Bootstrap ground-game product repo with TRSL and State Hub

Add INTENT/SCOPE, org TRSL V1C1 LICENSE, agent/classification scaffold,
DARVO Edition playtest dataset, design exploration history, and the
GROUND-WP-0001 bootstrap workplan for consumer-domain registration.
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tegwick 2026-07-31 00:24:41 +02:00
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commit 68719392c2
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action_id,title,symbol_id,resolution_order,target,tagline,rules_text,stress_restriction,designer_note
ACT_INVESTIGATE,INVESTIGATE,SYM_INVESTIGATE,4,One hidden Problem,Reveal what is hidden.,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.","At Stress 4 or 5, this action requires spending a ready Freedom token.",Place the face-down action card beside the chosen hidden Problem.
ACT_SOLVE,SOLVE,SYM_SOLVE,6,"One face-up, non-Denied Problem",Match a solution to the real problem.,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.","At Stress 4 or 5, this action requires spending a ready Freedom token.","Resolve competing claims in Lead order, then clockwise."
ACT_SUPPORT,SUPPORT,SYM_SUPPORT,2,One other player,Increase another player's room to choose.,"No relation: 1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: 2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: 1 Stress; the target chooses to flip the relation to Bond or break it.","At Stress 4 or 5, this action requires spending a ready Freedom token.",A Bond formed by this same Support does not cancel DARVO; the Bond must already exist.
ACT_ATTACK,ATTACK,SYM_ATTACK,5,One other player,Push pressure into another player.,Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation.,"Always legal. At Stress 4 or 5, Attack is one of the two actions available without spending Freedom.",Rivalry formation is not consensual.
ACT_GROUND,GROUND,SYM_GROUND,1,"Self, a Problem, a relation, or an incoming effect",Regulate. Restore the frame. Decide.,"After all actions are revealed, choose one mode: GR—Ground & Restate: 2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.","Always legal. At Stress 4 or 5, GROUND is one of the two actions available without spending Freedom.",Keep the revealed GROUND card in front of the player until the end of the round as a reminder of the chosen mode.
1 action_id title symbol_id resolution_order target tagline rules_text stress_restriction designer_note
2 ACT_INVESTIGATE INVESTIGATE SYM_INVESTIGATE 4 One hidden Problem Reveal what is hidden. Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only. At Stress 4 or 5, this action requires spending a ready Freedom token. Place the face-down action card beside the chosen hidden Problem.
3 ACT_SOLVE SOLVE SYM_SOLVE 6 One face-up, non-Denied Problem Match a solution to the real problem. Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution. At Stress 4 or 5, this action requires spending a ready Freedom token. Resolve competing claims in Lead order, then clockwise.
4 ACT_SUPPORT SUPPORT SYM_SUPPORT 2 One other player Increase another player's room to choose. No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it. At Stress 4 or 5, this action requires spending a ready Freedom token. A Bond formed by this same Support does not cancel DARVO; the Bond must already exist.
5 ACT_ATTACK ATTACK SYM_ATTACK 5 One other player Push pressure into another player. Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation. Always legal. At Stress 4 or 5, Attack is one of the two actions available without spending Freedom. Rivalry formation is not consensual.
6 ACT_GROUND GROUND SYM_GROUND 1 Self, a Problem, a relation, or an incoming effect Regulate. Restore the frame. Decide. After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round. Always legal. At Stress 4 or 5, GROUND is one of the two actions available without spending Freedom. Keep the revealed GROUND card in front of the player until the end of the round as a reminder of the chosen mode.

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bom_id,category,component,quantity,unit,dimensions,sides,material,content_summary
BOM_01,Card,Player Action cards,30,standard cards,63 × 88 mm,Double,300330 gsm card stock,5 reusable actions × 6 player identities
BOM_02,Card,Solution cards,24,standard cards,63 × 88 mm,Double,300330 gsm card stock,"6 each: Clarify, Repair, Boundary, Change"
BOM_03,Card,Problem cards,20,standard cards,63 × 88 mm,Double,300330 gsm card stock,4 scenarios × 1 Surface + 4 Hidden Problems
BOM_04,Card,Scenario cards,4,standard cards,63 × 88 mm,Double,300330 gsm card stock,"Premise, setup scaling, thresholds, round track"
BOM_05,Card,Mode cards,3,standard cards,63 × 88 mm,Double,300330 gsm card stock,"Cooperative, semi-cooperative, coalition"
BOM_06,Board,Player mats,6,mini boards,88 × 126 mm,Double,350500 gsm board or laminated card,"Stress, Freedom, DARVO track, 2 relation slots, quick reference"
BOM_07,Tile,Bond/Rivalry tiles,6,relation tiles,44 × 63 mm,Double,350500 gsm board,"Bond on front, Rivalry on back, two endpoint spaces"
BOM_08,Token,Stress markers,6,markers,1012 mm,Single,Wood cube or card disc,One per player
BOM_09,Token,Freedom tokens,6,tokens,18 mm,Double,Punchboard or wood,Ready / Spent
BOM_10,Token,DARVO stage markers,6,markers,1418 mm,Single,Wood pawn or punchboard,One per player
BOM_11,Token,Relation link tokens,12,tokens,14 mm,Single,Punchboard or wood,"Two per player, player-coded"
BOM_12,Token,Focus/Blame tokens,6,tokens,18 mm,Double,Punchboard,Focus / Blame 1
BOM_13,Token,Protection tokens,6,tokens,18 mm,Single,Punchboard,Cancel next Attack
BOM_14,Token,Denied tokens,5,tokens,18 mm,Single,Punchboard,Mark face-down Denied Problems
BOM_15,Token,Lead marker,1,marker,22 mm,Single,Wood pawn or punchboard,Tie-break and round-order marker
BOM_16,Token,Round marker,1,marker,14 mm,Single,Punchboard,Moves on Scenario round track
BOM_17,Paper,Rulesheet,1,sheet,A4 tri-fold or A5 booklet,Double,135170 gsm paper,"Setup, round sequence, actions, DARVO, GROUND, relations, scoring"
1 bom_id category component quantity unit dimensions sides material content_summary
2 BOM_01 Card Player Action cards 30 standard cards 63 × 88 mm Double 300–330 gsm card stock 5 reusable actions × 6 player identities
3 BOM_02 Card Solution cards 24 standard cards 63 × 88 mm Double 300–330 gsm card stock 6 each: Clarify, Repair, Boundary, Change
4 BOM_03 Card Problem cards 20 standard cards 63 × 88 mm Double 300–330 gsm card stock 4 scenarios × 1 Surface + 4 Hidden Problems
5 BOM_04 Card Scenario cards 4 standard cards 63 × 88 mm Double 300–330 gsm card stock Premise, setup scaling, thresholds, round track
6 BOM_05 Card Mode cards 3 standard cards 63 × 88 mm Double 300–330 gsm card stock Cooperative, semi-cooperative, coalition
7 BOM_06 Board Player mats 6 mini boards 88 × 126 mm Double 350–500 gsm board or laminated card Stress, Freedom, DARVO track, 2 relation slots, quick reference
8 BOM_07 Tile Bond/Rivalry tiles 6 relation tiles 44 × 63 mm Double 350–500 gsm board Bond on front, Rivalry on back, two endpoint spaces
9 BOM_08 Token Stress markers 6 markers 10–12 mm Single Wood cube or card disc One per player
10 BOM_09 Token Freedom tokens 6 tokens 18 mm Double Punchboard or wood Ready / Spent
11 BOM_10 Token DARVO stage markers 6 markers 14–18 mm Single Wood pawn or punchboard One per player
12 BOM_11 Token Relation link tokens 12 tokens 14 mm Single Punchboard or wood Two per player, player-coded
13 BOM_12 Token Focus/Blame tokens 6 tokens 18 mm Double Punchboard Focus / Blame −1
14 BOM_13 Token Protection tokens 6 tokens 18 mm Single Punchboard Cancel next Attack
15 BOM_14 Token Denied tokens 5 tokens 18 mm Single Punchboard Mark face-down Denied Problems
16 BOM_15 Token Lead marker 1 marker 22 mm Single Wood pawn or punchboard Tie-break and round-order marker
17 BOM_16 Token Round marker 1 marker 14 mm Single Punchboard Moves on Scenario round track
18 BOM_17 Paper Rulesheet 1 sheet A4 tri-fold or A5 booklet Double 135–170 gsm paper Setup, round sequence, actions, DARVO, GROUND, relations, scoring

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back_design_id,component,title_text,subtitle_text,central_symbol,edge_text,color_hex,icon_brief
BACK_ACTION_P1,Action cards,GROUND,ACTION,,PLAYER 1 · CIRCLE,#2A9D8F,Player symbol centered over a subtle Bonds/Rivalry network.
BACK_ACTION_P2,Action cards,GROUND,ACTION,,PLAYER 2 · TRIANGLE,#E9C46A,Player symbol centered over a subtle Bonds/Rivalry network.
BACK_ACTION_P3,Action cards,GROUND,ACTION,,PLAYER 3 · SQUARE,#E76F51,Player symbol centered over a subtle Bonds/Rivalry network.
BACK_ACTION_P4,Action cards,GROUND,ACTION,,PLAYER 4 · DIAMOND,#457B9D,Player symbol centered over a subtle Bonds/Rivalry network.
BACK_ACTION_P5,Action cards,GROUND,ACTION,,PLAYER 5 · HEXAGON,#7B61A8,Player symbol centered over a subtle Bonds/Rivalry network.
BACK_ACTION_P6,Action cards,GROUND,ACTION,,PLAYER 6 · WAVE,#6B8E23,Player symbol centered over a subtle Bonds/Rivalry network.
BACK_SOLUTION,Solution cards,GROUND,SOLUTION,,CLARIFY · REPAIR · BOUNDARY · CHANGE,#F0E7D8,Four small suit marks orbit the GROUND symbol.
BACK_PROBLEM,Hidden Problem cards,GROUND,HIDDEN PROBLEM,?,UNCOVER BEFORE SOLVING,#343A40,Face-down card silhouette with four faint solution marks.
BACK_PROBLEM_SURFACE,Surface Problem cards,GROUND,SURFACE PROBLEM,!,VISIBLE AT SETUP,#5C677D,An exposed top layer above darker hidden layers.
BACK_SCENARIO,Scenario cards,GROUND,SCENARIO,,A GAME OF BONDS AND RIVALRY,#2A9D8F,A compact network surrounding one central Problem.
BACK_MODE,Mode cards,GROUND,GAME MODE,∞ ><,COOPERATE · COMPETE · ALIGN,#6D597A,Bond and Rivalry symbols sharing a circular frame.
1 back_design_id component title_text subtitle_text central_symbol edge_text color_hex icon_brief
2 BACK_ACTION_P1 Action cards GROUND ACTION PLAYER 1 · CIRCLE #2A9D8F Player symbol centered over a subtle Bonds/Rivalry network.
3 BACK_ACTION_P2 Action cards GROUND ACTION PLAYER 2 · TRIANGLE #E9C46A Player symbol centered over a subtle Bonds/Rivalry network.
4 BACK_ACTION_P3 Action cards GROUND ACTION PLAYER 3 · SQUARE #E76F51 Player symbol centered over a subtle Bonds/Rivalry network.
5 BACK_ACTION_P4 Action cards GROUND ACTION PLAYER 4 · DIAMOND #457B9D Player symbol centered over a subtle Bonds/Rivalry network.
6 BACK_ACTION_P5 Action cards GROUND ACTION PLAYER 5 · HEXAGON #7B61A8 Player symbol centered over a subtle Bonds/Rivalry network.
7 BACK_ACTION_P6 Action cards GROUND ACTION PLAYER 6 · WAVE #6B8E23 Player symbol centered over a subtle Bonds/Rivalry network.
8 BACK_SOLUTION Solution cards GROUND SOLUTION CLARIFY · REPAIR · BOUNDARY · CHANGE #F0E7D8 Four small suit marks orbit the GROUND symbol.
9 BACK_PROBLEM Hidden Problem cards GROUND HIDDEN PROBLEM ? UNCOVER BEFORE SOLVING #343A40 Face-down card silhouette with four faint solution marks.
10 BACK_PROBLEM_SURFACE Surface Problem cards GROUND SURFACE PROBLEM ! VISIBLE AT SETUP #5C677D An exposed top layer above darker hidden layers.
11 BACK_SCENARIO Scenario cards GROUND SCENARIO A GAME OF BONDS AND RIVALRY #2A9D8F A compact network surrounding one central Problem.
12 BACK_MODE Mode cards GROUND GAME MODE ∞ >< COOPERATE · COMPETE · ALIGN #6D597A Bond and Rivalry symbols sharing a circular frame.

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stage_order,stage,symbol_id,mandatory_effect,target_memory,advance
1,DENY,SYM_DENY,"Choose one face-up, unsolved Problem not protected by GROUND—OU. Turn it face down and place a Denied token on it. Ordinary Investigate cannot reveal it.",None.,Advance to ATTACK unless the sequence is ended by GROUND or Bond Support.
2,ATTACK,SYM_DARVO_ATTACK,"Make one extra Attack against any other player. Resolve it with the normal relation rules. Then place your Focus/Blame token Focus-side beside that target, even if the Attack was cancelled.",The Focus target becomes the target of REVERSE.,Advance to REVERSE unless the sequence is ended; remove Focus if the sequence ends before REVERSE.
3,REVERSE,SYM_REVERSE,"Target the player holding your Focus. Unless they reject it with GROUND—ND, flip your Focus token to Blame in front of them, give them +1 Stress, and take one Protection token. Then reduce your own Stress by 2.",Focus becomes Blame and remains with the target until removed by GROUND—ND.,End the DARVO sequence.
1 stage_order stage symbol_id mandatory_effect target_memory advance
2 1 DENY SYM_DENY Choose one face-up, unsolved Problem not protected by GROUND—OU. Turn it face down and place a Denied token on it. Ordinary Investigate cannot reveal it. None. Advance to ATTACK unless the sequence is ended by GROUND or Bond Support.
3 2 ATTACK SYM_DARVO_ATTACK Make one extra Attack against any other player. Resolve it with the normal relation rules. Then place your Focus/Blame token Focus-side beside that target, even if the Attack was cancelled. The Focus target becomes the target of REVERSE. Advance to REVERSE unless the sequence is ended; remove Focus if the sequence ends before REVERSE.
4 3 REVERSE SYM_REVERSE Target the player holding your Focus. Unless they reject it with GROUND—ND, flip your Focus token to Blame in front of them, give them +1 Stress, and take one Protection token. Then reduce your own Stress by 2. Focus becomes Blame and remains with the target until removed by GROUND—ND. End the DARVO sequence.

