Surface is always in play with hidden priorities 1..k, so available
points are 6/9/12 against Standard thresholds 5/7/9 — every seat band
is winnable. Encode the contract in edition rules, finish the workplan,
and park optional difficulty tiers as GROUND-WP-0005.
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
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. Playable at 2–6 players — not a high-seat-only mode. 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 (always ≤ available points for the seat band). 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 (always ≤ available points for the seat band). 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.All claimed Problem cards form one shared score. Meet the Scenario threshold by the end of Round 5. Playable at 2–6 players — not a high-seat-only mode. 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.The group succeeds only if the total value of all claimed Problems meets the Scenario threshold (always ≤ available points for the seat band). 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.The group must first meet the Scenario threshold (always ≤ available points for the seat band). 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.
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."
Scope note,"This is a playtest-ready textual and symbolic dataset, not final graphic design or final production balance. GR-S01 deal is Surface + hidden priorities 1..k; available points 6/9/12; Standard thresholds 5/7/9 (GROUND-WP-0004)."
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.This is a playtest-ready textual and symbolic dataset, not final graphic design or final production balance. GR-S01 deal is Surface + hidden priorities 1..k; available points 6/9/12; Standard thresholds 5/7/9 (GROUND-WP-0004).
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 1–2 for 2 players, 1–3 for 3–4 players, and 1–4 for 5–6 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 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.
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."
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, 3–4 players, and 5–6 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,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. The game is for 2–6 players in every Mode, including SHARED GROUND."
2,Setup,Choose the game,"Choose one Scenario card and one Mode card. Always use the Scenario's Surface Problem. Then 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. Surface is never optional and is never counted as one of those hidden priorities."
3,Setup,Problems in play and available value,"Problems in play = Surface + the selected hidden priorities. With the core problem values (2+2+2+3+3), available points are 6 at 2 players, 9 at 3–4 players, and 12 at 5–6 players. Every published setup must keep the Scenario threshold at or below that available total so the group can win in principle."
4,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,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,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,Round,2. Reveal,Reveal all selected Actions simultaneously. Players using GROUND choose their mode after seeing the revealed Actions.
8,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,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,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,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,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,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,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,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,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,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,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,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,End,End of game,"After Round 5, total solved Problem values and apply the selected Mode card. The Scenario's Standard thresholds are 5 for 2 players, 7 for 3–4 players, and 9 for 5–6 players — always at or below available points for that seat band (6 / 9 / 12)."
21,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.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. The game is for 2–6 players in every Mode, including SHARED GROUND.
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.Choose one Scenario card and one Mode card. Always use the Scenario's Surface Problem. Then 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. Surface is never optional and is never counted as one of those hidden priorities.
4
3
Setup
Prepare each playerProblems in play and available value
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.Problems in play = Surface + the selected hidden priorities. With the core problem values (2+2+2+3+3), available points are 6 at 2 players, 9 at 3–4 players, and 12 at 5–6 players. Every published setup must keep the Scenario threshold at or below that available total so the group can win in principle.
5
4
Setup
Prepare the tablePrepare each player
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.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.
6
5
RoundSetup
1. SelectPrepare the table
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.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.
7
6
Round
2. Reveal1. Select
Reveal all selected Actions simultaneously. Players using GROUND choose their mode after seeing the revealed Actions.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.
8
7
Round
3. Resolve2. Reveal
Resolve in this order: GROUND, Support, active DARVO stages, Investigate, Attack, Solve. Within the same step, start with the Lead player and continue clockwise.Reveal all selected Actions simultaneously. Players using GROUND choose their mode after seeing the revealed Actions.
9
8
Round
4. End3. Resolve
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.Resolve in this order: GROUND, Support, active DARVO stages, Investigate, Attack, Solve. Within the same step, start with the Lead player and continue clockwise.
10
9
StressRound
Stress and Freedom4. End
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.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.
11
10
DARVOStress
A binding sequenceStress and Freedom
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.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.
12
11
DARVO
DENYA binding sequence
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.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.
13
12
DARVO
ATTACKDENY
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.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.
14
13
DARVO
REVERSEATTACK
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.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.
15
14
RelationsDARVO
Creating and limiting relationsREVERSE
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.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.
16
15
Relations
BondCreating and limiting relations
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.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.
17
16
Relations
RivalryBond
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.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.
18
17
ProblemsRelations
Hidden and Denied ProblemsRivalry
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.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.
19
18
Problems
SolvingHidden and Denied Problems
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.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.
20
19
EndProblems
End of gameSolving
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.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.
21
20
SafetyEnd
Learning frameEnd of game
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.After Round 5, total solved Problem values and apply the selected Mode card. The Scenario's Standard thresholds are 5 for 2 players, 7 for 3–4 players, and 9 for 5–6 players — always at or below available points for that seat band (6 / 9 / 12).
22
21
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.
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.
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.
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.
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.
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,Surface + hidden priorities 1–2 (3 problems; available 6). Threshold 5.,Surface + hidden priorities 1–3 (4 problems; available 9). Threshold 7.,Surface + hidden priorities 1–4 (5 problems; available 12). Threshold 9.,5,7,9,All players start at Stress 2.,Rounds 1–5 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,Surface + hidden priorities 1–2 (3 problems; available 6). Threshold 5.,Surface + hidden priorities 1–3 (4 problems; available 9). Threshold 7.,Surface + hidden priorities 1–4 (5 problems; available 12). Threshold 9.,5,7,9,All players start at Stress 2.,Rounds 1–5 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,Surface + hidden priorities 1–2 (3 problems; available 6). Threshold 5.,Surface + hidden priorities 1–3 (4 problems; available 9). Threshold 7.,Surface + hidden priorities 1–4 (5 problems; available 12). Threshold 9.,5,7,9,All players start at Stress 2.,Rounds 1–5 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,Surface + hidden priorities 1–2 (3 problems; available 6). Threshold 5.,Surface + hidden priorities 1–3 (4 problems; available 9). Threshold 7.,Surface + hidden priorities 1–4 (5 problems; available 12). Threshold 9.,5,7,9,All players start at Stress 2.,Rounds 1–5 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.Surface + hidden priorities 1–2 (3 problems; available 6). Threshold 5.
Use hidden priorities 1–3.Surface + hidden priorities 1–3 (4 problems; available 9). Threshold 7.
Use hidden priorities 1–4.Surface + hidden priorities 1–4 (5 problems; available 12). Threshold 9.
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.Surface + hidden priorities 1–2 (3 problems; available 6). Threshold 5.
Use hidden priorities 1–3.Surface + hidden priorities 1–3 (4 problems; available 9). Threshold 7.
Use hidden priorities 1–4.Surface + hidden priorities 1–4 (5 problems; available 12). Threshold 9.
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.Surface + hidden priorities 1–2 (3 problems; available 6). Threshold 5.
Use hidden priorities 1–3.Surface + hidden priorities 1–3 (4 problems; available 9). Threshold 7.
Use hidden priorities 1–4.Surface + hidden priorities 1–4 (5 problems; available 12). Threshold 9.
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.Surface + hidden priorities 1–2 (3 problems; available 6). Threshold 5.
Use hidden priorities 1–3.Surface + hidden priorities 1–3 (4 problems; available 9). Threshold 7.
Use hidden priorities 1–4.Surface + hidden priorities 1–4 (5 problems; available 12). Threshold 9.