your Pattern Gallery. |
| | + | |
| | + | They are not spent. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Contributing to Projects = |
| | + | |
| | + | When you Contribute: |
| | + | |
| | + | * Pay tokens |
| | + | * Meet layer requirements |
| | + | * Place marker in next space |
| | + | |
| | + | Each player places only one marker per Project. |
| | + | |
| | + | Contribution order matters. |
| | + | |
| | + | You may contribute again later but keep same position. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Project Completion = |
| | + | |
| | + | When all requirements are filled: |
| | + | |
| | + | Resolve immediately. |
| | + | |
| | + | Steps: |
| | + | |
| | + | 1 Award Legacy |
| | + | |
| | + | First = 6 |
| | + | Second = 3 |
| | + | Others = 1 |
| | + | |
| | + | 2 Increase Meaning |
| | + | |
| | + | Move marker up as shown. |
| | + | |
| | + | 3 Apply bonus |
| | + | |
| | + | Examples: |
| | + | |
| | + | * +1 Vitals |
| | + | * gain token |
| | + | * refresh market |
| | + | |
| | + | 4 Apply penalty if shown |
| | + | |
| | + | 5 Remove markers |
| | + | |
| | + | 6 Refill Portfolio |
| | + | |
| | + | Stewardship does not refill. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Project Penalties = |
| | + | |
| | + | Some Projects show penalty text. |
| | + | |
| | + | When completed: |
| | + | |
| | + | Flip an Event card. |
| | + | |
| | + | Ignore Meaning change. |
| | + | |
| | + | Apply penalty text only. |
| | + | |
| | + | Penalties may reduce: |
| | + | |
| | + | * Vitals |
| | + | * tokens |
| | + | * Support |
| | + | * Legacy |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Layer Requirements = |
| | + | |
| | + | Some Projects require Patterns. |
| | + | |
| | + | Example: |
| | + | |
| | + | Requires: |
| | + | |
| | + | π§Ώ Boundary |
| | + | βοΈ Balance |
| | + | |
| | + | You must have those in Gallery. |
| | + | |
| | + | They are not discarded. |
| | + | |
| | + | If requirement not met β cannot contribute. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Stewardship Project = |
| | + | |
| | + | Layer 10. |
| | + | |
| | + | Always visible. |
| | + | |
| | + | Requires many tokens. |
| | + | |
| | + | May require layers. |
| | + | |
| | + | When completed: |
| | + | |
| | + | Game ends immediately. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Meaning Track = |
| | + | |
| | + | Meaning range 0β12. |
| | + | |
| | + | Top = stable |
| | + | Bottom = collapse |
| | + | |
| | + | Meaning goes down from Events. |
| | + | |
| | + | Meaning goes up from: |
| | + | |
| | + | * Support donations |
| | + | * Projects |
| | + | |
| | + | If Meaning = 0 |
| | + | |
| | + | Game ends immediately. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Events = |
| | + | |
| | + | At start of round: |
| | + | |
| | + | Reveal Event. |
| | + | |
| | + | Apply effects. |
| | + | |
| | + | Events may: |
| | + | |
| | + | * reduce Meaning |
| | + | * reduce Vitals |
| | + | * remove tokens |
| | + | * restrict actions |
| | + | |
| | + | Discard at end of round. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Vitals = |
| | + | |
| | + | Vitals range 0β10. |
| | + | |
| | + | Represents personal stability. |
| | + | |
| | + | Gain Vitals from: |
| | + | |
| | + | * Touchpoint |
| | + | * Projects |
| | + | * Patterns |
| | + | * bonuses |
| | + | |
| | + | Lose Vitals from: |
| | + | |
| | + | * Events |
| | + | * Pattern costs |
| | + | * Project penalties |
| | + | |
| | + | Vitals may reach 0. |
| | + | |
| | + | No elimination. |
| | + | |
| | + | Low Vitals is dangerous. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Stability Window = |
| | + | |
| | + | End of round. |
| | + | |
| | + | Each player may donate: |
| | + | |
| | + | 1 β€οΈ Support |
| | + | |
| | + | Each Support: |
| | + | |
| | + | Meaning +1 |
| | + | |
| | + | Group limit: +3 |
| | + | |
| | + | If no Support donated: |
| | + | |
| | + | no penalty. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Token Rules = |
| | + | |
| | + | Tokens are used for: |
| | + | |
| | + | * Patterns |
| | + | * Projects |
| | + | * conversions |
| | + | * Touchpoints |
| | + | |
| | + | Tokens are gained by: |
| | + | |
| | + | * Acquire |
| | + | * Pattern bonus |
| | + | * Project bonus |
| | + | * Events |
| | + | |
| | + | No token limit. |
| | + | |
| | + | Tokens are not gained automatically. |
| | + | |
| | + | No per-turn income. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Refresh Rules = |
| | + | |
| | + | Refresh is an Action. |
| | + | |
| | + | Choose one: |
| | + | |
| | + | Refresh Pattern Market |
| | + | |
| | + | Discard all 6 |
| | + | Reveal 6 new |
| | + | |
| | + | Refresh Project Portfolio |
| | + | |
| | + | Discard Projects with no markers |
| | + | Reveal new |
| | | | |
| β | === Phase βΆ β π
''Event'' ===
| + | Does not affect Stewardship. |
| β | The revealed π
''Event'' is '''Supply Shock''': '''β2''' π''Meaning''.
| |
| | | | |
| β | * π''Meaning'' marker moves from '''5''' to '''3'''
| + | = End of Game = |
| β | * π''Drift'' is now '''9'''
| |
| | | | |
| β | '''What players see on the World Board'''
| + | The game ends immediately if either condition occurs: |
| β | * The shared world immediately looks fragile
| |
| β | * ''Local Clinic'' now looks very attractive because it is cheap and gives a small stabilizing push
| |
| β | * The fixed ''Stewardship'' project is visible but cannot be contributed to yet because π''Meaning'' is below the threshold
| |
| | | | |
| β | '''Comment'''
| + | * πMeaning reaches 0 (Collapse) |
| β | Round 1 opens with pressure. The group canβt act like this is a comfortable engine-building sandbox. They need to start stabilizing quickly.
| + | * The πStewardship Project completes |
| | | | |
| β | === Phase β· β Refresh ===
| + | If collapse happens, the group failed. |
| β | * No empty π§¬''Pattern Gallery'' slots, so nothing is refilled
| |
| | | | |
| β | === Phase βΈ β π€Player Turns ===
| + | Players still compare scores. |
| | | | |
| β | '''Alexβs turn'''
| + | If Stewardship completes, the world survives. |
| β | * Start-of-turn π§¬''Pattern'' activations: none yet
| |
| β | * Action 1: βοΈ''Acquire'' β takes βοΈ + π
| |
| β | * Action 2: βοΈ''Contribute Project'' to ''Local Clinic''
| |
| β | ** Pays βοΈ + β€οΈ
| |
| β | ** Places Alexβs π€token in the '''first''' Contribution Space on ''Local Clinic''
| |
| β | ** Places π§ markers on one βοΈ and one β€οΈ requirement icon
| |
| | | | |
| β | '''Alexβs rationale'''
| + | <hr> |
| β | Alex sees π''Meaning'' at '''3''' and wants an early project moving immediately. Taking first contribution also secures the best possible π³''Legacy'' position if the project completes soon.
| |
| | | | |
| β | '''What Alex now sees on their π€Player Mat'''
| + | = Scoring = |
| β | * Resources left: βοΈβοΈβοΈ, πππ
| |
| β | * π‘οΈ''Vitals''='''5'''
| |
| β | * π³''Legacy''='''0'''
| |
| β | * No π§¬''Patterns'' yet
| |
| | | | |
| β | '''Brookeβs turn''' | + | Each player's score: |
| β | * Start-of-turn π§¬''Pattern'' activations: none
| |
| β | * Action 1: π§¬''Obtain Pattern'' β buys ''Shell''
| |
| β | ** Pays βοΈ
| |
| β | ** Places ''Shell'' in Layer 1 π§Ώ slot
| |
| β | * Action 2: π§¬''Obtain Pattern'' β buys ''Homeostasis''
| |
| β | ** Pays βοΈ + π
| |
| β | ** Places ''Homeostasis'' in Layer 2 βοΈ slot
| |
| | | | |
| β | '''Brookeβs rationale'''
| + | π‘οΈ Vitals |
| β | Brooke ignores the first project race and instead tries to build a stronger turn loop. ''Shell'' plus ''Homeostasis'' means future turns can generate both fuel and support, which is powerful in a game where β€οΈ''Support'' is scarce and valuable.
| + | + π³ Legacy |
| | + | = Final Score |
| | | | |
| β | '''What Brooke now sees on their π€Player Mat'''
| + | Highest score wins. |
| β | * Resources left: βοΈ, π, β€οΈ
| |
| β | * Layer 1 slot filled with ''Shell''
| |
| β | * Layer 2 slot filled with ''Homeostasis''
| |
| β | * Other slots empty
| |
| β | * π‘οΈ''Vitals''='''5'''
| |
| β | * π³''Legacy''='''0'''
| |
| | | | |
| β | '''Caseyβs turn'''
| + | Group outcome depends on final Meaning. |
| β | * Start-of-turn π§¬''Pattern'' activations: none
| |
| β | * Action 1: βοΈ''Contribute Project'' to ''Local Clinic''
| |
| β | ** Pays βοΈ + π
| |
| β | ** Places Caseyβs π€token in the '''second''' Contribution Space
| |
| β | ** Marks the remaining βοΈ and π requirement icons
| |
| β | ** ''Local Clinic'' is now complete
| |
| β | ** Contribution order scoring:
| |
| β | *** Alex = '''6''' π³''Legacy''
| |
| β | *** Casey = '''3''' π³''Legacy''
| |
| β | ** π''Meaning'' marker moves from '''3''' to '''4'''
| |
| β | ** Completion Reward+: Alex and Casey each gain '''+1''' π‘οΈ''Vitals''
| |
| β | ** ''Local Clinic'' slot refills with a new βοΈ''Project'': ''Transit Link''
| |
| | | | |
| | {| class="wikitable" | | {| class="wikitable" |
| | |- | | |- |
| β | ! New Slot A Project | + | ! Meaning !! Outcome |
| β | ! Layer | |
| β | ! Requirement List
| |
| β | ! Spaces
| |
| β | ! π''Meaning'' + on Completion
| |
| β | ! Completion Reward+ | |
| | |- | | |- |
| β | | ''Transit Link'' | + | | 0 || Collapse |
| β | | Layer 8 β Social Coordination | + | |- |
| β | | βοΈ βοΈ π β€οΈ | + | | 1β2 || Critical |
| β | | 3 | + | |- |
| β | | +1 | + | | 3β4 || Strained |
| β | | All participants gain '''1''' π | + | |- |
| | + | | 5β6 || Functional |
| | + | |- |
| | + | | 7β8 || Stable |
| | + | |- |
| | + | | 9β10 || Strong |
| | + | |- |
| | + | | 11 || Durable |
| | + | |- |
| | + | | 12 || Flourishing |
| | |} | | |} |
| | | | |
| β | * Action 2: βοΈ''Acquire'' β takes βοΈ + βοΈ
| + | <hr> |
| | + | |
| | + | = Solo Mode = |
| | + | |
| | + | In solo play the Community competes for Project order. |
| | + | |
| | + | Setup normally. |
| | + | |
| | + | Add one neutral marker. |
| | + | |
| | + | == Community Rule == |
| | + | |
| | + | At end of each round: |
| | + | |
| | + | Find the leftmost Project with open space. |
| | + | |
| | + | Place Community marker. |
| | + | |
| | + | Community does not pay cost. |
| | + | |
| | + | Community does not donate Support. |
| | + | |
| | + | Community only blocks order. |
| | + | |
| | + | When Project completes: |
| | + | |
| | + | Community counts for ranking. |
| | + | |
| | + | <hr> |
| | | | |
| β | '''Caseyβs rationale'''
| + | = Solo Difficulty = |
| β | Casey wants early points and is willing to help the group if it also advances a personal scoring plan. Finishing ''Local Clinic'' earns points without spending a whole round on pure support.
| |
| | | | |
| β | '''What Casey now sees on their π€Player Mat'''
| + | Easy |
| β | * Resources left: βοΈβοΈβοΈβοΈ, π, β€οΈ
| |
| β | * π‘οΈ''Vitals''='''6'''
| |
| β | * π³''Legacy''='''3'''
| |
| β | * No π§¬''Patterns'' yet
| |
| | | | |
| β | '''Drewβs turn'''
| + | Start with: |
| β | * Start-of-turn π§¬''Pattern'' activations: none
| |
| β | * Action 1: π¬''Touchpoint'' with Brooke
| |
| β | ** Drew requests '''1''' π
| |
| β | ** Brooke accepts
| |
| β | ** Token transfers from Brooke to Drew
| |
| β | ** Drew and Brooke each gain '''+1''' π‘οΈ''Vitals''
| |
| β | * Action 2: π§¬''Obtain Pattern'' β buys ''Trust Bond''
| |
| β | ** Pays π + β€οΈ
| |
| β | ** Places in Layer 4 π§« slot
| |
| | | | |
| β | '''Drewβs rationale'''
| + | 4 Energy |
| β | Drew wants to turn social action into long-term efficiency. ''Trust Bond'' rewards future π¬''Touchpoints'', which fits Drewβs style. The accepted π¬''Touchpoint'' also improves both playersβ π‘οΈ''Vitals''.
| + | 3 Insight |
| | + | 2 Support |
| | + | Vitals 6 |
| | + | Meaning 6 |
| | | | |
| β | '''What Drew now sees on their π€Player Mat'''
| + | Standard |
| β | * Resources left: βοΈβοΈβοΈ, ππ
| |
| β | * Layer 4 slot filled with ''Trust Bond''
| |
| β | * π‘οΈ''Vitals''='''6'''
| |
| β | * π³''Legacy''='''0'''
| |
| | | | |
| β | === Phase βΉ β πStability Window ===
| + | Default setup. |
| β | * Alex donates '''1''' β€οΈ? No, Alex has no β€οΈ
| |
| β | * Brooke donates '''1''' β€οΈ
| |
| β | * Casey donates '''1''' β€οΈ
| |
| β | * Drew donates none
| |
| | | | |
| β | Total donated β€οΈ''Support'' = '''2'''
| + | Hard |
| | | | |
| β | * π''Meaning'' marker moves from '''4''' to '''6'''
| + | Start with: |
| | | | |
| β | '''Round 1 End State'''
| + | 2 Energy |
| β | * π''Meaning'' marker = '''6'''
| + | 1 Insight |
| β | * Alex: π‘οΈ''Vitals''='''6''', π³''Legacy''='''6'''
| + | 0 Support |
| β | * Brooke: π‘οΈ''Vitals''='''6''', π³''Legacy''='''0'''
| + | Vitals 4 |
| β | * Casey: π‘οΈ''Vitals''='''6''', π³''Legacy''='''3'''
| + | Meaning 4 |
| β | * Drew: π‘οΈ''Vitals''='''6''', π³''Legacy''='''0'''
| |
| | | | |
| β | '''Round 1 Comment'''
| + | <hr> |
| β | The group survives the early pressure. Casey and Alex got the first scoring burst, but Brooke quietly built the first real engine.