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token_name,value,use
card_standard_size,63 × 88 mm,"Actions, Solutions, Problems, Scenarios, Modes"
player_mat_size,88 × 126 mm,Player state and quick reference
relation_tile_size,44 × 63 mm,Double-sided Bond/Rivalry relation tile
safe_margin,4 mm,Keep all essential text and symbols inside
bleed,3 mm,Print production bleed
primary_ink,#1F2933,Main text
paper_light,#F7F4EC,Warm neutral background
ground_accent,#2A9D8F,"GROUND, Bonds, regulation"
attack_accent,#D1495B,"Attack, Stress, Rivalry"
darvo_accent,#6D597A,"DARVO stages, Denied, Blame"
accessibility_rule,Never encode rules by color alone,Every state and suit also has a stable symbol and text label
body_copy_target,3570 words maximum per standard card,Keep the core set readable at table distance
1 token_name value use
2 card_standard_size 63 × 88 mm Actions, Solutions, Problems, Scenarios, Modes
3 player_mat_size 88 × 126 mm Player state and quick reference
4 relation_tile_size 44 × 63 mm Double-sided Bond/Rivalry relation tile
5 safe_margin 4 mm Keep all essential text and symbols inside
6 bleed 3 mm Print production bleed
7 primary_ink #1F2933 Main text
8 paper_light #F7F4EC Warm neutral background
9 ground_accent #2A9D8F GROUND, Bonds, regulation
10 attack_accent #D1495B Attack, Stress, Rivalry
11 darvo_accent #6D597A DARVO stages, Denied, Blame
12 accessibility_rule Never encode rules by color alone Every state and suit also has a stable symbol and text label
13 body_copy_target 35–70 words maximum per standard card Keep the core set readable at table distance

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extension_id,name,core_hook,examples,not_in_core_reason
EXT_REFLEXES,Additional Reflex Playbooks,DARVO track and forced-stage timing,"Withdrawal, appeasement, counter-control, freezing, intellectualisation",One reflex keeps the first game legible and makes DARVO's sequence memorable.
EXT_PRACTICES,Additional Secure Practices,GROUND action slot,"Repair, mediation, evidence practice, consent practice",GROUND remains the single positive vocabulary in the base game.
EXT_CHARACTERS,Character Traits,"Stress changes, Freedom recovery, relation effects","Status-sensitive, reflective, protective, conflict-avoidant",Traits would add exceptions before the core loop is validated.
EXT_PERSONAL,Personal Problems,Hidden Problem system and player state,"Fear of humiliation, concealed exhaustion, loyalty conflict",Personal win-condition changes require more consent and safety framing.
EXT_RELATIONS,Relationship Memory,Bond/Rivalry tiles and two-slot limit,"Promises, betrayals, support memories, asymmetric trust",The core uses only two relation states and deliberate breakage.
EXT_SOLO,Solo Learning and Highscore,"Scenario thresholds, fixed rounds, deterministic action priorities","Automa personalities, endgame reveal, problem-solving score",The first dataset prioritizes the 26 player interaction system.
EXT_CAMPAIGN,History Campaign,"Unresolved Problems, relation tiles, player mats","Carry-over Stress, scars, repaired Bonds, evolving scenarios",Persistent history would increase game length beyond 515 minutes.
1 extension_id name core_hook examples not_in_core_reason
2 EXT_REFLEXES Additional Reflex Playbooks DARVO track and forced-stage timing Withdrawal, appeasement, counter-control, freezing, intellectualisation One reflex keeps the first game legible and makes DARVO's sequence memorable.
3 EXT_PRACTICES Additional Secure Practices GROUND action slot Repair, mediation, evidence practice, consent practice GROUND remains the single positive vocabulary in the base game.
4 EXT_CHARACTERS Character Traits Stress changes, Freedom recovery, relation effects Status-sensitive, reflective, protective, conflict-avoidant Traits would add exceptions before the core loop is validated.
5 EXT_PERSONAL Personal Problems Hidden Problem system and player state Fear of humiliation, concealed exhaustion, loyalty conflict Personal win-condition changes require more consent and safety framing.
6 EXT_RELATIONS Relationship Memory Bond/Rivalry tiles and two-slot limit Promises, betrayals, support memories, asymmetric trust The core uses only two relation states and deliberate breakage.
7 EXT_SOLO Solo Learning and Highscore Scenario thresholds, fixed rounds, deterministic action priorities Automa personalities, endgame reveal, problem-solving score The first dataset prioritizes the 2–6 player interaction system.
8 EXT_CAMPAIGN History Campaign Unresolved Problems, relation tiles, player mats Carry-over Stress, scars, repaired Bonds, evolving scenarios Persistent history would increase game length beyond 5–15 minutes.

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term,definition
Action,"One reusable card selected by each player every round: Investigate, Solve, Support, Attack, or GROUND."
Blame,The reverse side of a Focus token. It is worth 1 personal point and can be removed by GROUND—ND.
Bond,A symmetric supportive relation occupying one relation slot for each player.
DARVO,"A binding three-stage defensive reflex: Deny, Attack, Reverse."
Denied Problem,A previously visible Problem turned face down by Deny. It cannot be investigated or solved until restored.
Freedom,A one-use token that permits any Action at Stress 4 or 5.
Focus,"The front of a player's Focus/Blame token, placed on the target during the DARVO Attack stage."
GROUND,"The only constructive practice in the core set, offering Ground & Restate, Observe & Uphold, or Name & Decide."
Lead,The rotating marker that breaks ties when multiple effects of the same type resolve.
Problem,A Surface or Hidden issue that must be visible and matched with the correct Solution suit.
Protection,A token gained through Reverse that cancels the next Attack against its holder.
Relation slot,One of two player capacities for holding a Bond or Rivalry.
Rivalry,A symmetric conflict relation occupying one slot for each player and amplifying Attack.
Stress,A 05 state track that constrains action choice and triggers DARVO at 5.
Surface Problem,The Scenario's starting visible Problem.
1 term definition
2 Action One reusable card selected by each player every round: Investigate, Solve, Support, Attack, or GROUND.
3 Blame The reverse side of a Focus token. It is worth −1 personal point and can be removed by GROUND—ND.
4 Bond A symmetric supportive relation occupying one relation slot for each player.
5 DARVO A binding three-stage defensive reflex: Deny, Attack, Reverse.
6 Denied Problem A previously visible Problem turned face down by Deny. It cannot be investigated or solved until restored.
7 Freedom A one-use token that permits any Action at Stress 4 or 5.
8 Focus The front of a player's Focus/Blame token, placed on the target during the DARVO Attack stage.
9 GROUND The only constructive practice in the core set, offering Ground & Restate, Observe & Uphold, or Name & Decide.
10 Lead The rotating marker that breaks ties when multiple effects of the same type resolve.
11 Problem A Surface or Hidden issue that must be visible and matched with the correct Solution suit.
12 Protection A token gained through Reverse that cancels the next Attack against its holder.
13 Relation slot One of two player capacities for holding a Bond or Rivalry.
14 Rivalry A symmetric conflict relation occupying one slot for each player and amplifying Attack.
15 Stress A 0–5 state track that constrains action choice and triggers DARVO at 5.
16 Surface Problem The Scenario's starting visible Problem.

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mode_id,title,mode_type,tagline,rules_text,scoring_tiebreak,back_design_id
MODE_COOP,SHARED GROUND,Cooperative,The group succeeds or fails together.,"All claimed Problem cards form one shared score. Meet the Scenario threshold by the end of Round 5. No individual winner is declared. For a mastery rating, subtract 1 for each Blame token still in play and 1 for each Denied Problem.",Not applicable.,BACK_MODE
MODE_SEMI,"COMMON PROBLEM, PERSONAL EDGE",Semi-cooperative,The group must succeed before anyone can win.,"The group succeeds only if the total value of all claimed Problems meets the Scenario threshold. If it succeeds, each player scores the value of Problems they claimed minus 1 per Blame token they hold. Highest score wins.","Lower Stress, then more Bonds, then shared victory.",BACK_MODE
MODE_COALITION,BONDED COALITIONS,Dynamic teams,Bonds decide the sides at the end.,"The group must first meet the Scenario threshold. At game end, each connected network of Bonds is a coalition; unbonded players are one-player coalitions. Sum the personal scores of coalition members. The highest-scoring coalition wins. Rivalries do not connect players.","Lower combined Stress, then fewer Blame tokens, then shared victory.",BACK_MODE
1 mode_id title mode_type tagline rules_text scoring_tiebreak back_design_id
2 MODE_COOP SHARED GROUND Cooperative The group succeeds or fails together. All claimed Problem cards form one shared score. Meet the Scenario threshold by the end of Round 5. No individual winner is declared. For a mastery rating, subtract 1 for each Blame token still in play and 1 for each Denied Problem. Not applicable. BACK_MODE
3 MODE_SEMI COMMON PROBLEM, PERSONAL EDGE Semi-cooperative The group must succeed before anyone can win. The group succeeds only if the total value of all claimed Problems meets the Scenario threshold. If it succeeds, each player scores the value of Problems they claimed minus 1 per Blame token they hold. Highest score wins. Lower Stress, then more Bonds, then shared victory. BACK_MODE
4 MODE_COALITION BONDED COALITIONS Dynamic teams Bonds decide the sides at the end. The group must first meet the Scenario threshold. At game end, each connected network of Bonds is a coalition; unbonded players are one-player coalitions. Sum the personal scores of coalition members. The highest-scoring coalition wins. Rivalries do not connect players. Lower combined Stress, then fewer Blame tokens, then shared victory. BACK_MODE

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player_id,player_name,symbol,ascii,color_name,color_hex,front_title,stress_track,choice_rule,freedom_area,darvo_track,relation_slots,back_reference,size
P1,Circle,,O,Teal,#2A9D8F,● PLAYER 1,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,At Stress 03 choose any action. At Stress 45 choose ATTACK or GROUND unless you spend a ready Freedom token.,READY / SPENT,OFF → DENY → ATTACK → REVERSE → OFF,Two relation-link slots.,Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise.,"88 × 126 mm, portrait, double-sided"
P2,Triangle,,^,Amber,#E9C46A,▲ PLAYER 2,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,At Stress 03 choose any action. At Stress 45 choose ATTACK or GROUND unless you spend a ready Freedom token.,READY / SPENT,OFF → DENY → ATTACK → REVERSE → OFF,Two relation-link slots.,Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise.,"88 × 126 mm, portrait, double-sided"
P3,Square,,#,Coral,#E76F51,■ PLAYER 3,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,At Stress 03 choose any action. At Stress 45 choose ATTACK or GROUND unless you spend a ready Freedom token.,READY / SPENT,OFF → DENY → ATTACK → REVERSE → OFF,Two relation-link slots.,Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise.,"88 × 126 mm, portrait, double-sided"
P4,Diamond,,<>,Blue,#457B9D,◆ PLAYER 4,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,At Stress 03 choose any action. At Stress 45 choose ATTACK or GROUND unless you spend a ready Freedom token.,READY / SPENT,OFF → DENY → ATTACK → REVERSE → OFF,Two relation-link slots.,Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise.,"88 × 126 mm, portrait, double-sided"
P5,Hexagon,,H,Violet,#7B61A8,⬢ PLAYER 5,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,At Stress 03 choose any action. At Stress 45 choose ATTACK or GROUND unless you spend a ready Freedom token.,READY / SPENT,OFF → DENY → ATTACK → REVERSE → OFF,Two relation-link slots.,Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise.,"88 × 126 mm, portrait, double-sided"
P6,Wave,,~,Olive,#6B8E23,≋ PLAYER 6,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,At Stress 03 choose any action. At Stress 45 choose ATTACK or GROUND unless you spend a ready Freedom token.,READY / SPENT,OFF → DENY → ATTACK → REVERSE → OFF,Two relation-link slots.,Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise.,"88 × 126 mm, portrait, double-sided"
1 player_id player_name symbol ascii color_name color_hex front_title stress_track choice_rule freedom_area darvo_track relation_slots back_reference size
2 P1 Circle O Teal #2A9D8F ● PLAYER 1 0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. READY / SPENT OFF → DENY → ATTACK → REVERSE → OFF Two relation-link slots. Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise. 88 × 126 mm, portrait, double-sided
3 P2 Triangle ^ Amber #E9C46A ▲ PLAYER 2 0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. READY / SPENT OFF → DENY → ATTACK → REVERSE → OFF Two relation-link slots. Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise. 88 × 126 mm, portrait, double-sided
4 P3 Square # Coral #E76F51 ■ PLAYER 3 0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. READY / SPENT OFF → DENY → ATTACK → REVERSE → OFF Two relation-link slots. Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise. 88 × 126 mm, portrait, double-sided
5 P4 Diamond <> Blue #457B9D ◆ PLAYER 4 0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. READY / SPENT OFF → DENY → ATTACK → REVERSE → OFF Two relation-link slots. Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise. 88 × 126 mm, portrait, double-sided
6 P5 Hexagon H Violet #7B61A8 ⬢ PLAYER 5 0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. READY / SPENT OFF → DENY → ATTACK → REVERSE → OFF Two relation-link slots. Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise. 88 × 126 mm, portrait, double-sided
7 P6 Wave ~ Olive #6B8E23 ≋ PLAYER 6 0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. READY / SPENT OFF → DENY → ATTACK → REVERSE → OFF Two relation-link slots. Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise. 88 × 126 mm, portrait, double-sided

