Records absent from central carried random pre-ADR-007 identifiers minted by the retired local hub, which C-06 refused as stale references. Deriving from the canonical record id takes no identity from anything. Refs CUST-WP-0068-T06 Assistant: claude-code Assistant-Model: opus Assistant-Process: 2583210@bnt-lap001 Assistant-Session: f2bff2d5-e9b2-4338-92ca-10282a927006
5.3 KiB
5.3 KiB
| 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. 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. 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 | 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. |
| 5 | 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. |
| 6 | 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. |
| 7 | 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. |
| 8 | 7 | Round | 2. Reveal | Reveal all selected Actions simultaneously. Players using GROUND choose their mode after seeing the revealed Actions. |
| 9 | 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. |
| 10 | 9 | Round | 4. End | H1 problem pressure: if any Problem still in play is unclaimed (face-up, hidden, or Denied), each player gains +1 Stress. Then 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 | 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. H1: an uncancelled Attack by a player whose Stress was 4 or 5 before that Attack's effects also reduces the attacker's Stress by 1 (after target effects; then clamp). |
| 12 | 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. |
| 13 | 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. |
| 14 | 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. |
| 15 | 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. |
| 16 | 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. |
| 17 | 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. |
| 18 | 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. |
| 19 | 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. |
| 20 | 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. |
| 21 | 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). |
| 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. |