| |
| | | | |
| β | == Round 2 == | + | = Pattern Deck Structure = |
| | | | |
| β | === Phase βΆ β π
''Event'' === | + | Total Patterns = 60 |
| β | The revealed π
''Event'' is '''Mistrust Spiral''': '''β1''' π''Meaning''.
| |
| | | | |
| β | * π''Meaning'' marker moves from '''6''' to '''5'''
| + | 6 layers. |
| | | | |
| β | '''Comment'''
| + | 10 per layer. |
| β | This is manageable. The group is not safe, but they are no longer in immediate danger.
| |
| | | | |
| β | === Phase β· β Refresh ===
| + | All unique. |
| β | * ''Shell'' and ''Homeostasis'' leave the gallery because Brooke took them last round
| |
| β | * Two new π§¬''Pattern'' cards are revealed:
| |
| | | | |
| | {| class="wikitable" | | {| class="wikitable" |
| | |- | | |- |
| β | ! New 𧬠Pattern
| + | ! Layer !! Count |
| β | ! Layer | |
| β | ! Cost | |
| β | ! Effect / Output | |
| | |- | | |- |
| β | | ''Elastic Tissue'' | + | | 1 Boundary || 10 |
| β | | Layer 3 π¦ | |
| β | | βοΈ π | |
| β | | Gain '''1''' βοΈ and convert one βοΈββ€οΈ for free once per turn
| |
| | |- | | |- |
| β | | ''Signal Filter'' | + | | 2 Balance || 10 |
| β | | Layer 5 π | + | |- |
| β | | π π | + | | 3 Form || 10 |
| β | | Gain '''1''' π at start of your turn; once per turn ignore one π cost on a π§¬''Pattern'' | + | |- |
| | + | | 4 Membership || 10 |
| | + | |- |
| | + | | 5 Prediction || 10 |
| | + | |- |
| | + | | 6 Reinforcement || 10 |
| | |} | | |} |
| | | | |
| β | === Phase βΈ β π€Player Turns === | + | Shuffle into one deck. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Pattern Cost Design = |
| | + | |
| | + | Costs include: |
| | + | |
| | + | * Layer icons |
| | + | * tokens |
| | + | * optional Vitals |
| | + | |
| | + | Example: |
| | + | |
| | + | π§Ώ βοΈ π β€οΈ |
| | + | |
| | + | Icons reduced by Gallery. |
| | + | |
| | + | Tokens must be paid. |
| | + | |
| | + | Vitals must be paid. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Pattern Market Rules = |
| | + | |
| | + | Market shows 6 cards. |
| | + | |
| | + | Single deck. |
| | + | |
| | + | When bought: |
| | + | |
| | + | Refill. |
| | + | |
| | + | If empty: |
| | + | |
| | + | Shuffle discard. |
| | + | |
| | + | Players may Refresh. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Project Portfolio Rules = |
| | + | |
| | + | 3 Projects active. |
| | + | |
| | + | Stewardship separate. |
| | + | |
| | + | Refill when completed. |
| | + | |
| | + | Refresh allowed if no markers. |
| | + | |
| | + | Layer requirements may exist. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Variants = |
| | + | |
| | + | == Faster Game == |
| | + | |
| | + | Start Meaning at 6. |
| | + | |
| | + | == Hard Mode == |
| | + | |
| | + | Events reduce 1 extra Meaning. |
| | + | |
| | + | == Cooperative Mode == |
| | + | |
| | + | Ignore Legacy. |
| | + | |
| | + | All players win if Stewardship completes. |
| | + | |
| | + | == Competitive Mode == |
| | + | |
| | + | Ignore Meaning collapse. |
| | + | |
| | + | Play fixed rounds. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Design Notes = |
| | + | |
| | + | Patterns create structure. |
| | + | |
| | + | Tokens create motion. |
| | + | |
| | + | Projects create shared stability. |
| | + | |
| | + | Meaning measures system health. |
| | + | |
| | + | Vitals measure personal stability. |
| | + | |
| | + | Legacy measures success. |
| | + | |
| | + | Strong engines do not win alone. |
| | + | |
| | + | The world must hold. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Philosophy = |
| | + | |
| | + | Meaning is built through resistance to instability. |
| | + | |
| | + | Life builds structure. |
| | + | |
| | + | Structure creates stability. |
| | + | |
| | + | Stability allows meaning. |
| | + | |
| | + | Players experience this through play. |
| | + | |
| | + | Patterns β structure |
| | + | Projects β society |
| | + | Meaning β survival |
| | + | Legacy β success |
| | + | |
| | + | The best player builds well. |
| | + | |
| | + | The best group holds together. |
| | + | |
| | + | = Example Play (4 Players, 6 Rounds) = |
| | + | |
| | + | Players: |
| | + | |
| | + | * Alex β stability focus |
| | + | * Brooke β engine builder |
| | + | * Casey β project racer |
| | + | * Drew β social optimizer |
| | + | |
| | + | Starting values: |
| | + | |
| | + | Meaning = 5 |
| | + | Vitals = 5 each |
| | + | Legacy = 0 each |
| | + | |
| | + | Starting tokens: |
| | + | |
| | + | 3 βοΈ |
| | + | 2 π |
| | + | 1 β€οΈ |
| | + | |
| | + | Pattern Market (6 cards): |
| | + | |
| | + | π§Ώ Shell β cost βοΈ π |
| | + | βοΈ Pulse β cost βοΈ π π |
| | + | π¦ Repair Loop β cost βοΈ π |
| | + | π§« Reciprocity β cost π β€οΈ |
| | + | π Forecast β cost π π π |
| | + | π― Habit β cost π β€οΈ |
| | + | |
| | + | Project Portfolio: |
| | + | |
| | + | A β Local Clinic |
| | + | cost βοΈ βοΈ π β€οΈ |
| | + | Meaning +1 |
| | + | |
| | + | B β Food Network |
| | + | cost βοΈ βοΈ βοΈ π π |
| | + | Meaning +1 |
| | + | |
| | + | C β Learning Archive |
| | + | cost βοΈ π π β€οΈ |
| | + | requires βοΈ |
| | + | Meaning +2 |
| | + | |
| | + | Stewardship visible. |
| | + | |
| | + | -------------------------------- |
| | + | |
| | + | == Round 1 == |
| | + | |
| | + | Event: |
| | + | |
| | + | β2 Meaning |
| | + | |
| | + | Meaning = 3 |
| | + | |
| | + | Players worried about collapse. |
| | + | |
| | + | --- |
| | + | |
| | + | Alex turn |
| | + | |
| | + | Acquire |
| | + | |
| | + | +2 βοΈ |
| | + | |
| | + | Acquire |
| | + | |
| | + | +1 βοΈ +1 π |
| | + | |
| | + | Alex wants cheap Pattern. |
| | + | |
| | + | --- |
| | + | |
| | + | Brooke turn |
| | + | |
| | + | Obtain Pattern |
| | + | |
| | + | Shell |
| | + | |
| | + | Cost βοΈ π |
| | + | |
| | + | Pays |
| | + | |
| | + | Places in Gallery (π§Ώ) |
| | + | |
| | + | Bonus +1 βοΈ |
| | + | |
| | + | Acquire |
| | + | |
| | + | +2 π |
| | + | |
| | + | Brooke building engine. |
| | + | |
| | + | --- |
| | + | |
| | + | Casey turn |
| | + | |
| | + | Acquire |
| | + | |
| | + | +2 βοΈ |
| | + | |
| | + | Contribute Project |
| | + | |
| | + | Local Clinic |
| | + | |
| | + | Pays βοΈ βοΈ |
| | + | |
| | + | Places marker first. |
| | + | |
| | + | Casey wants Legacy. |
| | + | |
| | + | --- |
| | + | |
| | + | Drew turn |
| | + | |
| | + | Acquire |
| | + | |
| | + | +2 π |
| | + | |
| | + | Obtain Pattern |
| | + | |
| | + | Pulse |
| | + | |
| | + | Cost βοΈ π π |
| | | | |
| β | '''Alexβs turn'''
| + | Pays |
| β | * Start-of-turn activations: none
| |
| β | * Action 1: βοΈ''Acquire'' β takes βοΈ + β€οΈ? No, cannot take β€οΈ directly, so takes βοΈ + π
| |
| β | * Action 2: βοΈ''Contribute Project'' to ''Food Network''
| |
| β | ** Pays βοΈ + π
| |
| β | ** Places Alexβs π€token in the '''first''' Contribution Space on ''Food Network''
| |
| β | ** Marks one βοΈ and one π requirement
| |
| | | | |
| β | '''Alexβs rationale'''
| + | Places βοΈ |
| β | Alex wants to keep one foot in the project race while still supporting a medium-cost shared build that the table will likely need soon.
| |
| | | | |
| β | '''Brookeβs turn'''
| + | Bonus +1 π |
| β | * Start-of-turn activations:
| |
| β | ** ''Shell'' β gains '''1''' βοΈ
| |
| β | ** ''Homeostasis'' β gains '''1''' β€οΈ
| |
| β | * Action 1: π§¬''Obtain Pattern'' β buys ''Elastic Tissue''
| |
| β | ** Pays βοΈ + π
| |
| β | ** Places in Layer 3 π¦
| |
| β | * Action 2: π§¬''Obtain Pattern'' β buys ''Forecasting''
| |
| β | ** Pays βοΈ + π + π
| |
| β | ** Places in Layer 5 π
| |
| | | | |
| β | '''Brookeβs rationale'''
| + | Drew planning mid-layer. |
| β | Brooke doubles down. Instead of scoring now, Brooke is assembling a machine that will generate resources every turn and improve conversion efficiency later.
| |
| | | | |
| β | '''What Brooke sees now'''
| + | --- |
| β | * Layer 1: ''Shell''
| |
| β | * Layer 2: ''Homeostasis''
| |
| β | * Layer 3: ''Elastic Tissue''
| |
| β | * Layer 5: ''Forecasting''
| |
| β | * Resources are low, but future turns will be much stronger
| |
| | | | |
| β | '''Caseyβs turn'''
| + | Stability Window |
| β | * Start-of-turn activations: none
| |
| β | * Action 1: βοΈ''Contribute Project'' to ''Food Network''
| |
| β | ** Pays βοΈ + βοΈ
| |
| β | ** Places Caseyβs π€token in the '''second''' Contribution Space
| |
| β | ** Two additional βοΈ requirements are marked
| |
| β | * Action 2: βοΈ''Acquire'' β takes π + π
| |
| | | | |
| β | '''Caseyβs rationale'''
| + | Alex donate β€οΈ |
| β | Casey keeps pressuring the same shared project and aims to stay high in contribution order. Casey is willing to let others finish it later if needed, because second place is still valuable.
| |
| | | | |
| β | '''Drewβs turn'''
| + | Brooke donate β€οΈ |
| β | * Start-of-turn activations:
| |
| β | ** ''Trust Bond'' does not trigger automatically, it triggers when a π¬''Touchpoint'' completes
| |
| β | * Action 1: π¬''Touchpoint'' with Alex
| |
| β | ** Drew gives '''1''' π to Alex
| |
| β | ** Alex accepts
| |
| β | ** Both Drew and Alex gain '''+1''' π‘οΈ''Vitals''
| |
| β | ** ''Trust Bond'' triggers, so Drew gains '''1''' βοΈ
| |
| β | * Action 2: βοΈ''Contribute Project'' to ''Food Network''
| |
| β | ** Pays π + β€οΈ
| |
| β | ** Places Drewβs π€token in the '''third''' Contribution Space
| |
| β | ** Marks the final π and β€οΈ requirements
| |
| β | ** ''Food Network'' is complete
| |
| β | ** Contribution order scoring:
| |
| β | *** Alex = '''6''' π³''Legacy''
| |
| β | *** Casey = '''3''' π³''Legacy''
| |
| β | *** Drew = '''1''' π³''Legacy''
| |
| β | ** π''Meaning'' marker moves from '''5''' to '''6'''
| |
| β | ** Completion Reward+: Alex, Casey, and Drew each gain '''1''' token of their choice
| |
| β | *** Alex chooses β€οΈ
| |
| β | *** Casey chooses π
| |
| β | *** Drew chooses β€οΈ
| |
| β | ** ''Food Network'' slot refills with ''Neighborhood School''
| |
| | | | |
| β | {| class="wikitable"
| + | Meaning +2 |
| β | |-
| + | |
| β | ! New Slot B Project
| + | Meaning = 5 |
| β | ! Layer
| + | |
| β | ! Requirement List
| + | -------------------------------- |
| β | ! Spaces
| + | |
| β | ! π''Meaning'' + on Completion
| + | == Round 2 == |
| β | ! Completion Reward+
| + | |
| β | |-
| + | Event |
| β | | ''Neighborhood School''
| + | |
| β | | Layer 8 β Social Infrastructure
| + | β1 Meaning |
| β | | βοΈ π π β€οΈ
| + | |
| β | | 3
| + | Meaning = 4 |
| β | | +1
| + | |
| β | | All participants gain '''+1''' π‘οΈ''Vitals''
| + | --- |
| β | |}
| + | |
| | + | Alex |
| | + | |
| | + | Obtain Pattern |
| | + | |
| | + | Repair Loop |
| | + | |
| | + | Cost βοΈ π |
| | + | |
| | + | Pays |
| | + | |
| | + | Gallery π¦ |
| | + | |
| | + | Bonus +1 βοΈ |
| | + | |
| | + | Contribute Project |
| | + | |
| | + | Clinic |
| | + | |
| | + | Pays π β€οΈ |
| | + | |
| | + | Marker second |
| | + | |
| | + | --- |
| | + | |
| | + | Brooke |
| | + | |
| | + | Obtain Pattern |
| | + | |
| | + | Reciprocity |
| | + | |
| | + | Cost π β€οΈ |
| | + | |
| | + | Gallery π§« |
| | + | |
| | + | Bonus +1 β€οΈ |
| | + | |
| | + | Acquire |
| | + | |
| | + | +2 βοΈ |
| | + | |
| | + | --- |
| | + | |
| | + | Casey |
| | + | |
| | + | Acquire |
| | + | |
| | + | +2 π |
| | + | |
| | + | Contribute Project |
| | + | |
| | + | Clinic |
| | + | |
| | + | Pays β€οΈ |
| | + | |
| | + | Marker third |
| | + | |
| | + | Clinic complete |
| | + | |
| | + | Legacy |
| | + | |
| | + | Casey 6 |
| | + | Alex 3 |
| | + | Brooke 1 |
| | + | |
| | + | Meaning +1 |
| | + | |
| | + | Meaning = 5 |
| | + | |
| | + | --- |
| | + | |
| | + | Drew |
| | + | |
| | + | Obtain Pattern |
| | + | |
| | + | Forecast |
| | + | |
| | + | Cost π π π |
| | + | |
| | + | Pays |
| | + | |
| | + | Gallery π |
| | + | |
| | + | Acquire |
| | + | |
| | + | +2 βοΈ |
| | | | |
| β | '''Drewβs rationale'''
| + | --- |
| β | Drew uses social play to gain value on both sides: the π¬''Touchpoint'' improves π‘οΈ''Vitals'' and fuels ''Trust Bond'', then the project contribution turns flexible tokens into shared progress plus personal score.