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instance_id,component_type,content_id,variant_id,quantity,front_title,front_subtitle,front_symbols,front_value,front_body,back_design_id,size,orientation
P1_ACT_INVESTIGATE,Action Card,ACT_INVESTIGATE,P1,1,INVESTIGATE,Reveal what is hidden.,SYM_INVESTIGATE,,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.",BACK_ACTION_P1,63 × 88 mm,Portrait
P1_ACT_SOLVE,Action Card,ACT_SOLVE,P1,1,SOLVE,Match a solution to the real problem.,SYM_SOLVE,,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.",BACK_ACTION_P1,63 × 88 mm,Portrait
P1_ACT_SUPPORT,Action Card,ACT_SUPPORT,P1,1,SUPPORT,Increase another player's room to choose.,SYM_SUPPORT,,"No relation: 1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: 2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: 1 Stress; the target chooses to flip the relation to Bond or break it.",BACK_ACTION_P1,63 × 88 mm,Portrait
P1_ACT_ATTACK,Action Card,ACT_ATTACK,P1,1,ATTACK,Push pressure into another player.,SYM_ATTACK,,Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation.,BACK_ACTION_P1,63 × 88 mm,Portrait
P1_ACT_GROUND,Action Card,ACT_GROUND,P1,1,GROUND,Regulate. Restore the frame. Decide.,SYM_GROUND,,"After all actions are revealed, choose one mode: GR—Ground & Restate: 2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.",BACK_ACTION_P1,63 × 88 mm,Portrait
P2_ACT_INVESTIGATE,Action Card,ACT_INVESTIGATE,P2,1,INVESTIGATE,Reveal what is hidden.,SYM_INVESTIGATE,,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.",BACK_ACTION_P2,63 × 88 mm,Portrait
P2_ACT_SOLVE,Action Card,ACT_SOLVE,P2,1,SOLVE,Match a solution to the real problem.,SYM_SOLVE,,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.",BACK_ACTION_P2,63 × 88 mm,Portrait
P2_ACT_SUPPORT,Action Card,ACT_SUPPORT,P2,1,SUPPORT,Increase another player's room to choose.,SYM_SUPPORT,,"No relation: 1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: 2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: 1 Stress; the target chooses to flip the relation to Bond or break it.",BACK_ACTION_P2,63 × 88 mm,Portrait
P2_ACT_ATTACK,Action Card,ACT_ATTACK,P2,1,ATTACK,Push pressure into another player.,SYM_ATTACK,,Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation.,BACK_ACTION_P2,63 × 88 mm,Portrait
P2_ACT_GROUND,Action Card,ACT_GROUND,P2,1,GROUND,Regulate. Restore the frame. Decide.,SYM_GROUND,,"After all actions are revealed, choose one mode: GR—Ground & Restate: 2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.",BACK_ACTION_P2,63 × 88 mm,Portrait
P3_ACT_INVESTIGATE,Action Card,ACT_INVESTIGATE,P3,1,INVESTIGATE,Reveal what is hidden.,SYM_INVESTIGATE,,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.",BACK_ACTION_P3,63 × 88 mm,Portrait
P3_ACT_SOLVE,Action Card,ACT_SOLVE,P3,1,SOLVE,Match a solution to the real problem.,SYM_SOLVE,,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.",BACK_ACTION_P3,63 × 88 mm,Portrait
P3_ACT_SUPPORT,Action Card,ACT_SUPPORT,P3,1,SUPPORT,Increase another player's room to choose.,SYM_SUPPORT,,"No relation: 1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: 2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: 1 Stress; the target chooses to flip the relation to Bond or break it.",BACK_ACTION_P3,63 × 88 mm,Portrait
P3_ACT_ATTACK,Action Card,ACT_ATTACK,P3,1,ATTACK,Push pressure into another player.,SYM_ATTACK,,Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation.,BACK_ACTION_P3,63 × 88 mm,Portrait
P3_ACT_GROUND,Action Card,ACT_GROUND,P3,1,GROUND,Regulate. Restore the frame. Decide.,SYM_GROUND,,"After all actions are revealed, choose one mode: GR—Ground & Restate: 2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.",BACK_ACTION_P3,63 × 88 mm,Portrait
P4_ACT_INVESTIGATE,Action Card,ACT_INVESTIGATE,P4,1,INVESTIGATE,Reveal what is hidden.,SYM_INVESTIGATE,,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.",BACK_ACTION_P4,63 × 88 mm,Portrait
P4_ACT_SOLVE,Action Card,ACT_SOLVE,P4,1,SOLVE,Match a solution to the real problem.,SYM_SOLVE,,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.",BACK_ACTION_P4,63 × 88 mm,Portrait
P4_ACT_SUPPORT,Action Card,ACT_SUPPORT,P4,1,SUPPORT,Increase another player's room to choose.,SYM_SUPPORT,,"No relation: 1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: 2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: 1 Stress; the target chooses to flip the relation to Bond or break it.",BACK_ACTION_P4,63 × 88 mm,Portrait
P4_ACT_ATTACK,Action Card,ACT_ATTACK,P4,1,ATTACK,Push pressure into another player.,SYM_ATTACK,,Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation.,BACK_ACTION_P4,63 × 88 mm,Portrait
P4_ACT_GROUND,Action Card,ACT_GROUND,P4,1,GROUND,Regulate. Restore the frame. Decide.,SYM_GROUND,,"After all actions are revealed, choose one mode: GR—Ground & Restate: 2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.",BACK_ACTION_P4,63 × 88 mm,Portrait
P5_ACT_INVESTIGATE,Action Card,ACT_INVESTIGATE,P5,1,INVESTIGATE,Reveal what is hidden.,SYM_INVESTIGATE,,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.",BACK_ACTION_P5,63 × 88 mm,Portrait
P5_ACT_SOLVE,Action Card,ACT_SOLVE,P5,1,SOLVE,Match a solution to the real problem.,SYM_SOLVE,,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.",BACK_ACTION_P5,63 × 88 mm,Portrait
P5_ACT_SUPPORT,Action Card,ACT_SUPPORT,P5,1,SUPPORT,Increase another player's room to choose.,SYM_SUPPORT,,"No relation: 1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: 2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: 1 Stress; the target chooses to flip the relation to Bond or break it.",BACK_ACTION_P5,63 × 88 mm,Portrait
P5_ACT_ATTACK,Action Card,ACT_ATTACK,P5,1,ATTACK,Push pressure into another player.,SYM_ATTACK,,Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation.,BACK_ACTION_P5,63 × 88 mm,Portrait
P5_ACT_GROUND,Action Card,ACT_GROUND,P5,1,GROUND,Regulate. Restore the frame. Decide.,SYM_GROUND,,"After all actions are revealed, choose one mode: GR—Ground & Restate: 2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.",BACK_ACTION_P5,63 × 88 mm,Portrait
P6_ACT_INVESTIGATE,Action Card,ACT_INVESTIGATE,P6,1,INVESTIGATE,Reveal what is hidden.,SYM_INVESTIGATE,,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.",BACK_ACTION_P6,63 × 88 mm,Portrait
P6_ACT_SOLVE,Action Card,ACT_SOLVE,P6,1,SOLVE,Match a solution to the real problem.,SYM_SOLVE,,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.",BACK_ACTION_P6,63 × 88 mm,Portrait
P6_ACT_SUPPORT,Action Card,ACT_SUPPORT,P6,1,SUPPORT,Increase another player's room to choose.,SYM_SUPPORT,,"No relation: 1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: 2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: 1 Stress; the target chooses to flip the relation to Bond or break it.",BACK_ACTION_P6,63 × 88 mm,Portrait
P6_ACT_ATTACK,Action Card,ACT_ATTACK,P6,1,ATTACK,Push pressure into another player.,SYM_ATTACK,,Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation.,BACK_ACTION_P6,63 × 88 mm,Portrait
P6_ACT_GROUND,Action Card,ACT_GROUND,P6,1,GROUND,Regulate. Restore the frame. Decide.,SYM_GROUND,,"After all actions are revealed, choose one mode: GR—Ground & Restate: 2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.",BACK_ACTION_P6,63 × 88 mm,Portrait
SOL_C01,Solution Card,SOL_C01,,1,Ask What Happened,Invite a concrete account before judging.,SYM_CLARIFY,Clarify,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_C02,Solution Card,SOL_C02,,1,Compare Accounts,Place different perspectives side by side.,SYM_CLARIFY,Clarify,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_C03,Solution Card,SOL_C03,,1,Check the Evidence,"Use records, observations, or agreed facts.",SYM_CLARIFY,Clarify,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_C04,Solution Card,SOL_C04,,1,Name the Assumption,Turn an unspoken belief into a testable statement.,SYM_CLARIFY,Clarify,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_C05,Solution Card,SOL_C05,,1,Separate the Issues,Keep a counterclaim from replacing the original problem.,SYM_CLARIFY,Clarify,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_C06,Solution Card,SOL_C06,,1,Confirm the Agreement,Restate what each person understood.,SYM_CLARIFY,Clarify,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_R01,Solution Card,SOL_R01,,1,Acknowledge Impact,Name what the action changed for others.,SYM_REPAIR,Repair,Discard with SOLVE to resolve one revealed Problem requiring Repair.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_R02,Solution Card,SOL_R02,,1,Own Your Part,Accept the part that belongs to you.,SYM_REPAIR,Repair,Discard with SOLVE to resolve one revealed Problem requiring Repair.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_R03,Solution Card,SOL_R03,,1,Correct the Record,Replace a misleading account with an accurate one.,SYM_REPAIR,Repair,Discard with SOLVE to resolve one revealed Problem requiring Repair.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_R04,Solution Card,SOL_R04,,1,Make a Specific Apology,"Name the act, impact, and responsibility.",SYM_REPAIR,Repair,Discard with SOLVE to resolve one revealed Problem requiring Repair.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_R05,Solution Card,SOL_R05,,1,Offer Restitution,"Restore value, time, opportunity, or standing.",SYM_REPAIR,Repair,Discard with SOLVE to resolve one revealed Problem requiring Repair.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_R06,Solution Card,SOL_R06,,1,Follow Through,Make repair visible through completed action.,SYM_REPAIR,Repair,Discard with SOLVE to resolve one revealed Problem requiring Repair.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_B01,Solution Card,SOL_B01,,1,State the Limit,Say clearly what will and will not continue.,SYM_BOUNDARY,Boundary,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_B02,Solution Card,SOL_B02,,1,Pause the Interaction,Create time before pressure removes choice.,SYM_BOUNDARY,Boundary,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_B03,Solution Card,SOL_B03,,1,Refuse the False Frame,Return to the original issue without accepting misdirection.,SYM_BOUNDARY,Boundary,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_B04,Solution Card,SOL_B04,,1,Set a Consequence,Connect repeated conduct to a known response.,SYM_BOUNDARY,Boundary,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_B05,Solution Card,SOL_B05,,1,Bring a Witness,"Add support, memory, or fair process.",SYM_BOUNDARY,Boundary,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_B06,Solution Card,SOL_B06,,1,Leave the Relation,End a relation that cannot support safe engagement.,SYM_BOUNDARY,Boundary,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_X01,Solution Card,SOL_X01,,1,Clarify Roles,"Assign authority, responsibility, and expectations.",SYM_CHANGE,Change,Discard with SOLVE to resolve one revealed Problem requiring Change.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_X02,Solution Card,SOL_X02,,1,Define a New Process,Replace improvisation with a shared method.,SYM_CHANGE,Change,Discard with SOLVE to resolve one revealed Problem requiring Change.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_X03,Solution Card,SOL_X03,,1,Add a Checkpoint,Detect problems before they become crises.,SYM_CHANGE,Change,Discard with SOLVE to resolve one revealed Problem requiring Change.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_X04,Solution Card,SOL_X04,,1,Document the Agreement,Create a durable shared reference.,SYM_CHANGE,Change,Discard with SOLVE to resolve one revealed Problem requiring Change.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_X05,Solution Card,SOL_X05,,1,Change the Incentive,Stop rewarding the behaviour that creates the problem.,SYM_CHANGE,Change,Discard with SOLVE to resolve one revealed Problem requiring Change.,BACK_SOLUTION,63 × 88 mm,Portrait
SOL_X06,Solution Card,SOL_X06,,1,Review the Pattern,Use repeated events to change the system.,SYM_CHANGE,Change,Discard with SOLVE to resolve one revealed Problem requiring Change.,BACK_SOLUTION,63 × 88 mm,Portrait
PRB_01_S,Problem Card,PRB_01_S,SCN_01,1,Deadline Missed,A promised result was not delivered when expected.,SYM_REPAIR,2,Resolve with Repair. Value: 2.,BACK_PROBLEM_SURFACE,63 × 88 mm,Portrait
PRB_01_1,Problem Card,PRB_01_1,SCN_01,1,Unclear Ownership,Responsibility for the commitment and the work was never made explicit.,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_01_2,Problem Card,PRB_01_2,SCN_01,1,Unspoken Overload,The work required more capacity than someone could safely or fairly provide.,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_01_3,Problem Card,PRB_01_3,SCN_01,1,Bad News Was Delayed,A warning was withheld until the remaining options became worse.,SYM_REPAIR,3,Resolve with Repair. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_01_4,Problem Card,PRB_01_4,SCN_01,1,No Checkpoint Process,The group had no reliable moment for testing progress and changing course.,SYM_CHANGE,3,Resolve with Change. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_02_S,Problem Card,PRB_02_S,SCN_02,1,Shared Task Left Undone,"A recurring responsibility was not completed, and others absorbed the impact.",SYM_REPAIR,2,Resolve with Repair. Value: 2.,BACK_PROBLEM_SURFACE,63 × 88 mm,Portrait
PRB_02_1,Problem Card,PRB_02_1,SCN_02,1,Different Standards,"Players were using different definitions of complete, timely, or fair.",SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_02_2,Problem Card,PRB_02_2,SCN_02,1,Invisible Workload,Some contributions and constraints were not visible to the group.,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_02_3,Problem Card,PRB_02_3,SCN_02,1,Resentment Never Raised,Frustration accumulated without a direct request or acknowledgement.,SYM_REPAIR,3,Resolve with Repair. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_02_4,Problem Card,PRB_02_4,SCN_02,1,No Ownership Routine,The group relied on goodwill instead of a dependable allocation method.,SYM_CHANGE,3,Resolve with Change. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_03_S,Problem Card,PRB_03_S,SCN_03,1,Decision Announced as Settled,A group-affecting choice was presented as final before meaningful agreement.,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,BACK_PROBLEM_SURFACE,63 × 88 mm,Portrait
PRB_03_1,Problem Card,PRB_03_1,SCN_03,1,Mandate Was Ambiguous,"It was unclear who could decide, advise, consent, or veto.",SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_03_2,Problem Card,PRB_03_2,SCN_03,1,Contributions Were Dismissed,Relevant input was ignored or treated as less legitimate.,SYM_REPAIR,2,Resolve with Repair. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_03_3,Problem Card,PRB_03_3,SCN_03,1,One Voice Spoke for Others,A player claimed authority to represent people who had not agreed.,SYM_BOUNDARY,3,Resolve with Boundary. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_03_4,Problem Card,PRB_03_4,SCN_03,1,No Decision Rule,The group had no shared method for turning discussion into a legitimate choice.,SYM_CHANGE,3,Resolve with Change. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_04_S,Problem Card,PRB_04_S,SCN_04,1,Private Information Spread,Information moved beyond the circle in which it was originally shared.,SYM_REPAIR,2,Resolve with Repair. Value: 2.,BACK_PROBLEM_SURFACE,63 × 88 mm,Portrait
PRB_04_1,Problem Card,PRB_04_1,SCN_04,1,Confidentiality Was Assumed,The players never made the scope of confidentiality explicit.,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_04_2,Problem Card,PRB_04_2,SCN_04,1,Exposure Caused Harm,"The sharing changed another player's safety, reputation, or freedom to choose.",SYM_REPAIR,2,Resolve with Repair. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_04_3,Problem Card,PRB_04_3,SCN_04,1,Consent Boundary Was Ignored,A clear or reasonably expected limit on sharing was crossed.,SYM_BOUNDARY,3,Resolve with Boundary. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait
PRB_04_4,Problem Card,PRB_04_4,SCN_04,1,No Sharing Protocol,"The group lacked a repeatable rule for consent, need-to-know, and escalation.",SYM_CHANGE,3,Resolve with Change. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait
SCN_01,Scenario Card,SCN_01,,1,Missed Deadline,"The team promised a delivery. It did not arrive when expected, and the conversation about why is becoming personal.",SYM_GROUND,Thresholds 5 / 7 / 9,2P: Use hidden priorities 12. 34P: Use hidden priorities 13. 56P: Use hidden priorities 14. All players start at Stress 2.,BACK_SCENARIO,63 × 88 mm,Portrait
SCN_02,Scenario Card,SCN_02,,1,Shared Responsibility,A shared responsibility keeps being left undone. Everyone agrees it matters; nobody agrees on what fairness requires.,SYM_GROUND,Thresholds 5 / 7 / 9,2P: Use hidden priorities 12. 34P: Use hidden priorities 13. 56P: Use hidden priorities 14. All players start at Stress 2.,BACK_SCENARIO,63 × 88 mm,Portrait
SCN_03,Scenario Card,SCN_03,,1,Decision Without Consent,A decision affecting the group was announced as settled. Several players believe they were consulted only after the fact.,SYM_GROUND,Thresholds 5 / 7 / 9,2P: Use hidden priorities 12. 34P: Use hidden priorities 13. 56P: Use hidden priorities 14. All players start at Stress 2.,BACK_SCENARIO,63 × 88 mm,Portrait
SCN_04,Scenario Card,SCN_04,,1,Broken Confidence,"Information shared in confidence travelled beyond the expected circle. Harm, intent, and responsibility are now contested.",SYM_GROUND,Thresholds 5 / 7 / 9,2P: Use hidden priorities 12. 34P: Use hidden priorities 13. 56P: Use hidden priorities 14. All players start at Stress 2.,BACK_SCENARIO,63 × 88 mm,Portrait
MODE_COOP,Mode Card,MODE_COOP,,1,SHARED GROUND,The group succeeds or fails together.,SYM_BOND | SYM_RIVALRY,Cooperative,"All claimed Problem cards form one shared score. Meet the Scenario threshold by the end of Round 5. No individual winner is declared. For a mastery rating, subtract 1 for each Blame token still in play and 1 for each Denied Problem.",BACK_MODE,63 × 88 mm,Portrait
MODE_SEMI,Mode Card,MODE_SEMI,,1,"COMMON PROBLEM, PERSONAL EDGE",The group must succeed before anyone can win.,SYM_BOND | SYM_RIVALRY,Semi-cooperative,"The group succeeds only if the total value of all claimed Problems meets the Scenario threshold. If it succeeds, each player scores the value of Problems they claimed minus 1 per Blame token they hold. Highest score wins.",BACK_MODE,63 × 88 mm,Portrait
MODE_COALITION,Mode Card,MODE_COALITION,,1,BONDED COALITIONS,Bonds decide the sides at the end.,SYM_BOND | SYM_RIVALRY,Dynamic teams,"The group must first meet the Scenario threshold. At game end, each connected network of Bonds is a coalition; unbonded players are one-player coalitions. Sum the personal scores of coalition members. The highest-scoring coalition wins. Rivalries do not connect players.",BACK_MODE,63 × 88 mm,Portrait
MAT_P1,Player Mat,MAT_P1,P1,1,● PLAYER 1,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,,2 relation slots,At Stress 03 choose any action. At Stress 45 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF,PLAYER_MAT_REFERENCE,88 × 126 mm,Portrait
MAT_P2,Player Mat,MAT_P2,P2,1,▲ PLAYER 2,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,,2 relation slots,At Stress 03 choose any action. At Stress 45 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF,PLAYER_MAT_REFERENCE,88 × 126 mm,Portrait
MAT_P3,Player Mat,MAT_P3,P3,1,■ PLAYER 3,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,,2 relation slots,At Stress 03 choose any action. At Stress 45 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF,PLAYER_MAT_REFERENCE,88 × 126 mm,Portrait
MAT_P4,Player Mat,MAT_P4,P4,1,◆ PLAYER 4,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,,2 relation slots,At Stress 03 choose any action. At Stress 45 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF,PLAYER_MAT_REFERENCE,88 × 126 mm,Portrait
MAT_P5,Player Mat,MAT_P5,P5,1,⬢ PLAYER 5,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,,2 relation slots,At Stress 03 choose any action. At Stress 45 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF,PLAYER_MAT_REFERENCE,88 × 126 mm,Portrait
MAT_P6,Player Mat,MAT_P6,P6,1,≋ PLAYER 6,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,,2 relation slots,At Stress 03 choose any action. At Stress 45 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF,PLAYER_MAT_REFERENCE,88 × 126 mm,Portrait
REL_01,Relation Tile,REL_BOND_RIVALRY,1,1,BOND,Support is amplified.,SYM_BOND,Two endpoints,"Support through an existing Bond: 2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry.",RELATION_RIVALRY_SIDE,44 × 63 mm,Landscape
REL_02,Relation Tile,REL_BOND_RIVALRY,2,1,BOND,Support is amplified.,SYM_BOND,Two endpoints,"Support through an existing Bond: 2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry.",RELATION_RIVALRY_SIDE,44 × 63 mm,Landscape
REL_03,Relation Tile,REL_BOND_RIVALRY,3,1,BOND,Support is amplified.,SYM_BOND,Two endpoints,"Support through an existing Bond: 2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry.",RELATION_RIVALRY_SIDE,44 × 63 mm,Landscape
REL_04,Relation Tile,REL_BOND_RIVALRY,4,1,BOND,Support is amplified.,SYM_BOND,Two endpoints,"Support through an existing Bond: 2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry.",RELATION_RIVALRY_SIDE,44 × 63 mm,Landscape
REL_05,Relation Tile,REL_BOND_RIVALRY,5,1,BOND,Support is amplified.,SYM_BOND,Two endpoints,"Support through an existing Bond: 2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry.",RELATION_RIVALRY_SIDE,44 × 63 mm,Landscape
REL_06,Relation Tile,REL_BOND_RIVALRY,6,1,BOND,Support is amplified.,SYM_BOND,Two endpoints,"Support through an existing Bond: 2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry.",RELATION_RIVALRY_SIDE,44 × 63 mm,Landscape
TOK_STRESS,Token / Marker,TOK_STRESS,,6,Stress marker,One per player; move on Stress 05 track.,SYM_STRESS,None,,N/A,1012 mm,N/A
TOK_FREEDOM,Token / Marker,TOK_FREEDOM,,6,Freedom token,Spend to choose any action at Stress 45; GROUND—GR or Bond Support readies it.,SYM_FREEDOM,READY,SPENT,N/A,18 mm,N/A
TOK_DARVO,Token / Marker,TOK_DARVO,,6,DARVO stage marker,One per player; move along OFF/DENY/ATTACK/REVERSE track.,SYM_DENY,DARVO,,N/A,1418 mm,N/A
TOK_LINK,Token / Marker,TOK_LINK,,12,Relation link token,Two per player; one is placed at each endpoint of a Bond/Rivalry tile.,PLAYER_SYMBOL,Player symbol,,N/A,14 mm,N/A
TOK_FOCUS_BLAME,Token / Marker,TOK_FOCUS_BLAME,,6,Focus / Blame token,"At DARVO Attack, place Focus by the target. At Reverse, flip to Blame. Each Blame is 1 personal score.",SYM_FOCUS_BLAME,FOCUS,BLAME 1,N/A,18 mm,N/A
TOK_PROTECTION,Token / Marker,TOK_PROTECTION,,6,Protection token,"Cancel the next Attack against the holder, then return the token.",SYM_PROTECTION,PROTECTION,,N/A,18 mm,N/A
TOK_DENIED,Token / Marker,TOK_DENIED,,5,Denied token,Place on a Problem turned face down by Deny. Remove when GROUND—OU restores the Problem.,SYM_DENIED,DENIED,,N/A,18 mm,N/A
TOK_LEAD,Token / Marker,TOK_LEAD,,1,Lead marker,"Starts with a random player, breaks same-step ties, and rotates clockwise after each round.",SYM_LEAD,LEAD,,N/A,22 mm,N/A
TOK_ROUND,Token / Marker,TOK_ROUND,,1,Round marker,Move along the 15 track printed on the active Scenario card.,SYM_LEAD,ROUND,,N/A,14 mm,N/A
1 instance_id component_type content_id variant_id quantity front_title front_subtitle front_symbols front_value front_body back_design_id size orientation
2 P1_ACT_INVESTIGATE Action Card ACT_INVESTIGATE P1 1 INVESTIGATE Reveal what is hidden. SYM_INVESTIGATE Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only. BACK_ACTION_P1 63 × 88 mm Portrait
3 P1_ACT_SOLVE Action Card ACT_SOLVE P1 1 SOLVE Match a solution to the real problem. SYM_SOLVE Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution. BACK_ACTION_P1 63 × 88 mm Portrait
4 P1_ACT_SUPPORT Action Card ACT_SUPPORT P1 1 SUPPORT Increase another player's room to choose. SYM_SUPPORT No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it. BACK_ACTION_P1 63 × 88 mm Portrait
5 P1_ACT_ATTACK Action Card ACT_ATTACK P1 1 ATTACK Push pressure into another player. SYM_ATTACK Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation. BACK_ACTION_P1 63 × 88 mm Portrait
6 P1_ACT_GROUND Action Card ACT_GROUND P1 1 GROUND Regulate. Restore the frame. Decide. SYM_GROUND After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round. BACK_ACTION_P1 63 × 88 mm Portrait
7 P2_ACT_INVESTIGATE Action Card ACT_INVESTIGATE P2 1 INVESTIGATE Reveal what is hidden. SYM_INVESTIGATE Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only. BACK_ACTION_P2 63 × 88 mm Portrait
8 P2_ACT_SOLVE Action Card ACT_SOLVE P2 1 SOLVE Match a solution to the real problem. SYM_SOLVE Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution. BACK_ACTION_P2 63 × 88 mm Portrait
9 P2_ACT_SUPPORT Action Card ACT_SUPPORT P2 1 SUPPORT Increase another player's room to choose. SYM_SUPPORT No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it. BACK_ACTION_P2 63 × 88 mm Portrait
10 P2_ACT_ATTACK Action Card ACT_ATTACK P2 1 ATTACK Push pressure into another player. SYM_ATTACK Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation. BACK_ACTION_P2 63 × 88 mm Portrait
11 P2_ACT_GROUND Action Card ACT_GROUND P2 1 GROUND Regulate. Restore the frame. Decide. SYM_GROUND After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round. BACK_ACTION_P2 63 × 88 mm Portrait
12 P3_ACT_INVESTIGATE Action Card ACT_INVESTIGATE P3 1 INVESTIGATE Reveal what is hidden. SYM_INVESTIGATE Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only. BACK_ACTION_P3 63 × 88 mm Portrait
13 P3_ACT_SOLVE Action Card ACT_SOLVE P3 1 SOLVE Match a solution to the real problem. SYM_SOLVE Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution. BACK_ACTION_P3 63 × 88 mm Portrait
14 P3_ACT_SUPPORT Action Card ACT_SUPPORT P3 1 SUPPORT Increase another player's room to choose. SYM_SUPPORT No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it. BACK_ACTION_P3 63 × 88 mm Portrait
15 P3_ACT_ATTACK Action Card ACT_ATTACK P3 1 ATTACK Push pressure into another player. SYM_ATTACK Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation. BACK_ACTION_P3 63 × 88 mm Portrait
16 P3_ACT_GROUND Action Card ACT_GROUND P3 1 GROUND Regulate. Restore the frame. Decide. SYM_GROUND After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round. BACK_ACTION_P3 63 × 88 mm Portrait
17 P4_ACT_INVESTIGATE Action Card ACT_INVESTIGATE P4 1 INVESTIGATE Reveal what is hidden. SYM_INVESTIGATE Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only. BACK_ACTION_P4 63 × 88 mm Portrait
18 P4_ACT_SOLVE Action Card ACT_SOLVE P4 1 SOLVE Match a solution to the real problem. SYM_SOLVE Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution. BACK_ACTION_P4 63 × 88 mm Portrait
19 P4_ACT_SUPPORT Action Card ACT_SUPPORT P4 1 SUPPORT Increase another player's room to choose. SYM_SUPPORT No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it. BACK_ACTION_P4 63 × 88 mm Portrait
20 P4_ACT_ATTACK Action Card ACT_ATTACK P4 1 ATTACK Push pressure into another player. SYM_ATTACK Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation. BACK_ACTION_P4 63 × 88 mm Portrait
21 P4_ACT_GROUND Action Card ACT_GROUND P4 1 GROUND Regulate. Restore the frame. Decide. SYM_GROUND After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round. BACK_ACTION_P4 63 × 88 mm Portrait
22 P5_ACT_INVESTIGATE Action Card ACT_INVESTIGATE P5 1 INVESTIGATE Reveal what is hidden. SYM_INVESTIGATE Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only. BACK_ACTION_P5 63 × 88 mm Portrait
23 P5_ACT_SOLVE Action Card ACT_SOLVE P5 1 SOLVE Match a solution to the real problem. SYM_SOLVE Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution. BACK_ACTION_P5 63 × 88 mm Portrait
24 P5_ACT_SUPPORT Action Card ACT_SUPPORT P5 1 SUPPORT Increase another player's room to choose. SYM_SUPPORT No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it. BACK_ACTION_P5 63 × 88 mm Portrait
25 P5_ACT_ATTACK Action Card ACT_ATTACK P5 1 ATTACK Push pressure into another player. SYM_ATTACK Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation. BACK_ACTION_P5 63 × 88 mm Portrait
26 P5_ACT_GROUND Action Card ACT_GROUND P5 1 GROUND Regulate. Restore the frame. Decide. SYM_GROUND After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round. BACK_ACTION_P5 63 × 88 mm Portrait
27 P6_ACT_INVESTIGATE Action Card ACT_INVESTIGATE P6 1 INVESTIGATE Reveal what is hidden. SYM_INVESTIGATE Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only. BACK_ACTION_P6 63 × 88 mm Portrait
28 P6_ACT_SOLVE Action Card ACT_SOLVE P6 1 SOLVE Match a solution to the real problem. SYM_SOLVE Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution. BACK_ACTION_P6 63 × 88 mm Portrait
29 P6_ACT_SUPPORT Action Card ACT_SUPPORT P6 1 SUPPORT Increase another player's room to choose. SYM_SUPPORT No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it. BACK_ACTION_P6 63 × 88 mm Portrait
30 P6_ACT_ATTACK Action Card ACT_ATTACK P6 1 ATTACK Push pressure into another player. SYM_ATTACK Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation. BACK_ACTION_P6 63 × 88 mm Portrait
31 P6_ACT_GROUND Action Card ACT_GROUND P6 1 GROUND Regulate. Restore the frame. Decide. SYM_GROUND After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round. BACK_ACTION_P6 63 × 88 mm Portrait
32 SOL_C01 Solution Card SOL_C01 1 Ask What Happened Invite a concrete account before judging. SYM_CLARIFY Clarify Discard with SOLVE to resolve one revealed Problem requiring Clarify. BACK_SOLUTION 63 × 88 mm Portrait
33 SOL_C02 Solution Card SOL_C02 1 Compare Accounts Place different perspectives side by side. SYM_CLARIFY Clarify Discard with SOLVE to resolve one revealed Problem requiring Clarify. BACK_SOLUTION 63 × 88 mm Portrait
34 SOL_C03 Solution Card SOL_C03 1 Check the Evidence Use records, observations, or agreed facts. SYM_CLARIFY Clarify Discard with SOLVE to resolve one revealed Problem requiring Clarify. BACK_SOLUTION 63 × 88 mm Portrait
35 SOL_C04 Solution Card SOL_C04 1 Name the Assumption Turn an unspoken belief into a testable statement. SYM_CLARIFY Clarify Discard with SOLVE to resolve one revealed Problem requiring Clarify. BACK_SOLUTION 63 × 88 mm Portrait
36 SOL_C05 Solution Card SOL_C05 1 Separate the Issues Keep a counterclaim from replacing the original problem. SYM_CLARIFY Clarify Discard with SOLVE to resolve one revealed Problem requiring Clarify. BACK_SOLUTION 63 × 88 mm Portrait
37 SOL_C06 Solution Card SOL_C06 1 Confirm the Agreement Restate what each person understood. SYM_CLARIFY Clarify Discard with SOLVE to resolve one revealed Problem requiring Clarify. BACK_SOLUTION 63 × 88 mm Portrait
38 SOL_R01 Solution Card SOL_R01 1 Acknowledge Impact Name what the action changed for others. SYM_REPAIR Repair Discard with SOLVE to resolve one revealed Problem requiring Repair. BACK_SOLUTION 63 × 88 mm Portrait
39 SOL_R02 Solution Card SOL_R02 1 Own Your Part Accept the part that belongs to you. SYM_REPAIR Repair Discard with SOLVE to resolve one revealed Problem requiring Repair. BACK_SOLUTION 63 × 88 mm Portrait
40 SOL_R03 Solution Card SOL_R03 1 Correct the Record Replace a misleading account with an accurate one. SYM_REPAIR Repair Discard with SOLVE to resolve one revealed Problem requiring Repair. BACK_SOLUTION 63 × 88 mm Portrait
41 SOL_R04 Solution Card SOL_R04 1 Make a Specific Apology Name the act, impact, and responsibility. SYM_REPAIR Repair Discard with SOLVE to resolve one revealed Problem requiring Repair. BACK_SOLUTION 63 × 88 mm Portrait
42 SOL_R05 Solution Card SOL_R05 1 Offer Restitution Restore value, time, opportunity, or standing. SYM_REPAIR Repair Discard with SOLVE to resolve one revealed Problem requiring Repair. BACK_SOLUTION 63 × 88 mm Portrait
43 SOL_R06 Solution Card SOL_R06 1 Follow Through Make repair visible through completed action. SYM_REPAIR Repair Discard with SOLVE to resolve one revealed Problem requiring Repair. BACK_SOLUTION 63 × 88 mm Portrait
44 SOL_B01 Solution Card SOL_B01 1 State the Limit Say clearly what will and will not continue. SYM_BOUNDARY Boundary Discard with SOLVE to resolve one revealed Problem requiring Boundary. BACK_SOLUTION 63 × 88 mm Portrait
45 SOL_B02 Solution Card SOL_B02 1 Pause the Interaction Create time before pressure removes choice. SYM_BOUNDARY Boundary Discard with SOLVE to resolve one revealed Problem requiring Boundary. BACK_SOLUTION 63 × 88 mm Portrait
46 SOL_B03 Solution Card SOL_B03 1 Refuse the False Frame Return to the original issue without accepting misdirection. SYM_BOUNDARY Boundary Discard with SOLVE to resolve one revealed Problem requiring Boundary. BACK_SOLUTION 63 × 88 mm Portrait
47 SOL_B04 Solution Card SOL_B04 1 Set a Consequence Connect repeated conduct to a known response. SYM_BOUNDARY Boundary Discard with SOLVE to resolve one revealed Problem requiring Boundary. BACK_SOLUTION 63 × 88 mm Portrait
48 SOL_B05 Solution Card SOL_B05 1 Bring a Witness Add support, memory, or fair process. SYM_BOUNDARY Boundary Discard with SOLVE to resolve one revealed Problem requiring Boundary. BACK_SOLUTION 63 × 88 mm Portrait
49 SOL_B06 Solution Card SOL_B06 1 Leave the Relation End a relation that cannot support safe engagement. SYM_BOUNDARY Boundary Discard with SOLVE to resolve one revealed Problem requiring Boundary. BACK_SOLUTION 63 × 88 mm Portrait
50 SOL_X01 Solution Card SOL_X01 1 Clarify Roles Assign authority, responsibility, and expectations. SYM_CHANGE Change Discard with SOLVE to resolve one revealed Problem requiring Change. BACK_SOLUTION 63 × 88 mm Portrait
51 SOL_X02 Solution Card SOL_X02 1 Define a New Process Replace improvisation with a shared method. SYM_CHANGE Change Discard with SOLVE to resolve one revealed Problem requiring Change. BACK_SOLUTION 63 × 88 mm Portrait
52 SOL_X03 Solution Card SOL_X03 1 Add a Checkpoint Detect problems before they become crises. SYM_CHANGE Change Discard with SOLVE to resolve one revealed Problem requiring Change. BACK_SOLUTION 63 × 88 mm Portrait
53 SOL_X04 Solution Card SOL_X04 1 Document the Agreement Create a durable shared reference. SYM_CHANGE Change Discard with SOLVE to resolve one revealed Problem requiring Change. BACK_SOLUTION 63 × 88 mm Portrait
54 SOL_X05 Solution Card SOL_X05 1 Change the Incentive Stop rewarding the behaviour that creates the problem. SYM_CHANGE Change Discard with SOLVE to resolve one revealed Problem requiring Change. BACK_SOLUTION 63 × 88 mm Portrait
55 SOL_X06 Solution Card SOL_X06 1 Review the Pattern Use repeated events to change the system. SYM_CHANGE Change Discard with SOLVE to resolve one revealed Problem requiring Change. BACK_SOLUTION 63 × 88 mm Portrait
56 PRB_01_S Problem Card PRB_01_S SCN_01 1 Deadline Missed A promised result was not delivered when expected. SYM_REPAIR 2 Resolve with Repair. Value: 2. BACK_PROBLEM_SURFACE 63 × 88 mm Portrait
57 PRB_01_1 Problem Card PRB_01_1 SCN_01 1 Unclear Ownership Responsibility for the commitment and the work was never made explicit. SYM_CLARIFY 2 Resolve with Clarify. Value: 2. BACK_PROBLEM 63 × 88 mm Portrait
58 PRB_01_2 Problem Card PRB_01_2 SCN_01 1 Unspoken Overload The work required more capacity than someone could safely or fairly provide. SYM_BOUNDARY 2 Resolve with Boundary. Value: 2. BACK_PROBLEM 63 × 88 mm Portrait
59 PRB_01_3 Problem Card PRB_01_3 SCN_01 1 Bad News Was Delayed A warning was withheld until the remaining options became worse. SYM_REPAIR 3 Resolve with Repair. Value: 3. BACK_PROBLEM 63 × 88 mm Portrait
60 PRB_01_4 Problem Card PRB_01_4 SCN_01 1 No Checkpoint Process The group had no reliable moment for testing progress and changing course. SYM_CHANGE 3 Resolve with Change. Value: 3. BACK_PROBLEM 63 × 88 mm Portrait
61 PRB_02_S Problem Card PRB_02_S SCN_02 1 Shared Task Left Undone A recurring responsibility was not completed, and others absorbed the impact. SYM_REPAIR 2 Resolve with Repair. Value: 2. BACK_PROBLEM_SURFACE 63 × 88 mm Portrait
62 PRB_02_1 Problem Card PRB_02_1 SCN_02 1 Different Standards Players were using different definitions of complete, timely, or fair. SYM_CLARIFY 2 Resolve with Clarify. Value: 2. BACK_PROBLEM 63 × 88 mm Portrait
63 PRB_02_2 Problem Card PRB_02_2 SCN_02 1 Invisible Workload Some contributions and constraints were not visible to the group. SYM_BOUNDARY 2 Resolve with Boundary. Value: 2. BACK_PROBLEM 63 × 88 mm Portrait
64 PRB_02_3 Problem Card PRB_02_3 SCN_02 1 Resentment Never Raised Frustration accumulated without a direct request or acknowledgement. SYM_REPAIR 3 Resolve with Repair. Value: 3. BACK_PROBLEM 63 × 88 mm Portrait
65 PRB_02_4 Problem Card PRB_02_4 SCN_02 1 No Ownership Routine The group relied on goodwill instead of a dependable allocation method. SYM_CHANGE 3 Resolve with Change. Value: 3. BACK_PROBLEM 63 × 88 mm Portrait
66 PRB_03_S Problem Card PRB_03_S SCN_03 1 Decision Announced as Settled A group-affecting choice was presented as final before meaningful agreement. SYM_BOUNDARY 2 Resolve with Boundary. Value: 2. BACK_PROBLEM_SURFACE 63 × 88 mm Portrait
67 PRB_03_1 Problem Card PRB_03_1 SCN_03 1 Mandate Was Ambiguous It was unclear who could decide, advise, consent, or veto. SYM_CLARIFY 2 Resolve with Clarify. Value: 2. BACK_PROBLEM 63 × 88 mm Portrait
68 PRB_03_2 Problem Card PRB_03_2 SCN_03 1 Contributions Were Dismissed Relevant input was ignored or treated as less legitimate. SYM_REPAIR 2 Resolve with Repair. Value: 2. BACK_PROBLEM 63 × 88 mm Portrait
69 PRB_03_3 Problem Card PRB_03_3 SCN_03 1 One Voice Spoke for Others A player claimed authority to represent people who had not agreed. SYM_BOUNDARY 3 Resolve with Boundary. Value: 3. BACK_PROBLEM 63 × 88 mm Portrait
70 PRB_03_4 Problem Card PRB_03_4 SCN_03 1 No Decision Rule The group had no shared method for turning discussion into a legitimate choice. SYM_CHANGE 3 Resolve with Change. Value: 3. BACK_PROBLEM 63 × 88 mm Portrait
71 PRB_04_S Problem Card PRB_04_S SCN_04 1 Private Information Spread Information moved beyond the circle in which it was originally shared. SYM_REPAIR 2 Resolve with Repair. Value: 2. BACK_PROBLEM_SURFACE 63 × 88 mm Portrait
72 PRB_04_1 Problem Card PRB_04_1 SCN_04 1 Confidentiality Was Assumed The players never made the scope of confidentiality explicit. SYM_CLARIFY 2 Resolve with Clarify. Value: 2. BACK_PROBLEM 63 × 88 mm Portrait
73 PRB_04_2 Problem Card PRB_04_2 SCN_04 1 Exposure Caused Harm The sharing changed another player's safety, reputation, or freedom to choose. SYM_REPAIR 2 Resolve with Repair. Value: 2. BACK_PROBLEM 63 × 88 mm Portrait
74 PRB_04_3 Problem Card PRB_04_3 SCN_04 1 Consent Boundary Was Ignored A clear or reasonably expected limit on sharing was crossed. SYM_BOUNDARY 3 Resolve with Boundary. Value: 3. BACK_PROBLEM 63 × 88 mm Portrait
75 PRB_04_4 Problem Card PRB_04_4 SCN_04 1 No Sharing Protocol The group lacked a repeatable rule for consent, need-to-know, and escalation. SYM_CHANGE 3 Resolve with Change. Value: 3. BACK_PROBLEM 63 × 88 mm Portrait
76 SCN_01 Scenario Card SCN_01 1 Missed Deadline The team promised a delivery. It did not arrive when expected, and the conversation about why is becoming personal. SYM_GROUND Thresholds 5 / 7 / 9 2P: Use hidden priorities 1–2. 3–4P: Use hidden priorities 1–3. 5–6P: Use hidden priorities 1–4. All players start at Stress 2. BACK_SCENARIO 63 × 88 mm Portrait
77 SCN_02 Scenario Card SCN_02 1 Shared Responsibility A shared responsibility keeps being left undone. Everyone agrees it matters; nobody agrees on what fairness requires. SYM_GROUND Thresholds 5 / 7 / 9 2P: Use hidden priorities 1–2. 3–4P: Use hidden priorities 1–3. 5–6P: Use hidden priorities 1–4. All players start at Stress 2. BACK_SCENARIO 63 × 88 mm Portrait
78 SCN_03 Scenario Card SCN_03 1 Decision Without Consent A decision affecting the group was announced as settled. Several players believe they were consulted only after the fact. SYM_GROUND Thresholds 5 / 7 / 9 2P: Use hidden priorities 1–2. 3–4P: Use hidden priorities 1–3. 5–6P: Use hidden priorities 1–4. All players start at Stress 2. BACK_SCENARIO 63 × 88 mm Portrait
79 SCN_04 Scenario Card SCN_04 1 Broken Confidence Information shared in confidence travelled beyond the expected circle. Harm, intent, and responsibility are now contested. SYM_GROUND Thresholds 5 / 7 / 9 2P: Use hidden priorities 1–2. 3–4P: Use hidden priorities 1–3. 5–6P: Use hidden priorities 1–4. All players start at Stress 2. BACK_SCENARIO 63 × 88 mm Portrait
80 MODE_COOP Mode Card MODE_COOP 1 SHARED GROUND The group succeeds or fails together. SYM_BOND | SYM_RIVALRY Cooperative All claimed Problem cards form one shared score. Meet the Scenario threshold by the end of Round 5. No individual winner is declared. For a mastery rating, subtract 1 for each Blame token still in play and 1 for each Denied Problem. BACK_MODE 63 × 88 mm Portrait
81 MODE_SEMI Mode Card MODE_SEMI 1 COMMON PROBLEM, PERSONAL EDGE The group must succeed before anyone can win. SYM_BOND | SYM_RIVALRY Semi-cooperative The group succeeds only if the total value of all claimed Problems meets the Scenario threshold. If it succeeds, each player scores the value of Problems they claimed minus 1 per Blame token they hold. Highest score wins. BACK_MODE 63 × 88 mm Portrait
82 MODE_COALITION Mode Card MODE_COALITION 1 BONDED COALITIONS Bonds decide the sides at the end. SYM_BOND | SYM_RIVALRY Dynamic teams The group must first meet the Scenario threshold. At game end, each connected network of Bonds is a coalition; unbonded players are one-player coalitions. Sum the personal scores of coalition members. The highest-scoring coalition wins. Rivalries do not connect players. BACK_MODE 63 × 88 mm Portrait
83 MAT_P1 Player Mat MAT_P1 P1 1 ● PLAYER 1 0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered 2 relation slots At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF PLAYER_MAT_REFERENCE 88 × 126 mm Portrait
84 MAT_P2 Player Mat MAT_P2 P2 1 ▲ PLAYER 2 0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered 2 relation slots At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF PLAYER_MAT_REFERENCE 88 × 126 mm Portrait
85 MAT_P3 Player Mat MAT_P3 P3 1 ■ PLAYER 3 0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered 2 relation slots At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF PLAYER_MAT_REFERENCE 88 × 126 mm Portrait
86 MAT_P4 Player Mat MAT_P4 P4 1 ◆ PLAYER 4 0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered 2 relation slots At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF PLAYER_MAT_REFERENCE 88 × 126 mm Portrait
87 MAT_P5 Player Mat MAT_P5 P5 1 ⬢ PLAYER 5 0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered 2 relation slots At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF PLAYER_MAT_REFERENCE 88 × 126 mm Portrait
88 MAT_P6 Player Mat MAT_P6 P6 1 ≋ PLAYER 6 0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered 2 relation slots At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF PLAYER_MAT_REFERENCE 88 × 126 mm Portrait
89 REL_01 Relation Tile REL_BOND_RIVALRY 1 1 BOND Support is amplified. SYM_BOND Two endpoints Support through an existing Bond: −2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry. RELATION_RIVALRY_SIDE 44 × 63 mm Landscape
90 REL_02 Relation Tile REL_BOND_RIVALRY 2 1 BOND Support is amplified. SYM_BOND Two endpoints Support through an existing Bond: −2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry. RELATION_RIVALRY_SIDE 44 × 63 mm Landscape
91 REL_03 Relation Tile REL_BOND_RIVALRY 3 1 BOND Support is amplified. SYM_BOND Two endpoints Support through an existing Bond: −2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry. RELATION_RIVALRY_SIDE 44 × 63 mm Landscape
92 REL_04 Relation Tile REL_BOND_RIVALRY 4 1 BOND Support is amplified. SYM_BOND Two endpoints Support through an existing Bond: −2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry. RELATION_RIVALRY_SIDE 44 × 63 mm Landscape
93 REL_05 Relation Tile REL_BOND_RIVALRY 5 1 BOND Support is amplified. SYM_BOND Two endpoints Support through an existing Bond: −2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry. RELATION_RIVALRY_SIDE 44 × 63 mm Landscape
94 REL_06 Relation Tile REL_BOND_RIVALRY 6 1 BOND Support is amplified. SYM_BOND Two endpoints Support through an existing Bond: −2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry. RELATION_RIVALRY_SIDE 44 × 63 mm Landscape
95 TOK_STRESS Token / Marker TOK_STRESS 6 Stress marker One per player; move on Stress 0–5 track. SYM_STRESS None N/A 10–12 mm N/A
96 TOK_FREEDOM Token / Marker TOK_FREEDOM 6 Freedom token Spend to choose any action at Stress 4–5; GROUND—GR or Bond Support readies it. SYM_FREEDOM READY SPENT N/A 18 mm N/A
97 TOK_DARVO Token / Marker TOK_DARVO 6 DARVO stage marker One per player; move along OFF/DENY/ATTACK/REVERSE track. SYM_DENY DARVO N/A 14–18 mm N/A
98 TOK_LINK Token / Marker TOK_LINK 12 Relation link token Two per player; one is placed at each endpoint of a Bond/Rivalry tile. PLAYER_SYMBOL Player symbol N/A 14 mm N/A
99 TOK_FOCUS_BLAME Token / Marker TOK_FOCUS_BLAME 6 Focus / Blame token At DARVO Attack, place Focus by the target. At Reverse, flip to Blame. Each Blame is −1 personal score. SYM_FOCUS_BLAME FOCUS BLAME −1 N/A 18 mm N/A
100 TOK_PROTECTION Token / Marker TOK_PROTECTION 6 Protection token Cancel the next Attack against the holder, then return the token. SYM_PROTECTION PROTECTION N/A 18 mm N/A
101 TOK_DENIED Token / Marker TOK_DENIED 5 Denied token Place on a Problem turned face down by Deny. Remove when GROUND—OU restores the Problem. SYM_DENIED DENIED N/A 18 mm N/A
102 TOK_LEAD Token / Marker TOK_LEAD 1 Lead marker Starts with a random player, breaks same-step ties, and rotates clockwise after each round. SYM_LEAD LEAD N/A 22 mm N/A
103 TOK_ROUND Token / Marker TOK_ROUND 1 Round marker Move along the 1–5 track printed on the active Scenario card. SYM_LEAD ROUND N/A 14 mm N/A