| |
| | | | |
| β | === Phase βΉ β πStability Window ===
| + | Stability Window |
| β | * Alex donates '''1''' β€οΈ
| |
| β | * Brooke donates '''1''' β€οΈ
| |
| β | * Casey donates none
| |
| β | * Drew donates '''1''' β€οΈ
| |
| | | | |
| β | Total donated β€οΈ''Support'' = '''3''' (cap reached)
| + | Only Drew donates |
| | | | |
| β | * π''Meaning'' marker moves from '''6''' to '''9'''
| + | Meaning +1 |
| | | | |
| β | '''Round 2 End State'''
| + | Meaning = 6 |
| β | * π''Meaning'' marker = '''9'''
| |
| β | * Alex: π‘οΈ''Vitals''='''7''', π³''Legacy''='''12'''
| |
| β | * Brooke: π‘οΈ''Vitals''='''6''', π³''Legacy''='''0'''
| |
| β | * Casey: π‘οΈ''Vitals''='''6''', π³''Legacy''='''6'''
| |
| β | * Drew: π‘οΈ''Vitals''='''7''', π³''Legacy''='''1'''
| |
| | | | |
| β | '''Round 2 Comment'''
| + | -------------------------------- |
| β | The table swings from fragile to strong. Alex is leading on points, Casey is close behind, Brooke has almost no score but is building the most dangerous engine, and Drew is turning social play into quiet efficiency.
| |
| | | | |
| | == Round 3 == | | == Round 3 == |
| | | | |
| β | === Phase βΆ β π
''Event'' ===
| + | Event |
| β | The revealed π
''Event'' is '''System Friction''': '''β3''' π''Meaning''.
| + | |
| | + | β3 Meaning |
| | + | |
| | + | Meaning = 3 |
| | + | |
| | + | Danger zone. |
| | + | |
| | + | --- |
| | + | |
| | + | Alex |
| | + | |
| | + | Acquire |
| | + | |
| | + | +2 βοΈ |
| | + | |
| | + | Obtain Pattern |
| | + | |
| | + | Pulse |
| | + | |
| | + | Cost βοΈ π π |
| | + | |
| | + | Discount from βοΈ none |
| | + | |
| | + | Pays full |
| | + | |
| | + | Gallery βοΈ |
| | + | |
| | + | --- |
| | + | |
| | + | Brooke |
| | + | |
| | + | Refresh Action |
| | + | |
| | + | Market bad. |
| | + | |
| | + | Discard 6 |
| | + | |
| | + | New Market: |
| | + | |
| | + | π§Ώ Skin |
| | + | βοΈ Balance |
| | + | π¦ Growth |
| | + | π§« Trust |
| | + | π Signal |
| | + | π― Focus |
| | + | |
| | + | Second action |
| | + | |
| | + | Obtain Skin |
| | + | |
| | + | Cost βοΈ |
| | + | |
| | + | Gallery π§Ώ |
| | + | |
| | + | Bonus +1 βοΈ |
| | + | |
| | + | --- |
| | + | |
| | + | Casey |
| | + | |
| | + | Contribute Food Network |
| | + | |
| | + | Pays βοΈ βοΈ |
| | + | |
| | + | Marker first |
| | + | |
| | + | Acquire |
| | | | |
| β | * π''Meaning'' marker moves from '''9''' to '''6'''
| + | +2 π |
| | | | |
| β | '''Comment'''
| + | --- |
| β | A hard hit, but the table had built enough cushion to absorb it.
| |
| | | | |
| β | === Phase β· β Refresh ===
| + | Drew |
| β | * The gallery refills empty spaces from earlier purchases
| |
| β | * New face-up options include ''Habit Engine'' and ''Signal Filter'' still available
| |
| | | | |
| β | === Phase βΈ β π€Player Turns ===
| + | Obtain Growth |
| | | | |
| β | '''Alexβs turn'''
| + | Cost βοΈ βοΈ π |
| β | * Start-of-turn activations: none
| |
| β | * Action 1: βοΈ''Contribute Project'' to ''Neighborhood School''
| |
| β | ** Pays π + β€οΈ
| |
| β | ** Places Alexβs π€token in the '''first''' Contribution Space
| |
| β | ** Marks one π and one β€οΈ requirement
| |
| β | * Action 2: βοΈ''Acquire'' β takes βοΈ + βοΈ
| |
| | | | |
| β | '''Alexβs rationale'''
| + | Pays |
| β | Alex continues the pattern of leading shared builds. First contribution remains the cleanest way to turn collaborative work into competitive advantage.
| |
| | | | |
| β | '''Brookeβs turn'''
| + | Gallery π¦ |
| β | * Start-of-turn activations:
| |
| β | ** ''Shell'' β +1 βοΈ
| |
| β | ** ''Homeostasis'' β +1 β€οΈ
| |
| β | ** ''Elastic Tissue'' β chooses +1 βοΈ
| |
| β | ** ''Forecasting'' β +1 π
| |
| β | * Action 1: Converts '''2''' βοΈ into '''1''' β€οΈ using the turn conversion rule
| |
| β | * Action 1: π§¬''Obtain Pattern'' β buys ''Signal Filter''
| |
| β | ** Pays π + π
| |
| β | ** Places in Layer 5 π as an additional Layer 5 π§¬''Pattern''
| |
| β | * Action 2: π§¬''Obtain Pattern'' β buys ''Habit Engine''
| |
| β | ** Pays βοΈ + βοΈ + π, reduced by '''1''' because Brooke already owns a Layer 6? No. Brooke does not yet own a Layer 6, so no layer discount applies.
| |
| β | ** Places in Layer 6 π―
| |
| | | | |
| β | '''Brookeβs rationale'''
| + | Bonus +1 βοΈ |
| β | Brooke is now clearly all-in on engine development. The goal is to reach a point where each turn begins with multiple free resources, predictable support generation, and cheaper project interaction.
| |
| | | | |
| β | '''What Brooke sees now on the π€Player Mat'''
| + | Contribute Food Network |
| β | * Layer 1: ''Shell''
| |
| β | * Layer 2: ''Homeostasis''
| |
| β | * Layer 3: ''Elastic Tissue''
| |
| β | * Layer 5: ''Forecasting'', ''Signal Filter''
| |
| β | * Layer 6: ''Habit Engine''
| |
| β | * Brookeβs mat now looks like a real production engine
| |
| | | | |
| β | '''Caseyβs turn'''
| + | Pays π π |
| β | * Start-of-turn activations: none
| |
| β | * Action 1: βοΈ''Contribute Project'' to ''Neighborhood School''
| |
| β | ** Pays βοΈ + π
| |
| β | ** Places Caseyβs π€token in the '''second''' Contribution Space
| |
| β | ** Marks the final βοΈ and final π requirements
| |
| β | ** ''Neighborhood School'' is complete
| |
| β | ** Contribution order scoring:
| |
| β | *** Alex = '''6''' π³''Legacy''
| |
| β | *** Casey = '''3''' π³''Legacy''
| |
| β | ** π''Meaning'' marker moves from '''6''' to '''7'''
| |
| β | ** Completion Reward+: Alex and Casey each gain '''+1''' π‘οΈ''Vitals''
| |
| β | ** ''Neighborhood School'' refills with ''Public Forum''
| |
| β | * Action 2: βοΈ''Contribute Project'' to ''Transit Link''
| |
| β | ** Pays βοΈ
| |
| β | ** Places Caseyβs π€token in the '''first''' Contribution Space on ''Transit Link''
| |
| β | ** Marks one βοΈ requirement
| |
| | | | |
| β | {| class="wikitable"
| + | Marker second |
| β | |-
| |
| β | ! New Slot B Project
| |
| β | ! Layer
| |
| β | ! Requirement List
| |
| β | ! Spaces
| |
| β | ! π''Meaning'' + on Completion
| |
| β | ! Completion Reward+
| |
| β | |-
| |
| β | | ''Public Forum''
| |
| β | | Layer 7 β Presence / Social Choice
| |
| β | | βοΈ π β€οΈ
| |
| β | | 3
| |
| β | | +1
| |
| β | | All participants gain '''1''' β€οΈ
| |
| β | |}
| |
| | | | |
| β | '''Caseyβs rationale'''
| + | --- |
| β | Casey has enough tokens to branch out. Completing one project for points, then planting a first-place marker on another, keeps pressure on the rest of the table.
| |
| | | | |
| β | '''Drewβs turn'''
| + | Stability Window |
| β | * Start-of-turn activations:
| |
| β | ** ''Trust Bond'' only triggers on a completed π¬''Touchpoint''
| |
| β | * Action 1: π¬''Touchpoint'' with Brooke
| |
| β | ** Drew requests '''1''' β€οΈ
| |
| β | ** Brooke accepts
| |
| β | ** Both gain '''+1''' π‘οΈ''Vitals''
| |
| β | ** Drew gains '''1''' βοΈ from ''Trust Bond''
| |
| β | * Action 2: βοΈ''Contribute Project'' to ''Public Forum''
| |
| β | ** Pays βοΈ + β€οΈ
| |
| β | ** Places Drewβs π€token in the '''first''' Contribution Space
| |
| β | ** Marks one βοΈ and one β€οΈ requirement
| |
| | | | |
| β | '''Drewβs rationale'''
| + | Alex donate β€οΈ |
| β | Drew sees Brooke producing more than Brooke can efficiently spend in one turn. Taking one β€οΈ through a π¬''Touchpoint'' strengthens Drew while also improving both playersβ π‘οΈ''Vitals''.
| |
| | | | |
| β | === Phase βΉ β πStability Window ===
| + | Brooke donate β€οΈ |
| β | * Alex donates none
| |
| β | * Brooke donates '''1''' β€οΈ
| |
| β | * Casey donates none
| |
| β | * Drew donates none
| |
| | | | |
| β | Total donated β€οΈ''Support'' = '''1'''
| + | Casey donate β€οΈ |
| | | | |
| β | * π''Meaning'' marker moves from '''7''' to '''8'''
| + | Cap +3 |
| | | | |
| β | '''Round 3 End State'''
| + | Meaning = 6 |
| β | * π''Meaning'' marker = '''8'''
| |
| β | * Alex: π‘οΈ''Vitals''='''8''', π³''Legacy''='''18'''
| |
| β | * Brooke: π‘οΈ''Vitals''='''7''', π³''Legacy''='''0'''
| |
| β | * Casey: π‘οΈ''Vitals''='''7''', π³''Legacy''='''9'''
| |
| β | * Drew: π‘οΈ''Vitals''='''8''', π³''Legacy''='''1'''
| |
| | | | |
| β | '''Round 3 Comment'''
| + | -------------------------------- |
| β | Brookeβs engine is now the strongest on the table, but Brooke is far behind in π³''Legacy''. Alex still leads because Alex keeps turning shared structure into first-place points.
| |
| | | | |
| | == Round 4 == | | == Round 4 == |
| | | | |
| β | === Phase βΆ β π
''Event'' ===
| + | Event |
| β | The revealed π
''Event'' is '''Fatigue Wave''': '''β2''' π''Meaning''.
| |
| | | | |
| β | * π''Meaning'' marker moves from '''8''' to '''6'''
| + | β2 Meaning |
| | | | |
| β | === Phase β· β Refresh === | + | Meaning = 4 |
| β | * Gallery is refilled as needed
| |
| | | | |
| β | === Phase βΈ β π€Player Turns ===
| + | Event text: |
| | | | |
| β | '''Alexβs turn'''
| + | All players lose 1 Vitals |
| β | * Start-of-turn activations: none
| |
| β | * Action 1: βοΈ''Contribute Project'' to ''Public Forum''
| |
| β | ** Pays π
| |
| β | ** Places Alexβs π€token in the '''second''' Contribution Space
| |
| β | ** Marks the final π requirement
| |
| β | ** ''Public Forum'' is complete because Drew already paid βοΈ + β€οΈ
| |
| β | ** Contribution order scoring:
| |
| β | *** Drew = '''6''' π³''Legacy''
| |
| β | *** Alex = '''3''' π³''Legacy''
| |
| β | ** π''Meaning'' marker moves from '''6''' to '''7'''
| |
| β | ** Completion Reward+: Drew and Alex each gain '''1''' β€οΈ
| |
| β | ** ''Public Forum'' refills with ''Mutual Aid Network''
| |
| β | * Action 2: βοΈ''Contribute Project'' to ''Transit Link''
| |
| β | ** Pays βοΈ + π + β€οΈ? No, only the remaining requirements may be paid.
| |
| β | ** ''Transit Link'' currently still needs βοΈ + π + β€οΈ, since Casey already paid one βοΈ in Round 3
| |
| β | ** Alex pays π + β€οΈ
| |
| β | ** Places Alexβs π€token in the '''second''' Contribution Space on ''Transit Link''
| |
| β | ** Marks the remaining π and β€οΈ requirements
| |
| | | | |
| β | {| class="wikitable"
| + | Vitals: |
| β | |-
| + | |
| β | ! New Slot B Project
| + | Alex 4 |
| β | ! Layer
| + | Brooke 4 |
| β | ! Requirement List
| + | Casey 4 |
| β | ! Spaces
| + | Drew 4 |
| β | ! π''Meaning'' + on Completion
| + | |
| β | ! Completion Reward+
| + | Project Portfolio now: |
| β | |-
| + | |
| β | | ''Mutual Aid Network''
| + | Food Network (needs βοΈ) |
| β | | Layer 8 β Social Infrastructure
| + | Learning Archive (needs βοΈ) |
| β | | βοΈ βοΈ π β€οΈ β€οΈ
| + | Water System (new) cost βοΈ π β€οΈ |
| β | | 4
| + | Penalty: flip Event on completion |
| β | | +1
| + | |
| β | | All participants gain '''+1''' π‘οΈ''Vitals''
| + | Stewardship still visible. |
| β | |}
| + | |
| | + | --- |
| | + | |
| | + | Alex |
| | + | |
| | + | Has βοΈ and π¦ |
| | + | |
| | + | Contribute Learning Archive |
| | + | |
| | + | Requirement includes βοΈ |
| | + | |
| | + | Allowed. |
| | + | |
| | + | Pays βοΈ π |
| | + | |
| | + | Marker first |
| | + | |
| | + | Acquire |
| | + | |
| | + | +2 βοΈ |
| | + | |
| | + | Alex wants Meaning boost. |
| | + | |
| | + | --- |
| | + | |
| | + | Brooke |
| | + | |
| | + | Obtain Trust |
| | + | |
| | + | Cost π β€οΈ |
| | + | |
| | + | Gallery π§« |
| | + | |
| | + | Bonus +1 β€οΈ |
| | + | |
| | + | Contribute Water System |
| | + | |
| | + | Pays βοΈ |
| | + | |
| | + | Marker first |
| | + | |
| | + | --- |
| | + | |
| | + | Casey |
| | + | |
| | + | Contribute Food Network |
| | + | |
| | + | Pays βοΈ |
| | + | |
| | + | Marker first already |
| | + | |
| | + | Now pays last cost |
| | + | |
| | + | Food Network completes |
| | + | |
| | + | Legacy: |
| | + | |
| | + | Casey 6 |
| | + | Drew 3 |
| | + | Alex 1 |
| | + | |
| | + | Meaning +1 |
| | + | |
| | + | Meaning = 5 |
| | + | |
| | + | Second action |
| | + | |
| | + | Acquire |
| | + | |
| | + | +2 π |
| | + | |
| | + | --- |
| | + | |
| | + | Drew |
| | | | |
| β | '''Alexβs rationale'''
| + | Obtain Signal |
| β | Alex keeps making the same disciplined play: enter projects early, finish them when profitable, and avoid wasting resources on engine pieces that may take too long to pay off.
| |
| | | | |
| β | '''Brookeβs turn'''
| + | Cost π π |
| β | * Start-of-turn activations:
| |
| β | ** ''Shell'' β +1 βοΈ
| |
| β | ** ''Homeostasis'' β +1 β€οΈ
| |
| β | ** ''Elastic Tissue'' β chooses +1 βοΈ
| |
| β | ** ''Forecasting'' β +1 π
| |
| β | ** ''Signal Filter'' β +1 π
| |
| β | ** ''Habit Engine'' β Brookeβs first βοΈ''Project'' contribution this turn costs '''1''' fewer token
| |
| β | * Action 1: βοΈ''Contribute Project'' to ''Transit Link''
| |
| β | ** Only one βοΈ remains unpaid
| |
| β | ** Because of ''Habit Engine'', Brookeβs first contribution costs '''1''' fewer token
| |
| β | ** Brooke pays '''0''' tokens effectively to satisfy the final βοΈ requirement? No. A cost reduction can only reduce what Brooke is paying, but Brooke must still contribute to an unpaid requirement. Brooke may satisfy the final single-token requirement by paying that one required βοΈ and reducing total paid by one only if the rules or card text permit. For this example, interpret ''Habit Engine'' as reducing Brookeβs paid contribution by one required token on the first contribution. Therefore Brooke pays the final βοΈ.
| |
| β | ** Brooke places a π€token in the '''third''' Contribution Space on ''Transit Link''
| |
| β | ** ''Transit Link'' is complete
| |
| β | ** Contribution order scoring:
| |
| β | *** Casey = '''6''' π³''Legacy''
| |
| β | *** Alex = '''3''' π³''Legacy''
| |
| β | *** Brooke = '''1''' π³''Legacy''
| |
| β | ** π''Meaning'' marker moves from '''7''' to '''8'''
| |
| β | ** Completion Reward+: Casey, Alex, and Brooke each gain '''1''' π
| |
| β | ** ''Transit Link'' refills with ''Water Purification''
| |
| β | * Action 2: βοΈ''Contribute Project'' to ''Learning Archive''
| |
| β | ** Pays π + β€οΈ
| |
| β | ** Places Brookeβs π€token in the '''first''' Contribution Space
| |
| β | ** Marks one π and one β€οΈ requirement
| |
| | | | |
| β | {| class="wikitable"
| + | Gallery π |
| β | |-
| |
| β | ! New Slot A Project
| |
| β | ! Layer
| |
| β | ! Requirement List
| |
| β | ! Spaces
| |
| β | ! π''Meaning'' + on Completion
| |
| β | ! Completion Reward+
| |
| β | |-
| |
| β | | ''Water Purification''
| |
| β | | Layer 8 β Social Infrastructure
| |
| β | | βοΈ βοΈ π β€οΈ
| |
| β | | 3
| |
| β | | +1
| |
| β | | Gain '''1''' token of your choice
| |
| β | |}
| |
| | | | |
| β | '''Brookeβs rationale'''
| + | Bonus +1 π |
| β | Brookeβs engine has arrived. Brooke can now join shared builds without sacrificing future growth. Brooke finally enters the π³''Legacy'' race.
| |
| | | | |
| β | '''Caseyβs turn'''
| + | Contribute Learning Archive |
| β | * Start-of-turn activations: none
| |
| β | * Action 1: βοΈ''Contribute Project'' to ''Mutual Aid Network''
| |
| β | ** Pays βοΈ + β€οΈ
| |
| β | ** Places Caseyβs π€token in the '''first''' Contribution Space
| |
| β | ** Marks one βοΈ and one β€οΈ requirement
| |
| β | * Action 2: βοΈ''Acquire'' β takes βοΈ + π
| |
| | | | |
| β | '''Caseyβs rationale'''
| + | Pays β€οΈ |
| β | Casey continues to maximize first-place markers. Casey wants many projects partially seeded so that even if others finish them, Casey still gets paid.
| |
| | | | |
| β | '''Drewβs turn'''
| + | Marker second |
| β | * Start-of-turn activations:
| |
| β | ** ''Trust Bond'' waits for a π¬''Touchpoint''
| |
| β | * Action 1: π¬''Touchpoint'' with Casey
| |
| β | ** Drew gives '''1''' βοΈ to Casey
| |
| β | ** Casey accepts
| |
| β | ** Both gain '''+1''' π‘οΈ''Vitals''
| |
| β | ** Drew gains '''1''' βοΈ from ''Trust Bond''
| |
| β | * Action 2: βοΈ''Contribute Project'' to ''Learning Archive''
| |
| β | ** Pays βοΈ + π
| |
| β | ** Places Drewβs π€token in the '''second''' Contribution Space
| |
| β | ** Marks one βοΈ and one π requirement
| |
| | | | |
| β | '''Drewβs rationale'''
| + | --- |
| β | Drew is balancing stability and tempo. Giving Casey a token is not pure charity. It buys a π‘οΈ''Vitals'' increase for both players and triggers Drewβs engine.
| |
| | | | |
| β | === Phase βΉ β πStability Window ===
| + | Stability Window |
| β | * Alex donates none
| |
| β | * Brooke donates '''1''' β€οΈ
| |
| β | * Casey donates none
| |
| β | * Drew donates '''1''' β€οΈ
| |
| | | | |
| β | Total donated β€οΈ''Support'' = '''2'''
| + | Brooke donate β€οΈ |
| | + | Alex donate β€οΈ |
| | | | |
| β | * π''Meaning'' marker moves from '''8''' to '''10'''
| + | Meaning +2 |
| | | | |
| β | '''Round 4 End State'''
| + | Meaning = 7 |
| β | * π''Meaning'' marker = '''10'''
| |
| β | * Alex: π‘οΈ''Vitals''='''8''', π³''Legacy''='''21'''
| |
| β | * Brooke: π‘οΈ''Vitals''='''7''', π³''Legacy''='''1'''
| |
| β | * Casey: π‘οΈ''Vitals''='''8''', π³''Legacy''='''15'''
| |
| β | * Drew: π‘οΈ''Vitals''='''9''', π³''Legacy''='''7'''
| |
| | | | |
| β | '''Round 4 Comment'''
| + | -------------------------------- |
| β | The board now looks healthy and busy. Multiple βοΈ''Projects'' are partly built, Brookeβs π€Player Mat shows the strongest engine, and Casey remains dangerous because first-place markers keep turning into points.
| |
| | | | |
| | == Round 5 == | | == Round 5 == |
| | | | |
| β | === Phase βΆ β π
''Event'' === | + | Event |
| β | The revealed π
''Event'' is '''Institutional Strain''': '''β4''' π''Meaning''.
| + | |
| | + | β4 Meaning |
| | + | |
| | + | Meaning = 3 |
| | + | |
| | + | Event text: |
| | + | |
| | + | Lose 1 token each |
| | + | |
| | + | Table stressed. |
| | + | |
| | + | --- |
| | + | |
| | + | Alex |
| | + | |
| | + | Contribute Learning Archive |
| | + | |
| | + | Pays βοΈ |
| | + | |
| | + | Archive complete |
| | + | |
| | + | Legacy: |
| | + | |
| | + | Alex 6 |
| | + | Drew 3 |
| | + | |
| | + | Meaning +2 |
| | + | |
| | + | Meaning = 5 |
| | + | |
| | + | Bonus: |
| | + | |
| | + | All +1 Vitals |
| | + | |
| | + | Alex 5 |
| | + | Brooke 5 |
| | + | Casey 5 |
| | + | Drew 5 |
| | + | |
| | + | --- |
| | + | |
| | + | Brooke |
| | + | |
| | + | Contribute Water System |
| | + | |
| | + | Pays π β€οΈ |
| | + | |
| | + | Water System complete |
| | + | |
| | + | Legacy: |
| | + | |
| | + | Brooke 6 |
| | + | Casey 3 |
| | + | |
| | + | Meaning +1 |
| | + | |
| | + | Meaning = 6 |
| | + | |
| | + | Penalty: |
| | + | |
| | + | Flip Event |
| | + | |
| | + | Penalty text: |
| | + | |
| | + | All lose 1 Vitals |
| | + | |
| | + | Vitals: |
| | + | |
| | + | Alex 4 |
| | + | Brooke 4 |
| | + | Casey 4 |
| | + | Drew 4 |
| | + | |
| | + | --- |
| | | | |
| β | * π''Meaning'' marker moves from '''10''' to '''6'''
| + | Casey |
| | | | |
| β | '''Comment'''
| + | Acquire |
| β | This is the kind of shock the game is built around. Even a strong shared world can get hit hard.
| |
| | | | |
| β | === Phase β· β Refresh ===
| + | +2 βοΈ |
| β | * Gallery remains stocked
| |
| | | | |
| β | === Phase βΈ β π€Player Turns ===
| + | Contribute Stewardship |
| | | | |
| β | '''Alexβs turn'''
| + | Requirement: |
| β | * Start-of-turn activations: none
| |
| β | * Action 1: βοΈ''Contribute Project'' to ''Mutual Aid Network''
| |
| β | ** Current unpaid requirements are βοΈ + π + β€οΈ, because Casey already paid one βοΈ and one β€οΈ
| |
| β | ** Alex pays π + β€οΈ
| |
| β | ** Places Alexβs π€token in the '''second''' Contribution Space
| |
| β | ** Marks those requirements
| |
| β | * Action 2: βοΈ''Acquire'' β takes βοΈ + βοΈ
| |
| | | | |
| β | '''Alexβs rationale'''
| + | Needs π§Ώ + βοΈ |
| β | Alex stays disciplined. The objective is to keep a useful project near completion without overcommitting when the board just took a major hit.
| |
| | | | |
| β | '''Brookeβs turn'''
| + | Casey has both |
| β | * Start-of-turn activations:
| |
| β | ** ''Shell'' β +1 βοΈ
| |
| β | ** ''Homeostasis'' β +1 β€οΈ
| |
| β | ** ''Elastic Tissue'' β +1 βοΈ
| |
| β | ** ''Forecasting'' β +1 π
| |
| β | ** ''Signal Filter'' β +1 π
| |
| β | ** ''Habit Engine'' active this turn
| |
| β | * Action 1: βοΈ''Contribute Project'' to ''Learning Archive''
| |
| β | ** Remaining unpaid requirements are βοΈ + β€οΈ + β€οΈ, because Brooke paid π + β€οΈ earlier and Drew paid βοΈ + π
| |
| β | ** Brooke pays βοΈ + β€οΈ
| |
| β | ** Brooke is already the first contributor, so no new Contribution Space is claimed
| |
| β | ** Marks one βοΈ and one β€οΈ requirement
| |
| β | * Action 2: βοΈ''Contribute Project'' to ''Mutual Aid Network''
| |
| β | ** Remaining unpaid requirement is a single βοΈ
| |
| β | ** Because this is Brookeβs first contribution to this project, Brooke places a π€token in the '''third''' Contribution Space
| |
| β | ** Pays the final βοΈ
| |
| β | ** ''Mutual Aid Network'' is complete
| |
| β | ** Contribution order scoring:
| |
| β | *** Casey = '''6''' π³''Legacy''
| |
| β | *** Alex = '''3''' π³''Legacy''
| |
| β | *** Brooke = '''1''' π³''Legacy''
| |
| β | ** π''Meaning'' marker moves from '''6''' to '''7'''
| |
| β | ** Completion Reward+: Casey, Alex, and Brooke each gain '''+1''' π‘οΈ''Vitals''
| |
| β | ** ''Mutual Aid Network'' refills with ''Emergency Housing''
| |
| | | | |
| β | {| class="wikitable"
| + | Pays βοΈ βοΈ |
| β | |-
| + | |
| β | ! New Slot B Project
| + | Marker first |
| β | ! Layer
| + | |
| β | ! Requirement List
| + | Casey pushing endgame. |
| β | ! Spaces
| + | |
| β | ! π''Meaning'' + on Completion
| + | --- |
| β | ! Completion Reward+
| + | |
| β | |-
| + | Drew |
| β | | ''Emergency Housing''
| + | |
| β | | Layer 8 β Social Recovery
| + | Obtain Focus |
| β | | βοΈ βοΈ π β€οΈ
| + | |
| β | | 3
| + | Cost π β€οΈ |
| β | | +1
| |
| β | | All participants gain '''1''' β€οΈ
| |
| β | |}
| |
| | | | |
| β | '''Brookeβs rationale'''
| + | Gallery π― |
| β | Brooke finally turns engine strength into broad board impact. Brooke is still behind in points, but now has enough resource production to influence multiple projects in one round.