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problem_id,scenario_id,visibility,hidden_priority,title,problem_text,required_solution,symbol_id,point_value,front_rules,reveal_effect,unresolved_effect,back_design_id
PRB_01_S,SCN_01,Surface,0,Deadline Missed,A promised result was not delivered when expected.,Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM_SURFACE
PRB_01_1,SCN_01,Hidden,1,Unclear Ownership,Responsibility for the commitment and the work was never made explicit.,Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_01_2,SCN_01,Hidden,2,Unspoken Overload,The work required more capacity than someone could safely or fairly provide.,Boundary,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_01_3,SCN_01,Hidden,3,Bad News Was Delayed,A warning was withheld until the remaining options became worse.,Repair,SYM_REPAIR,3,Resolve with Repair. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_01_4,SCN_01,Hidden,4,No Checkpoint Process,The group had no reliable moment for testing progress and changing course.,Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_02_S,SCN_02,Surface,0,Shared Task Left Undone,"A recurring responsibility was not completed, and others absorbed the impact.",Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM_SURFACE
PRB_02_1,SCN_02,Hidden,1,Different Standards,"Players were using different definitions of complete, timely, or fair.",Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_02_2,SCN_02,Hidden,2,Invisible Workload,Some contributions and constraints were not visible to the group.,Boundary,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_02_3,SCN_02,Hidden,3,Resentment Never Raised,Frustration accumulated without a direct request or acknowledgement.,Repair,SYM_REPAIR,3,Resolve with Repair. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_02_4,SCN_02,Hidden,4,No Ownership Routine,The group relied on goodwill instead of a dependable allocation method.,Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_03_S,SCN_03,Surface,0,Decision Announced as Settled,A group-affecting choice was presented as final before meaningful agreement.,Boundary,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM_SURFACE
PRB_03_1,SCN_03,Hidden,1,Mandate Was Ambiguous,"It was unclear who could decide, advise, consent, or veto.",Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_03_2,SCN_03,Hidden,2,Contributions Were Dismissed,Relevant input was ignored or treated as less legitimate.,Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_03_3,SCN_03,Hidden,3,One Voice Spoke for Others,A player claimed authority to represent people who had not agreed.,Boundary,SYM_BOUNDARY,3,Resolve with Boundary. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_03_4,SCN_03,Hidden,4,No Decision Rule,The group had no shared method for turning discussion into a legitimate choice.,Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_04_S,SCN_04,Surface,0,Private Information Spread,Information moved beyond the circle in which it was originally shared.,Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM_SURFACE
PRB_04_1,SCN_04,Hidden,1,Confidentiality Was Assumed,The players never made the scope of confidentiality explicit.,Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_04_2,SCN_04,Hidden,2,Exposure Caused Harm,"The sharing changed another player's safety, reputation, or freedom to choose.",Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_04_3,SCN_04,Hidden,3,Consent Boundary Was Ignored,A clear or reasonably expected limit on sharing was crossed.,Boundary,SYM_BOUNDARY,3,Resolve with Boundary. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
PRB_04_4,SCN_04,Hidden,4,No Sharing Protocol,"The group lacked a repeatable rule for consent, need-to-know, and escalation.",Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM
1 problem_id scenario_id visibility hidden_priority title problem_text required_solution symbol_id point_value front_rules reveal_effect unresolved_effect back_design_id
2 PRB_01_S SCN_01 Surface 0 Deadline Missed A promised result was not delivered when expected. Repair SYM_REPAIR 2 Resolve with Repair. Value: 2. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM_SURFACE
3 PRB_01_1 SCN_01 Hidden 1 Unclear Ownership Responsibility for the commitment and the work was never made explicit. Clarify SYM_CLARIFY 2 Resolve with Clarify. Value: 2. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
4 PRB_01_2 SCN_01 Hidden 2 Unspoken Overload The work required more capacity than someone could safely or fairly provide. Boundary SYM_BOUNDARY 2 Resolve with Boundary. Value: 2. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
5 PRB_01_3 SCN_01 Hidden 3 Bad News Was Delayed A warning was withheld until the remaining options became worse. Repair SYM_REPAIR 3 Resolve with Repair. Value: 3. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
6 PRB_01_4 SCN_01 Hidden 4 No Checkpoint Process The group had no reliable moment for testing progress and changing course. Change SYM_CHANGE 3 Resolve with Change. Value: 3. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
7 PRB_02_S SCN_02 Surface 0 Shared Task Left Undone A recurring responsibility was not completed, and others absorbed the impact. Repair SYM_REPAIR 2 Resolve with Repair. Value: 2. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM_SURFACE
8 PRB_02_1 SCN_02 Hidden 1 Different Standards Players were using different definitions of complete, timely, or fair. Clarify SYM_CLARIFY 2 Resolve with Clarify. Value: 2. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
9 PRB_02_2 SCN_02 Hidden 2 Invisible Workload Some contributions and constraints were not visible to the group. Boundary SYM_BOUNDARY 2 Resolve with Boundary. Value: 2. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
10 PRB_02_3 SCN_02 Hidden 3 Resentment Never Raised Frustration accumulated without a direct request or acknowledgement. Repair SYM_REPAIR 3 Resolve with Repair. Value: 3. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
11 PRB_02_4 SCN_02 Hidden 4 No Ownership Routine The group relied on goodwill instead of a dependable allocation method. Change SYM_CHANGE 3 Resolve with Change. Value: 3. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
12 PRB_03_S SCN_03 Surface 0 Decision Announced as Settled A group-affecting choice was presented as final before meaningful agreement. Boundary SYM_BOUNDARY 2 Resolve with Boundary. Value: 2. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM_SURFACE
13 PRB_03_1 SCN_03 Hidden 1 Mandate Was Ambiguous It was unclear who could decide, advise, consent, or veto. Clarify SYM_CLARIFY 2 Resolve with Clarify. Value: 2. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
14 PRB_03_2 SCN_03 Hidden 2 Contributions Were Dismissed Relevant input was ignored or treated as less legitimate. Repair SYM_REPAIR 2 Resolve with Repair. Value: 2. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
15 PRB_03_3 SCN_03 Hidden 3 One Voice Spoke for Others A player claimed authority to represent people who had not agreed. Boundary SYM_BOUNDARY 3 Resolve with Boundary. Value: 3. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
16 PRB_03_4 SCN_03 Hidden 4 No Decision Rule The group had no shared method for turning discussion into a legitimate choice. Change SYM_CHANGE 3 Resolve with Change. Value: 3. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
17 PRB_04_S SCN_04 Surface 0 Private Information Spread Information moved beyond the circle in which it was originally shared. Repair SYM_REPAIR 2 Resolve with Repair. Value: 2. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM_SURFACE
18 PRB_04_1 SCN_04 Hidden 1 Confidentiality Was Assumed The players never made the scope of confidentiality explicit. Clarify SYM_CLARIFY 2 Resolve with Clarify. Value: 2. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
19 PRB_04_2 SCN_04 Hidden 2 Exposure Caused Harm The sharing changed another player's safety, reputation, or freedom to choose. Repair SYM_REPAIR 2 Resolve with Repair. Value: 2. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
20 PRB_04_3 SCN_04 Hidden 3 Consent Boundary Was Ignored A clear or reasonably expected limit on sharing was crossed. Boundary SYM_BOUNDARY 3 Resolve with Boundary. Value: 3. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM
21 PRB_04_4 SCN_04 Hidden 4 No Sharing Protocol The group lacked a repeatable rule for consent, need-to-know, and escalation. Change SYM_CHANGE 3 Resolve with Change. Value: 3. None in the core set. No card-specific effect; it simply remains unsolved. BACK_PROBLEM