| |
| | | | |
| β | '''Caseyβs turn'''
| + | Bonus +1 π |
| β | * Start-of-turn activations: none
| |
| β | * Action 1: βοΈ''Contribute Project'' to ''Emergency Housing''
| |
| β | ** Pays βοΈ + π
| |
| β | ** Places Caseyβs π€token in the '''first''' Contribution Space
| |
| β | ** Marks one βοΈ and one π requirement
| |
| β | * Action 2: βοΈ''Contribute Project'' to ''Stewardship''
| |
| β | ** Allowed because π''Meaning'' is currently '''7'''? No. The threshold in the main rules is π''Meaning'' β₯ '''8'''.
| |
| β | ** Casey cannot yet contribute to ''Stewardship''
| |
| β | ** Casey instead contributes to ''Water Purification''
| |
| β | ** Pays βοΈ
| |
| β | ** Places Caseyβs π€token in the '''first''' Contribution Space on ''Water Purification''
| |
| β | ** Marks one βοΈ requirement
| |
| | | | |
| β | '''Caseyβs rationale'''
| + | Contribute Stewardship |
| β | Casey wants to pivot toward endgame but the shared world is not yet stable enough. That forces Casey to keep farming first-contributor positions on normal projects.
| |
| | | | |
| β | '''Drewβs turn'''
| + | Pays π β€οΈ |
| β | * Start-of-turn activations:
| |
| β | ** ''Trust Bond'' waiting on π¬''Touchpoint''
| |
| β | * Action 1: π¬''Touchpoint'' with Alex
| |
| β | ** Drew requests '''1''' βοΈ
| |
| β | ** Alex accepts
| |
| β | ** Both gain '''+1''' π‘οΈ''Vitals''
| |
| β | ** Drew gains '''1''' βοΈ from ''Trust Bond''
| |
| β | * Action 2: βοΈ''Contribute Project'' to ''Learning Archive''
| |
| β | ** One β€οΈ requirement remains unpaid
| |
| β | ** Drew pays the final β€οΈ
| |
| β | ** Drew is already the second contributor, so no new token is placed
| |
| β | ** ''Learning Archive'' is complete
| |
| β | ** Contribution order scoring:
| |
| β | *** Brooke = '''6''' π³''Legacy''
| |
| β | *** Drew = '''3''' π³''Legacy''
| |
| β | ** π''Meaning'' marker moves from '''7''' to '''9'''
| |
| β | ** Completion Reward+: Refresh the π§¬''Pattern Gallery''
| |
| β | ** ''Learning Archive'' slot refills with ''Civic Memory''
| |
| | | | |
| β | {| class="wikitable"
| + | Marker second |
| β | |-
| |
| β | ! New Slot C Project
| |
| β | ! Layer
| |
| β | ! Requirement List
| |
| β | ! Spaces
| |
| β | ! π''Meaning'' + on Completion
| |
| β | ! Completion Reward+
| |
| β | |-
| |
| β | | ''Civic Memory''
| |
| β | | Layer 9 β Story
| |
| β | | βοΈ π π β€οΈ β€οΈ
| |
| β | | 4
| |
| β | | +2
| |
| β | | All participants gain '''1''' π
| |
| β | |}
| |
| | | | |
| β | '''Drewβs rationale'''
| + | --- |
| β | Drew times the finish perfectly. The project completion restores the shared world to the threshold needed for ''Stewardship'' next round.
| |
| | | | |
| β | === Phase βΉ β πStability Window ===
| + | Stability Window |
| β | * Alex donates none
| |
| β | * Brooke donates '''1''' β€οΈ
| |
| β | * Casey donates none
| |
| β | * Drew donates '''1''' β€οΈ
| |
| | | | |
| β | Total donated β€οΈ''Support'' = '''2'''
| + | Alex donate β€οΈ |
| | + | Brooke donate β€οΈ |
| | + | Drew donate β€οΈ |
| | | | |
| β | * π''Meaning'' marker moves from '''9''' to '''11'''
| + | Cap +3 |
| | | | |
| β | '''Round 5 End State'''
| + | Meaning = 9 |
| β | * π''Meaning'' marker = '''11'''
| |
| β | * Alex: π‘οΈ''Vitals''='''10'''', but capped at '''10'''
| |
| β | * Alex π³''Legacy''='''24'''
| |
| β | * Brooke: π‘οΈ''Vitals''='''8''', π³''Legacy''='''8'''
| |
| β | * Casey: π‘οΈ''Vitals''='''9''', π³''Legacy''='''21'''
| |
| β | * Drew: π‘οΈ''Vitals''='''10'''', but capped at '''10'''
| |
| β | * Drew π³''Legacy''='''10'''
| |
| | | | |
| β | '''Round 5 Comment'''
| + | -------------------------------- |
| β | The table absorbs the biggest shock of the game and comes out even stronger. This is the turning point. π''Meaning'' is high enough that the endgame project is now open.
| |
| | | | |
| | == Round 6 == | | == Round 6 == |
| | | | |
| β | === Phase βΆ β π
''Event'' ===
| + | Event |
| β | The revealed π
''Event'' is '''Complacency Drift''': '''β2''' π''Meaning''.
| |
| | | | |
| β | * π''Meaning'' marker moves from '''11''' to '''9'''
| + | β3 Meaning |
| | | | |
| β | '''Comment'''
| + | Meaning = 6 |
| β | The world is still strong. Everyone can now see the finish line.
| |
| | | | |
| β | === Phase β· β Refresh ===
| + | Final round feeling. |
| β | * Gallery is refilled after the ''Learning Archive'' refresh from Round 5
| |
| | | | |
| β | === Phase βΈ β π€Player Turns ===
| + | Stewardship needs: |
| | | | |
| β | '''Alexβs turn'''
| + | βοΈ π β€οΈ |
| β | * Start-of-turn activations: none
| |
| β | * Action 1: βοΈ''Contribute Project'' to ''Stewardship''
| |
| β | ** Pays π + β€οΈ
| |
| β | ** Places Alexβs π€token in the '''first''' Contribution Space
| |
| β | ** Marks one π and one β€οΈ requirement on ''Stewardship''
| |
| β | * Action 2: βοΈ''Acquire'' β takes βοΈ + π
| |
| | | | |
| β | '''Alexβs rationale'''
| + | --- |
| β | Alex wants first place on the final project. Even if others help finish it, Alex will likely take the largest endgame point burst.
| |
| | | | |
| β | '''Brookeβs turn'''
| + | Alex |
| β | * Start-of-turn activations:
| |
| β | ** ''Shell'' β +1 βοΈ
| |
| β | ** ''Homeostasis'' β +1 β€οΈ
| |
| β | ** ''Elastic Tissue'' β +1 βοΈ
| |
| β | ** ''Forecasting'' β +1 π
| |
| β | ** ''Signal Filter'' β +1 π
| |
| β | ** ''Habit Engine'' active
| |
| β | * Action 1: βοΈ''Contribute Project'' to ''Stewardship''
| |
| β | ** Pays βοΈ + βοΈ + π
| |
| β | ** Places Brookeβs π€token in the '''second''' Contribution Space
| |
| β | ** Marks two βοΈ and one π requirements
| |
| β | * Action 2: βοΈ''Contribute Project'' to ''Water Purification''
| |
| β | ** Pays βοΈ + β€οΈ + π
| |
| β | ** Places Brookeβs π€token in the '''second''' Contribution Space on ''Water Purification''
| |
| β | ** Marks the remaining requirements
| |
| β | ** ''Water Purification'' is complete
| |
| β | ** Contribution order scoring:
| |
| β | *** Casey = '''6''' π³''Legacy''
| |
| β | *** Brooke = '''3''' π³''Legacy''
| |
| β | ** π''Meaning'' marker moves from '''9''' to '''10'''
| |
| β | ** Completion Reward+: Casey and Brooke each gain '''1''' token of their choice
| |
| β | *** Casey chooses β€οΈ
| |
| β | *** Brooke chooses π
| |
| β | ** ''Water Purification'' refills, though that may not matter if the game ends this round
| |
| | | | |
| β | '''Brookeβs rationale'''
| + | Acquire |
| β | Brooke is finally converting engine power into tempo. Brooke helps the endgame but also squeezes one more scoring project before the finish.
| |
| | | | |
| β | '''Caseyβs turn'''
| + | +2 βοΈ |
| β | * Start-of-turn activations: none
| |
| β | * Action 1: βοΈ''Contribute Project'' to ''Stewardship''
| |
| β | ** Remaining unpaid requirements are βοΈ + π + β€οΈ, because Alex already paid π + β€οΈ and Brooke already paid βοΈ + βοΈ + π
| |
| β | ** Casey pays βοΈ + β€οΈ
| |
| β | ** Places Caseyβs π€token in the '''third''' Contribution Space
| |
| β | ** Marks those two requirements
| |
| β | * Action 2: βοΈ''Acquire'' β takes βοΈ + π
| |
| | | | |
| β | '''Caseyβs rationale'''
| + | Contribute Stewardship |
| β | Casey wants in on the endgame points and doesnβt want to be locked out if Drew finishes the project.
| |
| | | | |
| β | '''Drewβs turn'''
| + | Pays βοΈ |
| β | * Start-of-turn activations:
| |
| β | ** ''Trust Bond'' waits on π¬''Touchpoint''
| |
| β | * Action 1: π¬''Touchpoint'' with Brooke
| |
| β | ** Drew gives '''1''' π to Brooke
| |
| β | ** Brooke accepts
| |
| β | ** Both gain '''+1''' π‘οΈ''Vitals''
| |
| β | ** Drew gains '''1''' βοΈ from ''Trust Bond''
| |
| β | * Action 2: βοΈ''Contribute Project'' to ''Stewardship''
| |
| β | ** The only remaining unpaid requirement is '''1''' π
| |
| β | ** Drew pays the final π
| |
| β | ** Places Drewβs π€token in the '''fourth''' Contribution Space
| |
| β | ** ''Stewardship'' is complete
| |
| β | ** Contribution order scoring:
| |
| β | *** Alex = '''6''' π³''Legacy''
| |
| β | *** Brooke = '''3''' π³''Legacy''
| |
| β | *** Casey = '''1''' π³''Legacy''
| |
| β | *** Drew = '''1''' π³''Legacy''
| |
| β | ** π''Meaning'' marker moves from '''10''' to '''12'''
| |
| β | ** Game ends immediately
| |
| | | | |
| β | '''Drewβs rationale'''
| + | Marker third |
| β | Drew knows this contribution will end the game. Even fourth place is worth taking if it locks in a strong shared outcome and prevents other players from farming another side project.
| |
| | | | |
| β | === End of Game ===
| + | --- |
| | | | |
| β | '''Final π''Meaning'' marker = '''12''' ('''Flourishing''')'''
| + | Brooke |
| | | | |
| β | '''What the World Board shows at the end'''
| + | Acquire |
| β | * The shared world did not merely survive, it reached the maximum stability state
| |
| β | * Several Layer 8β9 projects were completed before the final Layer 10 capstone
| |
| β | * The game arc visibly moved from triage to infrastructure to long-horizon stewardship
| |
| | | | |
| β | '''What the π€Player Mats show at the end'''
| + | +2 π |
| β | * Alexβs mat shows relatively few π§¬''Patterns'', but strong π‘οΈ''Vitals'' and a large π³''Legacy'' total from efficient project timing
| |
| β | * Brookeβs mat shows the strongest π§¬''Pattern Stack'' engine, with multiple start-of-turn resource generators and conversion tools
| |
| β | * Caseyβs mat shows a project-racing strategy, with many early contribution markers turning into points
| |
| β | * Drewβs mat shows a hybrid social engine built around π¬''Touchpoints'', π‘οΈ''Vitals'', and efficient flexibility
| |
| | | | |
| β | '''Final Scores'''
| + | Contribute Stewardship |
| β | * Alex: π‘οΈ''Vitals'' '''10''' + π³''Legacy'' '''30''' = '''40'''
| |
| β | * Brooke: π‘οΈ''Vitals'' '''9''' + π³''Legacy'' '''14''' = '''23'''
| |
| β | * Casey: π‘οΈ''Vitals'' '''9''' + π³''Legacy'' '''28''' = '''37'''
| |
| β | * Drew: π‘οΈ''Vitals'' '''10''' + π³''Legacy'' '''11''' = '''21'''
| |
| | | | |
| β | '''Winner:''' '''Alex'''
| + | Pays π |
| | | | |
| β | '''System State:''' '''Flourishing'''
| + | Marker fourth |
| | | | |
| β | == Lessons from this Example ==
| + | --- |
| | | | |
| β | '''1. Early π''Meaning'' pressure matters.'''
| + | Casey |
| β | The opening π
''Event''s forced the group to stabilize before getting greedy.
| |
| | | | |
| β | '''2. Brooke demonstrated the engine-building path.'''
| + | Pays β€οΈ |
| β | Brooke spent the first half of the game looking weak on π³''Legacy'', but developed the strongest long-term production engine by stacking start-of-turn resource π§¬''Patterns'' and a Layer 6 efficiency tool.
| |
| | | | |
| β | '''3. Casey demonstrated the project-racing path.'''
| + | Stewardship complete |
| β | By claiming first Contribution Spaces repeatedly, Casey turned shared work into a strong competitive score.
| |
| | | | |
| β | '''4. Drew demonstrated the social-flexibility path.'''
| + | Game ends immediately. |
| β | π¬''Touchpoints'' improved π‘οΈ''Vitals'', shifted tokens where they were needed, and triggered Drewβs Layer 4 engine.
| |
| | | | |
| β | '''5. Alex demonstrated disciplined stability play.'''
| + | Meaning +2 |
| β | Alex did not build the flashiest engine, but repeatedly entered the right βοΈ''Projects'' at the right time, took strong π³''Legacy'' positions, and still helped the group survive.
| |
| | | | |
| β | '''6. The gameβs central tension remained active throughout.'''
| + | Meaning = 8 |
| β | Every player wanted personal score, but no one could ignore the shared π''Meaning'' marker. If they had, the game could have collapsed before the endgame ever opened.
| |
| β | <br>
| |
| | | | |
| β | = π€Solo Variant =
| + | -------------------------------- |
| β | In Solo Mode, you are not alone in the world. The π§βπ€βπ§''Community'' represents the rest of society acting in parallel to you. It builds, contributes, and competes for credit β but it does not help stabilize the system.
| |
| | | | |
| β | The π§βπ€βπ§''Community'' does NOT take turns.
| + | == Final Scores == |
| β | It advances βοΈ''Projects'' automatically at the end of each round.
| |
| | | | |
| β | You must outbuild the π§βπ€βπ§''Community'' while also keeping the system alive.
| + | Legacy: |
| | | | |
| β | '''Solo Setup'''<br>
| + | Casey 21 |
| | + | Alex 10 |
| | + | Brooke 13 |
| | + | Drew 9 |
| | | | |
| β | Use standard setup.
| + | Vitals: |
| | | | |
| β | * Place a neutral marker beside the βοΈ''Project Row'' to represent the π§βπ€βπ§''Community''.
| + | Alex 4 |
| β | * Optionally use the following:
| + | Brooke 4 |
| | + | Casey 4 |
| | + | Drew 4 |
| | | | |
| β | {| class="wikitable" style="width:100%;"
| + | Totals: |
| β | |-
| + | |
| β | ! Category
| + | Alex = 14 |
| β | ! '''Easy'''
| + | Brooke = 17 |
| β | ! '''Hard'''
| + | Casey = 25 |
| β | |-
| + | Drew = 13 |
| β | | βοΈ''Energy'' tokens (start)
| + | |
| β | | 4
| + | Winner: Casey |
| β | | 2
| + | |
| β | |-
| + | Group Result: |
| β | | π''Insight'' tokens (start)
| + | |
| β | | 3
| + | Meaning 8 |
| β | | 1
| + | |
| β | |-
| + | Resilient world. |
| β | | β€οΈ''Support'' tokens (start)
| + | |
| β | | 2
| + | System survived. |
| β | | 0
| + | |
| β | |-
| + | -------------------------------- |
| β | | π‘οΈ''Vitals'' marker (start)
| + | |
| β | | 6
| + | == Example Notes == |
| β | | 4
| + | |
| β | |-
| + | Players built Pattern engines first. |
| β | | π''Meaning'' marker (start)
| + | |
| β | | 6
| + | Mid game focused on Projects. |
| β | | 4
| + | |
| β | |-
| + | Late game focused on Meaning. |
| β | | <span style="font-weight:normal;">''Layer 10'' π''Stewardship'' βοΈ''Project'' Contribute Threshold</span>
| + | |
| β | | π''Meaning'' β₯ '''7'''
| + | Stewardship ended game before engines became too strong. |
| β | | π''Meaning'' β₯ '''9'''
| + | |
| β | |}
| + | This is expected play pattern. |
| | + | |
| | + | = Glossary = |
| | + | |
| | + | '''Pattern Market''' |
| | + | Shared display of Pattern cards available to obtain. |
| | + | |
| | + | '''Player Pattern Gallery''' |
| | + | Patterns owned by a player. |
| | + | Provides Layer discounts. |
| | + | |
| | + | '''Project Portfolio''' |
| | + | Shared display of active Projects. |
| | + | |
| | + | '''Meaning''' |
| | + | Shared stability of the world (0β12). |
| | + | |
| | + | '''Drift''' |
| | + | Instability. |
| | + | Drift = 12 β Meaning. |
| | + | |
| | + | '''Vitals''' |
| | + | Personal stability (0β10). |
| | + | |
| | + | '''Legacy''' |
| | + | Victory points. |
| | + | |
| | + | '''Support''' |
| | + | Token used to raise Meaning. |
| | + | |
| | + | '''Energy''' |
| | + | Token used for building. |
| | + | |
| | + | '''Insight''' |
| | + | Token used for planning. |
| | + | |
| | + | '''Layer''' |
| | + | Level of structure in a Pattern. |
| | + | |
| | + | '''Stewardship''' |
| | + | Final Project that ends the game. |
| | + | |
| | + | <hr> |
| | + | |
| | + | = Notes on Play = |
| | + | |
| | + | Early game |
| | + | |
| | + | Acquire tokens |
| | + | Buy Patterns |
| | + | |
| | + | Mid game |
| | + | |
| | + | Patterns reduce cost |
| | + | Projects become possible |
| | + | |
| | + | Late game |
| | + | |
| | + | Meaning becomes critical |
| | + | Support matters most |
| | + | Stewardship ends game |
| | + | |
| | + | Do not ignore Meaning. |
| | + | |
| | + | Do not ignore Vitals. |
| | | | |
| | + | Do not ignore Projects. |
| | | | |
| β | '''Phase βΉ β Stability Window (Solo Rule)'''<br>
| + | Strong engines alone do not win. |
| | | | |
| β | You must choose:
| + | <hr> |
| | | | |
| β | * Donate '''1 β€οΈ''Support''''' β Move π''Meaning'' marker '''UP 2'''.
| + | = Design Intent = |
| β | * Donate '''0 β€οΈ''Support''''' β Move π''Meaning'' marker '''DOWN 1'''.
| |
| | | | |
| β | This creates the solo tension: You must invest in stability or accept decay. | + | This game models how systems become stable. |
| | | | |
| β | <br>
| + | Instability always increases. |
| | | | |
| β | '''π§βπ€βπ§''Community'' Rule'''<br>
| + | Structure must be built. |
| | | | |
| β | At the end of every round, after Phase βΉ:
| + | Individuals compete. |
| β | * Identify the leftmost βοΈ''Project'' with an open Contribution Space.
| |
| β | * The π§βπ€βπ§''Community'' fills the next available slot.
| |
| β | * Place the neutral marker in that slot.
| |
| β | * π³''Legacy'' points ''βwonβ'' by the Community are simply unavailable
| |
| β | * Community filling a Contribution Space does not pay any Requirement icons.
| |
| | | | |
| β | The π§βπ€βπ§''Community'':
| + | Groups must cooperate. |
| β | * Pays no cost.
| |
| β | * Does NOT gain tokens.
| |
| β | * Does NOT participate in Stability Window.
| |
| β | * Only competes for βοΈ''Project'' rank.
| |
| | | | |
| β | When a βοΈ''Project'' completes:
| + | Meaning rises only when enough structure exists. |
| β | * The π§βπ€βπ§''Community'' counts for rank (first, second, etc.).
| |
| β | * Award π³''Legacy'' normally.
| |
| β | * Move π''Meaning'' marker UP as listed.
| |
| β | * Refill βοΈ''Project Row''.
| |
| | | | |
| β | The π§βπ€βπ§''Community'' represents ongoing background societal effort that progresses whether or not you participate.
| + | Players feel tension between: |
| | | | |
| β | <br>
| + | Self |
| | + | Group |
| | + | Future |
| | | | |
| β | == Solo Difficulty Levels ==
| + | This tension is the game. |
| | | | |
| β | Choose one before setup.
| + | <hr> |
| | | | |
| β | '''Easy β Cooperative Society '''<br>
| + | = Extended Philosophy = |
| | | | |
| β | Adjustments:
| + | Life builds meaning. |
| β | * In Stability Window, donating '''1''' β€οΈ''Support'' β Move π''Meaning'' marker UP '''3''' instead of '''2'''.
| |
| β | * If you donate '''0''' β€οΈ''Support'' β No automatic '''β1''' penalty.
| |
| β | * Community only fills a βοΈ''Project'' slot every '''other round''' (Rounds 2, 4, 6, etc.).
| |
| | | | |
| β | Use Easy to learn pacing and long-term planning.
| + | Meaning is not given. |
| | | | |
| β | <br>
| + | Meaning is constructed. |
| | | | |
| β | ''' Standard β Competitive Society '''<br>
| + | Every stable system requires: |
| | | | |
| β | Default rules:
| + | Boundary |
| | + | Balance |
| | + | Form |
| | + | Membership |
| | + | Prediction |
| | + | Reinforcement |
| | | | |
| β | * Donate '''1''' β€οΈ''Support'' β '''+2''' Meaning.
| + | These appear as Layers. |
| β | * Donate '''0''' β '''β1''' Meaning.
| |
| β | * Community fills '''1''' βοΈ''Project'' slot every round.
| |
| | | | |
| β | This is the intended baseline difficulty.
| + | Higher Layers require lower ones. |
| | | | |
| β | <br>
| + | Projects represent society. |
| | | | |
| β | ''' Hard β Accelerating Drift '''<br>
| + | Meaning represents survival. |
| | | | |
| β | Adjustments:
| + | Legacy represents success. |
| | | | |
| β | * Donate '''1''' β€οΈ''Support'' β '''+2''' Meaning (no bonus).
| + | A player may win while the world fails. |
| β | * Donate '''0''' β '''β2''' Meaning.
| |
| β | * Community fills '''1''' βοΈ''Project'' slot every round.
| |
| β | * If Meaning is '''5''' or lower at end of round, Community fills '''2''' βοΈ''Project'' slots instead of '''1'''.
| |
| | | | |
| β | Hard mode represents a world where instability amplifies background pressure.
| + | Or the world may survive while one player wins. |
| | | | |
| β | <br>
| + | Both outcomes are possible. |
| | | | |
| β | ''' Community Scaling Rule (Optional Advanced Variant) '''<br>
| + | <hr> |
| | | | |
| β | Instead of fixed speed, Community scales with instability.
| + | = Optional Rules = |
| | | | |
| β | At the end of each round:
| + | == Faster Game == |
| | | | |
| β | If π''Meaning'' is:
| + | Start Meaning at 6. |
| | | | |
| β | * 9β12 β Community fills '''0''' slots.
| + | Use only 2 Projects. |
| β | * 6β8 β Community fills '''1''' slot.
| |
| β | * 3β5 β Community fills '''2''' slots.
| |
| β | * 0β2 β Community fills '''3''' slots.
| |
| | | | |
| β | This creates a feedback loop:
| + | == Hard Mode == |
| β | The more unstable the system becomes, the faster society moves without you.
| |
| | | | |
| β | Use this variant for dynamic tension and higher replay value.
| + | Events reduce 1 extra Meaning. |
| | | | |
| β | <br>
| + | Patterns cost +1 token. |
| | | | |
| β | '''Solo End of Game '''<br>
| + | == Cooperative Mode == |
| | | | |
| β | Game ends if:
| + | Ignore Legacy. |
| | | | |
| β | * π''Meaning'' reaches '''0''' (Immediate Loss), OR
| + | All players win if Stewardship completes. |
| β | * A designated ''Layer 10'' π''Stewardship'' βοΈ''Project'' completes.
| |
| | | | |
| β | <br>
| + | All players lose if Meaning reaches 0. |
| | | | |
| β | ''' Solo Scoring '''<br>
| + | == Long Game == |
| | | | |
| β | Final Score: π‘οΈ''Vitals'' + π³''Legacy''
| + | Add 2 extra Projects. |
| | | | |
| β | If π''Meaning'' reached '''0''' β System Collapse (automatic loss).
| + | Stewardship requires +2 tokens. |
| | | | |
| β | Otherwise compare your score:
| + | == High Instability Mode == |
| | | | |
| β | {| class="wikitable"
| + | Meaning starts at 4. |
| β | |-
| |
| β | ! Final Score !! Personal Result
| |
| β | |-
| |
| β | | 0 || Done
| |
| β | |-
| |
| β | | 1β14 || Survived
| |
| β | |-
| |
| β | | 15β19 || Stabilizer
| |
| β | |-
| |
| β | | 20β24 || Builder
| |
| β | |-
| |
| β | | 25β29 || Steward
| |
| β | |-
| |
| β | | 30+ || World-Grade Contributor
| |
| β | |}
| |
| | | | |
| β | = Lessons Learned: ''Meaning Made.'' =
| + | Event deck deals 2 cards each round. |
| β | ''Meaning is not discovered. Meaning is built through coordinated resistance to instability.''
| |
| | | | |
| β | π Drift rises naturally. <br>
| + | <hr> |
| β | π‘οΈ Vitals reflects internal stability and reciprocity; life resists instability.<br>
| |
| β | β€οΈ Support resists instability. <br>
| |
| β | 𧬠Patterns reduce cost over time; structure creates value. <br>
| |
| β | βοΈ Projects increase shared structure. <br>
| |
| β | π Meaning increases when systems hold. <br>
| |
| | | | |
| | + | = Advanced Variant β Limited Refresh = |
| | | | |
| β | The winner builds best β but the group determines if the world survives.
| + | Refresh action may be used only once per round. |
| | | | |
| β | = Glossary =
| + | <hr> |
| | | | |
| β | '''World State '''<br>
| + | = Advanced Variant β Pattern Fatigue = |
| β | π Meaning: The shared stability level of the world (0β12). Higher π''Meaning'' means the table is holding together.<br>
| |
| β | π Drift: Instability and external pressure. π''Drift'' is NOT tracked separately: π''Drift'' = '''12 β''' π''Meaning'' (same marker).<br>
| |
| | | | |
| β | <br>''' World Board Areas '''<br>
| + | If a player has 10 Patterns, |
| β | π
Event: A card revealed each round that reduces π''Meaning'' (external pressure).<br>
| |
| β | 𧬠Pattern Gallery: Six face-up π§¬''Pattern'' cards available to obtain.<br>
| |
| β | βοΈ Projects: Shared builds (3 face-up slots) that award competitive π³''Legacy'' by contribution order and raise π''Meaning'' when completed.<br>
| |
| β | βοΈ ''Layer 10'' π''Stewardship'' βοΈ''Project'' present from setup. You may contribute to it only when π''Meaning'' is at or above the Stewardship threshold. Completing Stewardship Project ends the game.<br>
| |
| β | π Stability Window: Phase βΉ. Each player may donate at most '''1''' β€οΈ''Support''. Each donated β€οΈ''Support'' moves π''Meaning Track'' marker UP by '''1''', up to a Group cap of '''+3''' per round.<br>
| |
| | | | |
| β | <br>'''Player Tracks '''<br>
| + | each additional Pattern costs +1 token. |
| β | π‘οΈ Vitals: Your personal stability and social integration (0β10). π‘οΈ''Vitals'' increase through accepted π¬''Touchpoints'' and certain βοΈ''Project'' rewards.<br>
| |
| β | π³ Legacy: Your competitive score track (0β30). π³''Legacy'' is mainly earned from completing βοΈProjects ('''6 / 3 / 1''' by ''Contribution Order'').<br>
| |
| | | | |
| β | <br>'''Tokens '''<br> | + | <hr> |
| β | βοΈ Energy: Basic fuel for obtaining π§¬''Patterns'' and contributing to βοΈ''Projects''.<br>
| |
| β | π Insight: Planning and cognitive leverage used for higher-tier or more efficient builds.<br>
| |
| β | β€οΈ Support: Repair and relationship maintenance. Used for ''Stability Window'' donations and sometimes required by βοΈ''Projects''.<br>
| |
| | | | |
| β | <br>''' Accounting Tokens for recording π€ Player's Contributions to a βοΈProject'''<br>
| + | = Advanced Variant β Social Cost = |
| β | π§ Requirement Paid - placed on item on βοΈProject's Requirement List.