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Dataset field,Value
Game,GROUND — A Game of Bonds and Rivalry: DARVO Edition
Dataset ID,GROUND-DARVO-CORE-0.1
Version / status,0.1 / Playtest dataset
Players / duration / rounds,26 / 515 minutes / 5 rounds
Core design,"A compact simultaneous-play conflict card game in which players uncover and solve hidden problems, support or attack one another, form Bonds and Rivalries, and manage Stress. Reaching the trigger threshold starts a binding DARVO sequence; GROUND is the sole constructive self-regulation and frame-restoration practice in the core set."
Standard card count,81
Player mats,6
Relationship tiles,6
Relationship limit,2 active relation slots per player
Primary sheets,"BOM, Print_Manifest, Actions, Solutions, Problems, Scenarios, Modes, Player_Mats, Tokens, Relations, DARVO, Symbols, Back_Designs, Rules_Text"
Machine reuse,"Stable IDs are designed for card-layout templates, print merges, JSON pipelines, and later localization."
Scope note,"This is a playtest-ready textual and symbolic dataset, not final graphic design or balanced production rules."
1 Dataset field Value
2 Game GROUND — A Game of Bonds and Rivalry: DARVO Edition
3 Dataset ID GROUND-DARVO-CORE-0.1
4 Version / status 0.1 / Playtest dataset
5 Players / duration / rounds 2–6 / 5–15 minutes / 5 rounds
6 Core design A compact simultaneous-play conflict card game in which players uncover and solve hidden problems, support or attack one another, form Bonds and Rivalries, and manage Stress. Reaching the trigger threshold starts a binding DARVO sequence; GROUND is the sole constructive self-regulation and frame-restoration practice in the core set.
7 Standard card count 81
8 Player mats 6
9 Relationship tiles 6
10 Relationship limit 2 active relation slots per player
11 Primary sheets BOM, Print_Manifest, Actions, Solutions, Problems, Scenarios, Modes, Player_Mats, Tokens, Relations, DARVO, Symbols, Back_Designs, Rules_Text
12 Machine reuse Stable IDs are designed for card-layout templates, print merges, JSON pipelines, and later localization.
13 Scope note This is a playtest-ready textual and symbolic dataset, not final graphic design or balanced production rules.

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relation_side,symbol_id,title,rules_text,formation,breaking
Bond,SYM_BOND,BOND,"Support through an existing Bond: 2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry.",A no-relation Support may create a Bond if both players have a free relation slot and the target accepts.,GROUND—ND may break it. An Attack flips it rather than breaking it.
Rivalry,SYM_RIVALRY,RIVALRY,Support through Rivalry: 1 Stress; the target chooses to flip the tile to Bond or break it. Attack through Rivalry: +2 Stress and break the relation.,A no-relation Attack creates a Rivalry automatically if both players have a free relation slot.,"A further Attack, a repairing Support rejected as Bond, or GROUND—ND may break it."
1 relation_side symbol_id title rules_text formation breaking
2 Bond SYM_BOND BOND Support through an existing Bond: −2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry. A no-relation Support may create a Bond if both players have a free relation slot and the target accepts. GROUND—ND may break it. An Attack flips it rather than breaking it.
3 Rivalry SYM_RIVALRY RIVALRY Support through Rivalry: −1 Stress; the target chooses to flip the tile to Bond or break it. Attack through Rivalry: +2 Stress and break the relation. A no-relation Attack creates a Rivalry automatically if both players have a free relation slot. A further Attack, a repairing Support rejected as Bond, or GROUND—ND may break it.