| |
| β | π€ Player Token: π΅ Blue, π΄ Red, π’ Green, π‘ Yellow, π£ Purple, π Orange
| |
| β | A player-colored marker used to claim a βοΈ''Projectβs'' Contribution Space and record contribution order.<br>
| |
| | | | |
| β | <br>'''Core Actions'''<br>
| + | If Meaning is 3 or lower, |
| β | βοΈ Acquire: Take any '''2''' tokens.<br>
| |
| β | 𧬠Obtain Pattern: Pay the βοΈ''Patternβs'' cost and place it in the matching Layer slot on your mat (Layers 1β6).<br>
| |
| β | βοΈ Contribute Project: Pay one or more required tokens to a chosen βοΈ''Projectβs'' ''Requirement List'' <br>
| |
| β | π¬ Touchpoint: Give OR request '''1''' token from another player. If accepted, both players gain '''+1''' π‘οΈ''Vitals''.<br>
| |
| | | | |
| β | <br>'''Action Summary '''<br>
| + | Touchpoint gives no Vitals. |
| | | | |
| β | βοΈ Acquire β βοΈ''Energy'' / π''Insight''
| + | <hr> |
| β | Acquire produces build fuel, NOT β€οΈ''Support.
| |
| | | | |
| β | βοΈ''Energy'' β β€οΈ''Support''
| + | = Final Notes = |
| β | Convert '''2''' βοΈ''Energy'' into '''1''' β€οΈ''Support (once per turn).
| |
| | | | |
| β | π§¬''Patterns'' β β€οΈ''Support''
| + | Recommended play style: |
| β | Some π§¬''Patterns'' generate β€οΈ''Support as part of your engine.
| |
| | | | |
| β | βοΈ''Projects'' β β€οΈ''Support''
| + | Build engine early |
| β | Some Projects grant β€οΈ''Support as a completion reward.
| + | Contribute mid game |
| | + | Stabilize late game |
| | | | |
| β | π¬''Touchpoint'' β β€οΈ''Support''
| + | Watch Meaning every round. |
| β | β€οΈ''Support'' can move between π₯Players (give/request '''1''' token). π¬''Touchpoint'' does NOT create β€οΈ''Support'', it redistributes it.
| |
| | | | |
| β | β€οΈ''Support'' β π''Drift'' β π''Meaning''
| + | Watch Support supply. |
| β | Support resists instability. Instability reduces π''Meaning''.
| |
| | | | |
| β | βοΈ''Patterns'' β βοΈ''Projects'' β π''Meaning''
| + | Watch Stewardship timing. |
| β | βοΈ''Patterns'' enable βοΈ''Projects''. Structure increases π''Meaning''.
| |
| | | | |
| β | πFinal Score '''=''' π‘οΈ''Vitals'' '''+''' π³''Legacy''. Highest score wins (if the world did NOT collapse).<br>
| + | Winning too fast may collapse the world. |
| | | | |
| β | <br>'''π§¬''Pattern Stack'' (Layers 1β6)'''<br>
| + | Waiting too long may lose the game. |
| β | ''Layer 1 ''π§Ώ''Boundary'': Self vs world. Basic structure and limits.<br>
| |
| β | ''Layer 2 ''βοΈ''Balance'': Regulation. Staying in a viable range under pressure.<br>
| |
| β | ''Layer 3 ''π¦''Form'': Repair, growth, and structural efficiency.<br>
| |
| β | ''Layer 4 ''π§«''Membership'': Reciprocity, reliability, collective function.<br>
| |
| β | ''Layer 5 ''π''Prediction'': Foresight, filtering, pattern recognition.<br>
| |
| β | ''Layer 6 ''π―''Reinforcement'': Value stabilization. Turning good actions into repeatable habits.<br>
| |
| | | | |
| β | <br>'''βοΈ''Projects'' (Layers 7β10) '''<br>
| + | Balance is the goal. |
| β | ''Layer 7 ''π''Presence'': Moments of flexible choice, steering, and attention.<br>
| |
| β | ''Layer 8 ''ποΈ''Social'': Institutions, norms, and shared infrastructure.<br>
| |
| β | ''Layer 9 ''π³''Story'': Long-horizon continuity, memory, and generativity.<br>
| |
| β | ''Layer 10 ''π''Stewardship'': Caring for future stability and shared world health.<br>
| |
YouTube
... Quora
...Google search
...Google News
...Bing News
ποΈ Watch Introduction ~ 7 minutes
π§ Listen to Play Example ~ 33 minutes
Meaning Made
Meaning Made is a competitiveβcollaborative tabletop engine-building game.
Players build personal systems of π§¬Patterns while contributing to shared βοΈProjects that stabilize a fragile world under pressure.
πDrift represents instability.
β€οΈSupport resists collapse.
βοΈProjects strengthen shared structure.
πMeaning rises when the system holds.
There are no hidden roles.
No betrayal.
Pressure comes from instability and limited resources.
Players compete for π³Legacy, but the group determines whether the world survives.
Core Idea
You are trying to:
- Build your π§¬Pattern Gallery
- Acquire tokens to fuel growth
- Contribute to βοΈProjects
- Maintain πMeaning
- Score the most π³Legacy
If πMeaning reaches 0 the world collapses and the game ends immediately.
If the πStewardship Project completes, the game ends successfully.
Life Builds Meaning
Meaning is not found. Meaning is built.
Systems become stable through structure.
π Drift rises naturally.
π‘οΈ Vitals represent personal stability.
β€οΈ Support resists instability.
𧬠Patterns create structure.
βοΈ Projects create shared structure.
π Meaning rises when structure holds.
The winner builds best β
but the group decides if anything survives.
One-Page System Map
| Area |
Purpose |
Player Interaction
|
| π
Events
|
External pressure
|
Reduce Meaning each round
|
| π Meaning Track
|
Shared stability
|
Prevent collapse
|
| βοΈ Project Portfolio
|
Shared structures
|
Contribute resources
|
| 𧬠Pattern Market
|
Cards available to obtain
|
Acquire Patterns
|
| 𧬠Player Pattern Gallery
|
Personal engine
|
Provides Pattern discounts
|
System Flow
Event β Meaning β
Players respond
Acquire β Obtain Pattern β Build Gallery
Gallery β Discounts
Tokens + Gallery β Projects
Projects β Meaning β + Legacy
Players / Time
- 2β6 Players
- 45β60 minutes
- Solo variant included
Components
World Board
- π
Event Deck
- βοΈ Project Portfolio (3 cards)
- π Stewardship Project slot
- 𧬠Pattern Market (6 cards)
- π Meaning Track (0β12)
Meaning marker shows both:
π Meaning = marker value
π Drift = 12 β Meaning
If Meaning reaches 0 β collapse
Player Mats
Each player has:
- 𧬠Player Pattern Gallery (6 layer slots)
- π‘οΈ Vitals track (0β10)
- π³ Legacy track (0β30)
Tokens
- βοΈ Energy
- π Insight
- β€οΈ Support
== Markers
- Player markers (for Projects)
- Meaning marker
- Vitals marker
- Legacy marker
Board Layout
Top β bottom flow
| Area |
Function
|
| Event Zone
|
Reveal Events
|
| Meaning Track
|
World stability
|
| Project Portfolio
|
Shared builds
|
| Pattern Market
|
Engine cards
|
| Token Supply
|
Resources
|
Players sit along the bottom.
Components
World Board
- π
Event Deck
- βοΈ Project Portfolio (3 cards)
- π Stewardship Project slot
- 𧬠Pattern Market (6 cards)
- π Meaning Track (0β12)
Meaning marker shows both:
π Meaning = marker value
π Drift = 12 β Meaning
If Meaning reaches 0 β collapse
Player Mats
Each player has:
- 𧬠Player Pattern Gallery (6 layer slots)
- π‘οΈ Vitals track (0β10)
- π³ Legacy track (0β30)
Tokens
- βοΈ Energy
- π Insight
- β€οΈ Support
== Markers
- Player markers (for Projects)
- Meaning marker
- Vitals marker
- Legacy marker
Board Layout
Top β bottom flow
| Area |
Function
|
| Event Zone
|
Reveal Events
|
| Meaning Track
|
World stability
|
| Project Portfolio
|
Shared builds
|
| Pattern Market
|
Engine cards
|
| Token Supply
|
Resources
|
Players sit along the bottom.
Pattern Layers
Each Pattern belongs to one Layer.
| Layer |
Icon |
Meaning
|
| 1 Boundary
|
π§Ώ
|
Self / limits
|
| 2 Balance
|
βοΈ
|
Regulation
|
| 3 Form
|
π¦
|
Growth / repair
|
| 4 Membership
|
π§«
|
Cooperation
|
| 5 Prediction
|
π
|
Foresight
|
| 6 Reinforcement
|
π―
|
Habit / value
|
Patterns in your Gallery give permanent discounts.
Project Layers
Projects represent higher structures.
| Layer |
Icon |
Meaning
|
| 7 Presence
|
π
|
Choice / attention
|
| 8 Social
|
ποΈ
|
Institutions
|
| 9 Story
|
π³
|
Continuity
|
| 10 Stewardship
|
π
|
Future stability
|
Pattern Layers
Each Pattern belongs to one Layer.
| Layer |
Icon |
Meaning
|
| 1 Boundary
|
π§Ώ
|
Self / limits
|
| 2 Balance
|
βοΈ
|
Regulation
|
| 3 Form
|
π¦
|
Growth / repair
|
| 4 Membership
|
π§«
|
Cooperation
|
| 5 Prediction
|
π
|
Foresight
|
| 6 Reinforcement
|
π―
|
Habit / value
|
Patterns in your Gallery give permanent discounts.
Project Layers
Projects represent higher structures.
| Layer |
Icon |
Meaning
|
| 7 Presence
|
π
|
Choice / attention
|
| 8 Social
|
ποΈ
|
Institutions
|
| 9 Story
|
π³
|
Continuity
|
| 10 Stewardship
|
π
|
Future stability
|
Setup
- Shuffle the π
Event deck.
- Shuffle the βοΈ Project deck.
- Shuffle the 𧬠Pattern deck (all 60 cards).
- Reveal 6 cards to form the 𧬠Pattern Market.
- Reveal 3 βοΈ Projects to form the Project Portfolio.
- Place the π Stewardship Project in its slot.
- Set π Meaning = 5.
- Each player sets:
- π‘οΈ Vitals = 5
- π³ Legacy = 0
- Each player receives:
- 3 βοΈ Energy
- 2 π Insight
- 1 β€οΈ Support
- Each player takes 4 contribution markers.
- Choose starting player.
Round Structure
Each round has four phases.
Phase A β Event
Reveal top π
Event.
Move π Meaning down as shown.
Some Events also reduce π‘οΈ Vitals.
If Meaning reaches 0 β game ends.
Phase B β Refresh
Refill empty Pattern Market spaces.
Refill empty Project Portfolio spaces.
Phase C β Player Turns
Players take turns clockwise.
Each player performs:
2 Actions
Phase D β Stability Window
Each player may donate:
1 β€οΈ Support
Each donation β Meaning +1
Group limit: +3 per round.
Discard Event card.
Actions
Players may take two actions.
βοΈ Acquire
Take any 2 tokens:
- βοΈ Energy
- π Insight
Cannot take Support.
𧬠Obtain Pattern
Choose a Pattern from Pattern Market.
Pay cost using:
Place card in Player Pattern Gallery.
Refill market.
Some Patterns give bonus when obtained.
Some Patterns cost Vitals.
βοΈ Contribute Project
Choose a Project.
Pay required tokens.
Meet any Layer requirements.
Place marker in next space.
If complete β resolve Project.
π¬ Touchpoint
Give or request 1 token.
If accepted:
Both players gain +1 Vitals.
Each player only once per round.
π Refresh (New Action)
You may refresh one shared area.
Choose one:
- Discard all 6 Pattern Market cards β draw 6 new
- Discard all Projects with no markers β draw new
Costs 1 action.
Pattern Market
The Pattern Market contains:
6 face-up cards.
Single deck.
When a Pattern is obtained:
Draw a replacement.
If deck empty:
Shuffle discard.
Players may Refresh market.
Player Pattern Gallery
Each player mat has 6 layer slots.
- π§Ώ Boundary
- βοΈ Balance
- π¦ Form
- π§« Membership
- π Prediction
- π― Reinforcement
Patterns go into matching slot.
Unlimited per slot.
Patterns provide discounts.
Patterns do not generate tokens each turn.
Pattern Costs
Pattern cards show:
- Layer icons
- Token icons
- Optional Vitals cost
You must pay:
All token icons
All icon requirements
Vitals if shown
Discount rule:
Each Pattern in Gallery gives its icon.
Matching icons reduce cost.
Missing icons must still be paid with tokens.
Example:
Cost:
π§Ώ π§Ώ π
Player has one π§Ώ
Pays:
π§Ώ + π
Pattern Bonuses
Some Patterns give bonus when obtained.
Examples:
- +1 Energy
- +1 Insight
- +1 Support
- +1 Vitals
Bonus happens once.
Pattern Vitals Cost
Some Patterns show:
π‘οΈ β1
Pay Vitals when obtaining.
If Vitals reaches 0:
no penalty, but dangerous.
Project Portfolio
The Project Portfolio contains 3 active βοΈProjects.
Projects represent shared structures the group builds.
A separate slot holds the πStewardship Project.
Projects require:
- tokens
- sometimes Pattern Layers
- sometimes penalties
Projects award:
- π³ Legacy
- π Meaning
- bonus effects
Project Card Structure
Each Project shows:
- Title
- Layer (7β10)
- Requirement list
- Contribution spaces
- Meaning reward
- Bonus reward
- Optional penalty
Example requirement:
βοΈ βοΈ π β€οΈ
Example layer requirement:
Requires π§Ώ + βοΈ
Layer requirements must exist in your Pattern Gallery.
They are not spent.
Contributing to Projects
When you Contribute:
- Pay tokens
- Meet layer requirements
- Place marker in next space
Each player places only one marker per Project.
Contribution order matters.
You may contribute again later but keep same position.