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order,section,heading,body
1,Object,What players are trying to do,"Uncover hidden Problems and solve them with matching Solutions before the end of Round 5. Support, Attack, Bonds, Rivalries, Stress, DARVO, and GROUND determine how much freedom each player retains while doing so."
2,Setup,Choose the game,"Choose one Scenario card and one Mode card. Use the Surface Problem shown by the Scenario. Add hidden Problems by player count: priorities 12 for 2 players, 13 for 34 players, and 14 for 56 players."
3,Setup,Prepare each player,"Each player takes one mat, the five Action cards with their player symbol, one Stress marker at 2, one ready Freedom token, one DARVO marker at OFF, one Focus/Blame token, and two relation-link tokens. Deal two Solution cards to each player."
4,Setup,Prepare the table,Place the Surface Problem face up and the selected hidden Problems face down. Put the remaining Solution deck within reach. Give the Lead marker to a random player and place the Round marker on 1.
5,Round,1. Select,"Every player chooses one Action face down and places it beside its target where needed. At Stress 4 or 5, a player must choose ATTACK or GROUND unless they spend a ready Freedom token before reveal."
6,Round,2. Reveal,Reveal all selected Actions simultaneously. Players using GROUND choose their mode after seeing the revealed Actions.
7,Round,3. Resolve,"Resolve in this order: GROUND, Support, active DARVO stages, Investigate, Attack, Solve. Within the same step, start with the Lead player and continue clockwise."
8,Round,4. End,Cap Stress at 05. Any player at Stress 5 who is not already in DARVO places their marker on DENY for the next round. Rotate Lead clockwise and advance the Round marker.
9,Stress,Stress and Freedom,"Stress 03 allows any Action. At Stress 45, only ATTACK or GROUND is freely available. Spending a ready Freedom token allows any one Action; turn it to SPENT. GROUND—GR and Support through an existing Bond can ready it."
10,DARVO,A binding sequence,"Once triggered, DARVO continues from DENY to ATTACK to REVERSE over consecutive rounds even if Stress later falls. Existing Bond Support cancels the current stage and ends the sequence. GROUND—GR lets the current stage resolve, then ends the remaining sequence."
11,DARVO,DENY,Turn one visible unsolved Problem face down and mark it Denied. It cannot be solved or revealed by ordinary Investigate. GROUND—OU can restore it.
12,DARVO,ATTACK,Make one extra Attack against another player and place your Focus token beside that target. This extra Attack is in addition to your chosen Action.
13,DARVO,REVERSE,"Target the player holding your Focus. Unless rejected by GROUND—ND, flip Focus to Blame in front of them, give them +1 Stress, and gain Protection. Reduce your own Stress by 2 and end the sequence."
14,Relations,Creating and limiting relations,"Every player has two relation slots. A relation uses one link token from each player. If either player has no free slot, the immediate Support or Attack still works but no new relation is formed. Only one relation may exist between the same two players."
15,Relations,Bond,A no-relation Support may create a Bond if both players have a free slot and the target accepts. Support through an existing Bond is strong enough to regulate DARVO. Attack through a Bond causes +2 Stress and flips it to Rivalry.
16,Relations,Rivalry,A no-relation Attack creates Rivalry automatically when both slots are available. Attack through Rivalry causes +2 Stress and breaks it. Support through Rivalry causes 1 Stress; the target chooses to flip it to Bond or break it.
17,Problems,Hidden and Denied Problems,"Only face-up, non-Denied Problems can be solved. Investigate reveals one hidden Problem and draws one Solution. Deny can turn a previously revealed Problem face down again."
18,Problems,Solving,"Play SOLVE beside a face-up Problem and discard one matching Solution when Solve resolves. Claim that Problem and count its printed value. If another player claims it first in Lead order, keep your Solution."
19,End,End of game,"After Round 5, total solved Problem values and apply the selected Mode card. The Scenario gives the threshold for 2 players, 34 players, and 56 players."
20,Safety,Learning frame,"DARVO is a response pattern, not proof of an underlying accusation and not a diagnosis. GROUND does not require reconciliation. Breaking a relation, bringing in process, or preserving personal freedom can be a successful result."
1 order section heading body
2 1 Object What players are trying to do Uncover hidden Problems and solve them with matching Solutions before the end of Round 5. Support, Attack, Bonds, Rivalries, Stress, DARVO, and GROUND determine how much freedom each player retains while doing so.
3 2 Setup Choose the game Choose one Scenario card and one Mode card. Use the Surface Problem shown by the Scenario. Add hidden Problems by player count: priorities 1–2 for 2 players, 1–3 for 3–4 players, and 1–4 for 5–6 players.
4 3 Setup Prepare each player Each player takes one mat, the five Action cards with their player symbol, one Stress marker at 2, one ready Freedom token, one DARVO marker at OFF, one Focus/Blame token, and two relation-link tokens. Deal two Solution cards to each player.
5 4 Setup Prepare the table Place the Surface Problem face up and the selected hidden Problems face down. Put the remaining Solution deck within reach. Give the Lead marker to a random player and place the Round marker on 1.
6 5 Round 1. Select Every player chooses one Action face down and places it beside its target where needed. At Stress 4 or 5, a player must choose ATTACK or GROUND unless they spend a ready Freedom token before reveal.
7 6 Round 2. Reveal Reveal all selected Actions simultaneously. Players using GROUND choose their mode after seeing the revealed Actions.
8 7 Round 3. Resolve Resolve in this order: GROUND, Support, active DARVO stages, Investigate, Attack, Solve. Within the same step, start with the Lead player and continue clockwise.
9 8 Round 4. End Cap Stress at 0–5. Any player at Stress 5 who is not already in DARVO places their marker on DENY for the next round. Rotate Lead clockwise and advance the Round marker.
10 9 Stress Stress and Freedom Stress 0–3 allows any Action. At Stress 4–5, only ATTACK or GROUND is freely available. Spending a ready Freedom token allows any one Action; turn it to SPENT. GROUND—GR and Support through an existing Bond can ready it.
11 10 DARVO A binding sequence Once triggered, DARVO continues from DENY to ATTACK to REVERSE over consecutive rounds even if Stress later falls. Existing Bond Support cancels the current stage and ends the sequence. GROUND—GR lets the current stage resolve, then ends the remaining sequence.
12 11 DARVO DENY Turn one visible unsolved Problem face down and mark it Denied. It cannot be solved or revealed by ordinary Investigate. GROUND—OU can restore it.
13 12 DARVO ATTACK Make one extra Attack against another player and place your Focus token beside that target. This extra Attack is in addition to your chosen Action.
14 13 DARVO REVERSE Target the player holding your Focus. Unless rejected by GROUND—ND, flip Focus to Blame in front of them, give them +1 Stress, and gain Protection. Reduce your own Stress by 2 and end the sequence.
15 14 Relations Creating and limiting relations Every player has two relation slots. A relation uses one link token from each player. If either player has no free slot, the immediate Support or Attack still works but no new relation is formed. Only one relation may exist between the same two players.
16 15 Relations Bond A no-relation Support may create a Bond if both players have a free slot and the target accepts. Support through an existing Bond is strong enough to regulate DARVO. Attack through a Bond causes +2 Stress and flips it to Rivalry.
17 16 Relations Rivalry A no-relation Attack creates Rivalry automatically when both slots are available. Attack through Rivalry causes +2 Stress and breaks it. Support through Rivalry causes −1 Stress; the target chooses to flip it to Bond or break it.
18 17 Problems Hidden and Denied Problems Only face-up, non-Denied Problems can be solved. Investigate reveals one hidden Problem and draws one Solution. Deny can turn a previously revealed Problem face down again.
19 18 Problems Solving Play SOLVE beside a face-up Problem and discard one matching Solution when Solve resolves. Claim that Problem and count its printed value. If another player claims it first in Lead order, keep your Solution.
20 19 End End of game After Round 5, total solved Problem values and apply the selected Mode card. The Scenario gives the threshold for 2 players, 3–4 players, and 5–6 players.
21 20 Safety Learning frame DARVO is a response pattern, not proof of an underlying accusation and not a diagnosis. GROUND does not require reconciliation. Breaking a relation, bringing in process, or preserving personal freedom can be a successful result.

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scenario_id,title,premise,surface_problem_id,hidden_problem_ids,setup_2_players,setup_3_4_players,setup_5_6_players,threshold_2_players,threshold_3_4_players,threshold_5_6_players,starting_stress,round_track
SCN_01,Missed Deadline,"The team promised a delivery. It did not arrive when expected, and the conversation about why is becoming personal.",PRB_01_S,PRB_01_1 | PRB_01_2 | PRB_01_3 | PRB_01_4,Use hidden priorities 12.,Use hidden priorities 13.,Use hidden priorities 14.,5,7,9,All players start at Stress 2.,Rounds 15 printed along the bottom edge.
SCN_02,Shared Responsibility,A shared responsibility keeps being left undone. Everyone agrees it matters; nobody agrees on what fairness requires.,PRB_02_S,PRB_02_1 | PRB_02_2 | PRB_02_3 | PRB_02_4,Use hidden priorities 12.,Use hidden priorities 13.,Use hidden priorities 14.,5,7,9,All players start at Stress 2.,Rounds 15 printed along the bottom edge.
SCN_03,Decision Without Consent,A decision affecting the group was announced as settled. Several players believe they were consulted only after the fact.,PRB_03_S,PRB_03_1 | PRB_03_2 | PRB_03_3 | PRB_03_4,Use hidden priorities 12.,Use hidden priorities 13.,Use hidden priorities 14.,5,7,9,All players start at Stress 2.,Rounds 15 printed along the bottom edge.
SCN_04,Broken Confidence,"Information shared in confidence travelled beyond the expected circle. Harm, intent, and responsibility are now contested.",PRB_04_S,PRB_04_1 | PRB_04_2 | PRB_04_3 | PRB_04_4,Use hidden priorities 12.,Use hidden priorities 13.,Use hidden priorities 14.,5,7,9,All players start at Stress 2.,Rounds 15 printed along the bottom edge.
1 scenario_id title premise surface_problem_id hidden_problem_ids setup_2_players setup_3_4_players setup_5_6_players threshold_2_players threshold_3_4_players threshold_5_6_players starting_stress round_track
2 SCN_01 Missed Deadline The team promised a delivery. It did not arrive when expected, and the conversation about why is becoming personal. PRB_01_S PRB_01_1 | PRB_01_2 | PRB_01_3 | PRB_01_4 Use hidden priorities 1–2. Use hidden priorities 1–3. Use hidden priorities 1–4. 5 7 9 All players start at Stress 2. Rounds 1–5 printed along the bottom edge.
3 SCN_02 Shared Responsibility A shared responsibility keeps being left undone. Everyone agrees it matters; nobody agrees on what fairness requires. PRB_02_S PRB_02_1 | PRB_02_2 | PRB_02_3 | PRB_02_4 Use hidden priorities 1–2. Use hidden priorities 1–3. Use hidden priorities 1–4. 5 7 9 All players start at Stress 2. Rounds 1–5 printed along the bottom edge.
4 SCN_03 Decision Without Consent A decision affecting the group was announced as settled. Several players believe they were consulted only after the fact. PRB_03_S PRB_03_1 | PRB_03_2 | PRB_03_3 | PRB_03_4 Use hidden priorities 1–2. Use hidden priorities 1–3. Use hidden priorities 1–4. 5 7 9 All players start at Stress 2. Rounds 1–5 printed along the bottom edge.
5 SCN_04 Broken Confidence Information shared in confidence travelled beyond the expected circle. Harm, intent, and responsibility are now contested. PRB_04_S PRB_04_1 | PRB_04_2 | PRB_04_3 | PRB_04_4 Use hidden priorities 1–2. Use hidden priorities 1–3. Use hidden priorities 1–4. 5 7 9 All players start at Stress 2. Rounds 1–5 printed along the bottom edge.

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solution_id,suit,symbol_id,title,microcopy,rules_text,quantity,back_design_id
SOL_C01,Clarify,SYM_CLARIFY,Ask What Happened,Invite a concrete account before judging.,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,1,BACK_SOLUTION
SOL_C02,Clarify,SYM_CLARIFY,Compare Accounts,Place different perspectives side by side.,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,1,BACK_SOLUTION
SOL_C03,Clarify,SYM_CLARIFY,Check the Evidence,"Use records, observations, or agreed facts.",Discard with SOLVE to resolve one revealed Problem requiring Clarify.,1,BACK_SOLUTION
SOL_C04,Clarify,SYM_CLARIFY,Name the Assumption,Turn an unspoken belief into a testable statement.,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,1,BACK_SOLUTION
SOL_C05,Clarify,SYM_CLARIFY,Separate the Issues,Keep a counterclaim from replacing the original problem.,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,1,BACK_SOLUTION
SOL_C06,Clarify,SYM_CLARIFY,Confirm the Agreement,Restate what each person understood.,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,1,BACK_SOLUTION
SOL_R01,Repair,SYM_REPAIR,Acknowledge Impact,Name what the action changed for others.,Discard with SOLVE to resolve one revealed Problem requiring Repair.,1,BACK_SOLUTION
SOL_R02,Repair,SYM_REPAIR,Own Your Part,Accept the part that belongs to you.,Discard with SOLVE to resolve one revealed Problem requiring Repair.,1,BACK_SOLUTION
SOL_R03,Repair,SYM_REPAIR,Correct the Record,Replace a misleading account with an accurate one.,Discard with SOLVE to resolve one revealed Problem requiring Repair.,1,BACK_SOLUTION
SOL_R04,Repair,SYM_REPAIR,Make a Specific Apology,"Name the act, impact, and responsibility.",Discard with SOLVE to resolve one revealed Problem requiring Repair.,1,BACK_SOLUTION
SOL_R05,Repair,SYM_REPAIR,Offer Restitution,"Restore value, time, opportunity, or standing.",Discard with SOLVE to resolve one revealed Problem requiring Repair.,1,BACK_SOLUTION
SOL_R06,Repair,SYM_REPAIR,Follow Through,Make repair visible through completed action.,Discard with SOLVE to resolve one revealed Problem requiring Repair.,1,BACK_SOLUTION
SOL_B01,Boundary,SYM_BOUNDARY,State the Limit,Say clearly what will and will not continue.,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,1,BACK_SOLUTION
SOL_B02,Boundary,SYM_BOUNDARY,Pause the Interaction,Create time before pressure removes choice.,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,1,BACK_SOLUTION
SOL_B03,Boundary,SYM_BOUNDARY,Refuse the False Frame,Return to the original issue without accepting misdirection.,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,1,BACK_SOLUTION
SOL_B04,Boundary,SYM_BOUNDARY,Set a Consequence,Connect repeated conduct to a known response.,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,1,BACK_SOLUTION
SOL_B05,Boundary,SYM_BOUNDARY,Bring a Witness,"Add support, memory, or fair process.",Discard with SOLVE to resolve one revealed Problem requiring Boundary.,1,BACK_SOLUTION
SOL_B06,Boundary,SYM_BOUNDARY,Leave the Relation,End a relation that cannot support safe engagement.,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,1,BACK_SOLUTION
SOL_X01,Change,SYM_CHANGE,Clarify Roles,"Assign authority, responsibility, and expectations.",Discard with SOLVE to resolve one revealed Problem requiring Change.,1,BACK_SOLUTION
SOL_X02,Change,SYM_CHANGE,Define a New Process,Replace improvisation with a shared method.,Discard with SOLVE to resolve one revealed Problem requiring Change.,1,BACK_SOLUTION
SOL_X03,Change,SYM_CHANGE,Add a Checkpoint,Detect problems before they become crises.,Discard with SOLVE to resolve one revealed Problem requiring Change.,1,BACK_SOLUTION
SOL_X04,Change,SYM_CHANGE,Document the Agreement,Create a durable shared reference.,Discard with SOLVE to resolve one revealed Problem requiring Change.,1,BACK_SOLUTION
SOL_X05,Change,SYM_CHANGE,Change the Incentive,Stop rewarding the behaviour that creates the problem.,Discard with SOLVE to resolve one revealed Problem requiring Change.,1,BACK_SOLUTION
SOL_X06,Change,SYM_CHANGE,Review the Pattern,Use repeated events to change the system.,Discard with SOLVE to resolve one revealed Problem requiring Change.,1,BACK_SOLUTION
1 solution_id suit symbol_id title microcopy rules_text quantity back_design_id
2 SOL_C01 Clarify SYM_CLARIFY Ask What Happened Invite a concrete account before judging. Discard with SOLVE to resolve one revealed Problem requiring Clarify. 1 BACK_SOLUTION
3 SOL_C02 Clarify SYM_CLARIFY Compare Accounts Place different perspectives side by side. Discard with SOLVE to resolve one revealed Problem requiring Clarify. 1 BACK_SOLUTION
4 SOL_C03 Clarify SYM_CLARIFY Check the Evidence Use records, observations, or agreed facts. Discard with SOLVE to resolve one revealed Problem requiring Clarify. 1 BACK_SOLUTION
5 SOL_C04 Clarify SYM_CLARIFY Name the Assumption Turn an unspoken belief into a testable statement. Discard with SOLVE to resolve one revealed Problem requiring Clarify. 1 BACK_SOLUTION
6 SOL_C05 Clarify SYM_CLARIFY Separate the Issues Keep a counterclaim from replacing the original problem. Discard with SOLVE to resolve one revealed Problem requiring Clarify. 1 BACK_SOLUTION
7 SOL_C06 Clarify SYM_CLARIFY Confirm the Agreement Restate what each person understood. Discard with SOLVE to resolve one revealed Problem requiring Clarify. 1 BACK_SOLUTION
8 SOL_R01 Repair SYM_REPAIR Acknowledge Impact Name what the action changed for others. Discard with SOLVE to resolve one revealed Problem requiring Repair. 1 BACK_SOLUTION
9 SOL_R02 Repair SYM_REPAIR Own Your Part Accept the part that belongs to you. Discard with SOLVE to resolve one revealed Problem requiring Repair. 1 BACK_SOLUTION
10 SOL_R03 Repair SYM_REPAIR Correct the Record Replace a misleading account with an accurate one. Discard with SOLVE to resolve one revealed Problem requiring Repair. 1 BACK_SOLUTION
11 SOL_R04 Repair SYM_REPAIR Make a Specific Apology Name the act, impact, and responsibility. Discard with SOLVE to resolve one revealed Problem requiring Repair. 1 BACK_SOLUTION
12 SOL_R05 Repair SYM_REPAIR Offer Restitution Restore value, time, opportunity, or standing. Discard with SOLVE to resolve one revealed Problem requiring Repair. 1 BACK_SOLUTION
13 SOL_R06 Repair SYM_REPAIR Follow Through Make repair visible through completed action. Discard with SOLVE to resolve one revealed Problem requiring Repair. 1 BACK_SOLUTION
14 SOL_B01 Boundary SYM_BOUNDARY State the Limit Say clearly what will and will not continue. Discard with SOLVE to resolve one revealed Problem requiring Boundary. 1 BACK_SOLUTION
15 SOL_B02 Boundary SYM_BOUNDARY Pause the Interaction Create time before pressure removes choice. Discard with SOLVE to resolve one revealed Problem requiring Boundary. 1 BACK_SOLUTION
16 SOL_B03 Boundary SYM_BOUNDARY Refuse the False Frame Return to the original issue without accepting misdirection. Discard with SOLVE to resolve one revealed Problem requiring Boundary. 1 BACK_SOLUTION
17 SOL_B04 Boundary SYM_BOUNDARY Set a Consequence Connect repeated conduct to a known response. Discard with SOLVE to resolve one revealed Problem requiring Boundary. 1 BACK_SOLUTION
18 SOL_B05 Boundary SYM_BOUNDARY Bring a Witness Add support, memory, or fair process. Discard with SOLVE to resolve one revealed Problem requiring Boundary. 1 BACK_SOLUTION
19 SOL_B06 Boundary SYM_BOUNDARY Leave the Relation End a relation that cannot support safe engagement. Discard with SOLVE to resolve one revealed Problem requiring Boundary. 1 BACK_SOLUTION
20 SOL_X01 Change SYM_CHANGE Clarify Roles Assign authority, responsibility, and expectations. Discard with SOLVE to resolve one revealed Problem requiring Change. 1 BACK_SOLUTION
21 SOL_X02 Change SYM_CHANGE Define a New Process Replace improvisation with a shared method. Discard with SOLVE to resolve one revealed Problem requiring Change. 1 BACK_SOLUTION
22 SOL_X03 Change SYM_CHANGE Add a Checkpoint Detect problems before they become crises. Discard with SOLVE to resolve one revealed Problem requiring Change. 1 BACK_SOLUTION
23 SOL_X04 Change SYM_CHANGE Document the Agreement Create a durable shared reference. Discard with SOLVE to resolve one revealed Problem requiring Change. 1 BACK_SOLUTION
24 SOL_X05 Change SYM_CHANGE Change the Incentive Stop rewarding the behaviour that creates the problem. Discard with SOLVE to resolve one revealed Problem requiring Change. 1 BACK_SOLUTION
25 SOL_X06 Change SYM_CHANGE Review the Pattern Use repeated events to change the system. Discard with SOLVE to resolve one revealed Problem requiring Change. 1 BACK_SOLUTION

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symbol_id,label,glyph,ascii_fallback,icon_brief,meaning,recommended_hex
SYM_GROUND,GROUND,,G,Concentric circle with a short downward root,"Regulate, restore the frame, or decide the terms of engagement",#2A9D8F
SYM_INVESTIGATE,Investigate,?,?,Magnifying lens over a face-down card,Reveal a hidden Problem and draw a Solution,#3C78D8
SYM_SOLVE,Solve,,OK,Check mark fitted into a keyhole,Match and resolve a revealed Problem,#4F6D3A
SYM_SUPPORT,Support,+,+,Two open hands supporting a small circle,Reduce Stress and strengthen or repair relations,#3A7D44
SYM_ATTACK,Attack,!,!,Two opposing arrowheads with a central impact mark,Increase Stress and create or intensify Rivalry,#D1495B
SYM_CLARIFY,Clarify,?,C,Lens over two speech lines,"Resolve uncertainty, assumptions, or incompatible accounts",#3C78D8
SYM_REPAIR,Repair,,R,A broken ring being rejoined,"Acknowledge impact, restore what was damaged, or follow through",#B26A00
SYM_BOUNDARY,Boundary,,B,A gate or shield formed by two firm vertical lines,"Set a limit, consequence, pause, witness, or exit",#7B61A8
SYM_CHANGE,Change,,X,Gear with a small forward arrow,"Alter roles, process, incentives, or recurring structure",#6B8E23
SYM_DENY,Deny,Ø,D,A face-up card crossed by an obscuring bar,Hide a revealed Problem from ordinary play,#6D597A
SYM_DARVO_ATTACK,DARVO Attack,!,A,Pointed burst directed at another player,Transfer pressure through a compulsory extra Attack,#A23E48
SYM_REVERSE,Reverse,,RV,Two role arrows reversing direction,Give Blame to the Focus target and gain Protection,#6D597A
SYM_BOND,Bond,,OO,Two linked loops,A supportive relation that amplifies Support,#2A9D8F
SYM_RIVALRY,Rivalry,><,><,Two opposing chevrons,A conflict relation that amplifies Attack,#D1495B
SYM_STRESS,Stress,,S,Five rising bars ending in a sharp peak,Internal pressure from 0 to 5,#D1495B
SYM_FREEDOM,Freedom,,F,Open circle with an outward path,One-use permission to choose freely while Reactive or Triggered,#2A9D8F
SYM_FOCUS_BLAME,Focus / Blame,,FB,"Reversible token: target reticle on one side, downward weight on the other","Tracks the target of DARVO Attack, then becomes Blame on Reverse",#6D597A
SYM_PROTECTION,Protection,,P,Diamond-shaped shield,Cancels the next Attack against its holder,#457B9D
SYM_DENIED,Denied,,DN,Face-down card with a blocking bar,Marks a previously revealed Problem as unavailable,#6D597A
SYM_LEAD,Lead,1,1,Compass arrow with a first-position pip,Breaks simultaneous-resolution ties; rotates each round,#B26A00
1 symbol_id label glyph ascii_fallback icon_brief meaning recommended_hex
2 SYM_GROUND GROUND G Concentric circle with a short downward root Regulate, restore the frame, or decide the terms of engagement #2A9D8F
3 SYM_INVESTIGATE Investigate ? ? Magnifying lens over a face-down card Reveal a hidden Problem and draw a Solution #3C78D8
4 SYM_SOLVE Solve OK Check mark fitted into a keyhole Match and resolve a revealed Problem #4F6D3A
5 SYM_SUPPORT Support + + Two open hands supporting a small circle Reduce Stress and strengthen or repair relations #3A7D44
6 SYM_ATTACK Attack ! ! Two opposing arrowheads with a central impact mark Increase Stress and create or intensify Rivalry #D1495B
7 SYM_CLARIFY Clarify ? C Lens over two speech lines Resolve uncertainty, assumptions, or incompatible accounts #3C78D8
8 SYM_REPAIR Repair R A broken ring being rejoined Acknowledge impact, restore what was damaged, or follow through #B26A00
9 SYM_BOUNDARY Boundary B A gate or shield formed by two firm vertical lines Set a limit, consequence, pause, witness, or exit #7B61A8
10 SYM_CHANGE Change X Gear with a small forward arrow Alter roles, process, incentives, or recurring structure #6B8E23
11 SYM_DENY Deny Ø D A face-up card crossed by an obscuring bar Hide a revealed Problem from ordinary play #6D597A
12 SYM_DARVO_ATTACK DARVO Attack ! A Pointed burst directed at another player Transfer pressure through a compulsory extra Attack #A23E48
13 SYM_REVERSE Reverse RV Two role arrows reversing direction Give Blame to the Focus target and gain Protection #6D597A
14 SYM_BOND Bond OO Two linked loops A supportive relation that amplifies Support #2A9D8F
15 SYM_RIVALRY Rivalry >< >< Two opposing chevrons A conflict relation that amplifies Attack #D1495B
16 SYM_STRESS Stress S Five rising bars ending in a sharp peak Internal pressure from 0 to 5 #D1495B
17 SYM_FREEDOM Freedom F Open circle with an outward path One-use permission to choose freely while Reactive or Triggered #2A9D8F
18 SYM_FOCUS_BLAME Focus / Blame FB Reversible token: target reticle on one side, downward weight on the other Tracks the target of DARVO Attack, then becomes Blame on Reverse #6D597A
19 SYM_PROTECTION Protection P Diamond-shaped shield Cancels the next Attack against its holder #457B9D
20 SYM_DENIED Denied DN Face-down card with a blocking bar Marks a previously revealed Problem as unavailable #6D597A
21 SYM_LEAD Lead 1 1 Compass arrow with a first-position pip Breaks simultaneous-resolution ties; rotates each round #B26A00

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token_id,name,quantity,sides,shape,size,symbol_id,front_text,use
TOK_STRESS,Stress marker,6,Single,Cube or disc,1012 mm,SYM_STRESS,None,One per player; move on Stress 05 track.
TOK_FREEDOM,Freedom token,6,Double,Disc,18 mm,SYM_FREEDOM,READY,Spend to choose any action at Stress 45; GROUND—GR or Bond Support readies it.
TOK_DARVO,DARVO stage marker,6,Single,Arrow pawn or disc,1418 mm,SYM_DENY,DARVO,One per player; move along OFF/DENY/ATTACK/REVERSE track.
TOK_LINK,Relation link token,12,Single,Small disc,14 mm,PLAYER_SYMBOL,Player symbol,Two per player; one is placed at each endpoint of a Bond/Rivalry tile.
TOK_FOCUS_BLAME,Focus / Blame token,6,Double,Disc,18 mm,SYM_FOCUS_BLAME,FOCUS,"At DARVO Attack, place Focus by the target. At Reverse, flip to Blame. Each Blame is 1 personal score."
TOK_PROTECTION,Protection token,6,Single,Shield or disc,18 mm,SYM_PROTECTION,PROTECTION,"Cancel the next Attack against the holder, then return the token."
TOK_DENIED,Denied token,5,Single,Bar or disc,18 mm,SYM_DENIED,DENIED,Place on a Problem turned face down by Deny. Remove when GROUND—OU restores the Problem.
TOK_LEAD,Lead marker,1,Single,Pawn or large disc,22 mm,SYM_LEAD,LEAD,"Starts with a random player, breaks same-step ties, and rotates clockwise after each round."
TOK_ROUND,Round marker,1,Single,Small disc,14 mm,SYM_LEAD,ROUND,Move along the 15 track printed on the active Scenario card.
1 token_id name quantity sides shape size symbol_id front_text use
2 TOK_STRESS Stress marker 6 Single Cube or disc 10–12 mm SYM_STRESS None One per player; move on Stress 0–5 track.
3 TOK_FREEDOM Freedom token 6 Double Disc 18 mm SYM_FREEDOM READY Spend to choose any action at Stress 4–5; GROUND—GR or Bond Support readies it.
4 TOK_DARVO DARVO stage marker 6 Single Arrow pawn or disc 14–18 mm SYM_DENY DARVO One per player; move along OFF/DENY/ATTACK/REVERSE track.
5 TOK_LINK Relation link token 12 Single Small disc 14 mm PLAYER_SYMBOL Player symbol Two per player; one is placed at each endpoint of a Bond/Rivalry tile.
6 TOK_FOCUS_BLAME Focus / Blame token 6 Double Disc 18 mm SYM_FOCUS_BLAME FOCUS At DARVO Attack, place Focus by the target. At Reverse, flip to Blame. Each Blame is −1 personal score.
7 TOK_PROTECTION Protection token 6 Single Shield or disc 18 mm SYM_PROTECTION PROTECTION Cancel the next Attack against the holder, then return the token.
8 TOK_DENIED Denied token 5 Single Bar or disc 18 mm SYM_DENIED DENIED Place on a Problem turned face down by Deny. Remove when GROUND—OU restores the Problem.
9 TOK_LEAD Lead marker 1 Single Pawn or large disc 22 mm SYM_LEAD LEAD Starts with a random player, breaks same-step ties, and rotates clockwise after each round.
10 TOK_ROUND Round marker 1 Single Small disc 14 mm SYM_LEAD ROUND Move along the 1–5 track printed on the active Scenario card.

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{
"dataset_id": "GROUND-DARVO-CORE-0.1",
"game_title": "GROUND",
"subtitle": "A Game of Bonds and Rivalry",
"edition": "DARVO Edition",
"version": "0.1",
"status": "Playtest dataset",
"player_count": "26",
"duration": "515 minutes",
"rounds": 5,
"relationship_slots_per_player": 2,
"description": "A compact simultaneous-play conflict card game in which players uncover and solve hidden problems, support or attack one another, form Bonds and Rivalries, and manage Stress. Reaching the trigger threshold starts a binding DARVO sequence; GROUND is the sole constructive self-regulation and frame-restoration practice in the core set."
}