Project Completion
When all requirements are filled:
Resolve immediately.
Steps:
1 Award Legacy
First = 6
Second = 3
Others = 1
2 Increase Meaning
Move marker up as shown.
3 Apply bonus
Examples:
- +1 Vitals
- gain token
- refresh market
4 Apply penalty if shown
5 Remove markers
6 Refill Portfolio
Stewardship does not refill.
Project Penalties
Some Projects show penalty text.
When completed:
Flip an Event card.
Ignore Meaning change.
Apply penalty text only.
Penalties may reduce:
- Vitals
- tokens
- Support
- Legacy
Layer Requirements
Some Projects require Patterns.
Example:
Requires:
π§Ώ Boundary
βοΈ Balance
You must have those in Gallery.
They are not discarded.
If requirement not met β cannot contribute.
Stewardship Project
Layer 10.
Always visible.
Requires many tokens.
May require layers.
When completed:
Game ends immediately.
Meaning Track
Meaning range 0β12.
Top = stable
Bottom = collapse
Meaning goes down from Events.
Meaning goes up from:
- Support donations
- Projects
If Meaning = 0
Game ends immediately.
Events
At start of round:
Reveal Event.
Apply effects.
Events may:
- reduce Meaning
- reduce Vitals
- remove tokens
- restrict actions
Discard at end of round.
Vitals
Vitals range 0β10.
Represents personal stability.
Gain Vitals from:
- Touchpoint
- Projects
- Patterns
- bonuses
Lose Vitals from:
- Events
- Pattern costs
- Project penalties
Vitals may reach 0.
No elimination.
Low Vitals is dangerous.
Stability Window
End of round.
Each player may donate:
1 β€οΈ Support
Each Support:
Meaning +1
Group limit: +3
If no Support donated:
no penalty.
Token Rules
Tokens are used for:
- Patterns
- Projects
- conversions
- Touchpoints
Tokens are gained by:
- Acquire
- Pattern bonus
- Project bonus
- Events
No token limit.
Tokens are not gained automatically.
No per-turn income.
Refresh Rules
Refresh is an Action.
Choose one:
Refresh Pattern Market
Discard all 6
Reveal 6 new
Refresh Project Portfolio
Discard Projects with no markers
Reveal new
Does not affect Stewardship.
End of Game
The game ends immediately if either condition occurs:
- πMeaning reaches 0 (Collapse)
- The πStewardship Project completes
If collapse happens, the group failed.
Players still compare scores.
If Stewardship completes, the world survives.
Scoring
Each player's score:
π‘οΈ Vitals
+ π³ Legacy
= Final Score
Highest score wins.
Group outcome depends on final Meaning.
| Meaning |
Outcome
|
| 0 |
Collapse
|
| 1β2 |
Critical
|
| 3β4 |
Strained
|
| 5β6 |
Functional
|
| 7β8 |
Stable
|
| 9β10 |
Strong
|
| 11 |
Durable
|
| 12 |
Flourishing
|
Solo Mode
In solo play the Community competes for Project order.
Setup normally.
Add one neutral marker.
At end of each round:
Find the leftmost Project with open space.
Place Community marker.
Community does not pay cost.
Community does not donate Support.
Community only blocks order.
When Project completes:
Community counts for ranking.
Solo Difficulty
Easy
Start with:
4 Energy
3 Insight
2 Support
Vitals 6
Meaning 6
Standard
Default setup.
Hard
Start with:
2 Energy
1 Insight
0 Support
Vitals 4
Meaning 4
Pattern Deck Structure
Total Patterns = 60
6 layers.
10 per layer.
All unique.
| Layer |
Count
|
| 1 Boundary |
10
|
| 2 Balance |
10
|
| 3 Form |
10
|
| 4 Membership |
10
|
| 5 Prediction |
10
|
| 6 Reinforcement |
10
|
Shuffle into one deck.
Pattern Cost Design
Costs include:
- Layer icons
- tokens
- optional Vitals
Example:
π§Ώ βοΈ π β€οΈ
Icons reduced by Gallery.
Tokens must be paid.
Vitals must be paid.
Pattern Market Rules
Market shows 6 cards.
Single deck.
When bought:
Refill.
If empty:
Shuffle discard.
Players may Refresh.
Project Portfolio Rules
3 Projects active.
Stewardship separate.
Refill when completed.
Refresh allowed if no markers.
Layer requirements may exist.
Variants
Faster Game
Start Meaning at 6.
Hard Mode
Events reduce 1 extra Meaning.
Cooperative Mode
Ignore Legacy.
All players win if Stewardship completes.
Competitive Mode
Ignore Meaning collapse.
Play fixed rounds.
Design Notes
Patterns create structure.
Tokens create motion.
Projects create shared stability.
Meaning measures system health.
Vitals measure personal stability.
Legacy measures success.
Strong engines do not win alone.
The world must hold.
Philosophy
Meaning is built through resistance to instability.
Life builds structure.
Structure creates stability.
Stability allows meaning.
Players experience this through play.
Patterns β structure
Projects β society
Meaning β survival
Legacy β success
The best player builds well.
The best group holds together.
Example Play (4 Players, 6 Rounds)
Players:
- Alex β stability focus
- Brooke β engine builder
- Casey β project racer
- Drew β social optimizer
Starting values:
Meaning = 5
Vitals = 5 each
Legacy = 0 each
Starting tokens:
3 βοΈ
2 π
1 β€οΈ
Pattern Market (6 cards):
π§Ώ Shell β cost βοΈ π
βοΈ Pulse β cost βοΈ π π
π¦ Repair Loop β cost βοΈ π
π§« Reciprocity β cost π β€οΈ
π Forecast β cost π π π
π― Habit β cost π β€οΈ
Project Portfolio:
A β Local Clinic
cost βοΈ βοΈ π β€οΈ
Meaning +1
B β Food Network
cost βοΈ βοΈ βοΈ π π
Meaning +1
C β Learning Archive
cost βοΈ π π β€οΈ
requires βοΈ
Meaning +2
Stewardship visible.
Round 1
Event:
β2 Meaning
Meaning = 3
Players worried about collapse.
---
Alex turn
Acquire
+2 βοΈ
Acquire
+1 βοΈ +1 π
Alex wants cheap Pattern.
---
Brooke turn
Obtain Pattern
Shell
Cost βοΈ π
Pays
Places in Gallery (π§Ώ)
Bonus +1 βοΈ
Acquire
+2 π
Brooke building engine.
---
Casey turn
Acquire
+2 βοΈ
Contribute Project
Local Clinic
Pays βοΈ βοΈ
Places marker first.
Casey wants Legacy.
---
Drew turn
Acquire
+2 π
Obtain Pattern
Pulse
Cost βοΈ π π
Pays
Places βοΈ
Bonus +1 π
Drew planning mid-layer.
---
Stability Window
Alex donate β€οΈ
Brooke donate β€οΈ
Meaning +2
Meaning = 5
Round 2
Event
β1 Meaning
Meaning = 4
---
Alex
Obtain Pattern
Repair Loop
Cost βοΈ π
Pays
Gallery π¦
Bonus +1 βοΈ
Contribute Project
Clinic
Pays π β€οΈ
Marker second
---
Brooke
Obtain Pattern
Reciprocity
Cost π β€οΈ
Gallery π§«
Bonus +1 β€οΈ
Acquire
+2 βοΈ
---
Casey
Acquire
+2 π
Contribute Project
Clinic
Pays β€οΈ
Marker third
Clinic complete
Legacy
Casey 6
Alex 3
Brooke 1
Meaning +1
Meaning = 5
---
Drew
Obtain Pattern
Forecast
Cost π π π
Pays
Gallery π
Acquire
+2 βοΈ
---
Stability Window
Only Drew donates
Meaning +1
Meaning = 6
Round 3
Event
β3 Meaning
Meaning = 3
Danger zone.
---
Alex
Acquire
+2 βοΈ
Obtain Pattern
Pulse
Cost βοΈ π π
Discount from βοΈ none
Pays full
Gallery βοΈ
---
Brooke
Refresh Action
Market bad.
Discard 6
New Market:
π§Ώ Skin
βοΈ Balance
π¦ Growth
π§« Trust
π Signal
π― Focus
Second action
Obtain Skin
Cost βοΈ
Gallery π§Ώ
Bonus +1 βοΈ
---
Casey
Contribute Food Network
Pays βοΈ βοΈ
Marker first
Acquire
+2 π
---
Drew
Obtain Growth
Cost βοΈ βοΈ π
Pays
Gallery π¦
Bonus +1 βοΈ
Contribute Food Network
Pays π π
Marker second
---
Stability Window
Alex donate β€οΈ
Brooke donate β€οΈ
Casey donate β€οΈ
Cap +3
Meaning = 6
Round 4
Event
β2 Meaning
Meaning = 4
Event text:
All players lose 1 Vitals
Vitals:
Alex 4
Brooke 4
Casey 4
Drew 4
Project Portfolio now:
Food Network (needs βοΈ)
Learning Archive (needs βοΈ)
Water System (new) cost βοΈ π β€οΈ
Penalty: flip Event on completion
Stewardship still visible.
---
Alex
Has βοΈ and π¦
Contribute Learning Archive
Requirement includes βοΈ
Allowed.
Pays βοΈ π
Marker first
Acquire
+2 βοΈ
Alex wants Meaning boost.
---
Brooke
Obtain Trust
Cost π β€οΈ
Gallery π§«
Bonus +1 β€οΈ
Contribute Water System
Pays βοΈ
Marker first
---
Casey
Contribute Food Network
Pays βοΈ
Marker first already
Now pays last cost
Food Network completes
Legacy:
Casey 6
Drew 3
Alex 1
Meaning +1
Meaning = 5
Second action
Acquire
+2 π
---
Drew
Obtain Signal
Cost π π
Gallery π
Bonus +1 π
Contribute Learning Archive
Pays β€οΈ
Marker second
---
Stability Window
Brooke donate β€οΈ
Alex donate β€οΈ
Meaning +2
Meaning = 7
Round 5
Event
β4 Meaning
Meaning = 3
Event text:
Lose 1 token each
Table stressed.
---
Alex
Contribute Learning Archive
Pays βοΈ
Archive complete
Legacy:
Alex 6
Drew 3
Meaning +2
Meaning = 5
Bonus:
All +1 Vitals
Alex 5
Brooke 5
Casey 5
Drew 5
---
Brooke
Contribute Water System
Pays π β€οΈ
Water System complete
Legacy:
Brooke 6
Casey 3
Meaning +1
Meaning = 6
Penalty:
Flip Event
Penalty text:
All lose 1 Vitals
Vitals:
Alex 4
Brooke 4
Casey 4
Drew 4
---
Casey
Acquire
+2 βοΈ
Contribute Stewardship
Requirement:
Needs π§Ώ + βοΈ
Casey has both
Pays βοΈ βοΈ
Marker first
Casey pushing endgame.
---
Drew
Obtain Focus
Cost π β€οΈ
Gallery π―
Bonus +1 π
Contribute Stewardship
Pays π β€οΈ
Marker second
---
Stability Window
Alex donate β€οΈ
Brooke donate β€οΈ
Drew donate β€οΈ
Cap +3
Meaning = 9
Round 6
Event
β3 Meaning
Meaning = 6
Final round feeling.
Stewardship needs:
βοΈ π β€οΈ
---
Alex
Acquire
+2 βοΈ
Contribute Stewardship
Pays βοΈ
Marker third
---
Brooke
Acquire
+2 π
Contribute Stewardship
Pays π
Marker fourth
---
Casey
Pays β€οΈ
Stewardship complete
Game ends immediately.
Meaning +2
Meaning = 8
Final Scores
Legacy:
Casey 21
Alex 10
Brooke 13
Drew 9
Vitals:
Alex 4
Brooke 4
Casey 4
Drew 4
Totals:
Alex = 14
Brooke = 17
Casey = 25
Drew = 13
Winner: Casey
Group Result:
Meaning 8
Resilient world.
System survived.
Example Notes
Players built Pattern engines first.
Mid game focused on Projects.
Late game focused on Meaning.
Stewardship ended game before engines became too strong.
This is expected play pattern.
Glossary
Pattern Market
Shared display of Pattern cards available to obtain.
Player Pattern Gallery
Patterns owned by a player.
Provides Layer discounts.
Project Portfolio
Shared display of active Projects.
Meaning
Shared stability of the world (0β12).
Drift
Instability.
Drift = 12 β Meaning.
Vitals
Personal stability (0β10).
Legacy
Victory points.
Support
Token used to raise Meaning.
Energy
Token used for building.
Insight
Token used for planning.
Layer
Level of structure in a Pattern.
Stewardship
Final Project that ends the game.
Notes on Play
Early game
Acquire tokens
Buy Patterns
Mid game
Patterns reduce cost
Projects become possible
Late game
Meaning becomes critical
Support matters most
Stewardship ends game
Do not ignore Meaning.
Do not ignore Vitals.
Do not ignore Projects.
Strong engines alone do not win.
Design Intent
This game models how systems become stable.
Instability always increases.
Structure must be built.
Individuals compete.
Groups must cooperate.
Meaning rises only when enough structure exists.
Players feel tension between:
Self
Group
Future
This tension is the game.
Extended Philosophy
Life builds meaning.
Meaning is not given.
Meaning is constructed.
Every stable system requires:
Boundary
Balance
Form
Membership
Prediction
Reinforcement
These appear as Layers.
Higher Layers require lower ones.
Projects represent society.
Meaning represents survival.
Legacy represents success.
A player may win while the world fails.
Or the world may survive while one player wins.
Both outcomes are possible.
Optional Rules
Faster Game
Start Meaning at 6.
Use only 2 Projects.
Hard Mode
Events reduce 1 extra Meaning.
Patterns cost +1 token.
Cooperative Mode
Ignore Legacy.
All players win if Stewardship completes.
All players lose if Meaning reaches 0.
Long Game
Add 2 extra Projects.
Stewardship requires +2 tokens.
High Instability Mode
Meaning starts at 4.
Event deck deals 2 cards each round.
Advanced Variant β Limited Refresh
Refresh action may be used only once per round.
Advanced Variant β Pattern Fatigue
If a player has 10 Patterns,
each additional Pattern costs +1 token.
Advanced Variant β Social Cost
If Meaning is 3 or lower,
Touchpoint gives no Vitals.
Final Notes
Recommended play style:
Build engine early
Contribute mid game
Stabilize late game
Watch Meaning every round.
Watch Support supply.
Watch Stewardship timing.
Winning too fast may collapse the world.
Waiting too long may lose the game.
Balance is the goal.