Player reference

Turns & Actions

Each turn is one week in the community's last quiet year. Resolve the card, update ongoing projects, then choose one action that changes the map, the community, or both.

The week

Turn order

01

Draw from the current season, choose the option that fits the table best, and resolve any required instruction from the card.

02

Reduce existing project dice by 1 unless the card says otherwise. New project dice placed this turn do not tick down immediately.

03

If a project reaches 0, remove its die. The player who started it describes how it resolves and updates the map.

04

Choose one action: discover something new, hold a discussion, or start a project.

Actions

What you can do

01

Discover something new

Introduce a situation, opportunity, danger, place, person, sign, or contradiction. Draw it on the map in a small, quick mark.

02

Hold a discussion

Ask a question the community must wrestle with. Players briefly answer from different community perspectives, but no final decision is required unless the fiction demands it.

03

Start a project

Name what the community attempts, agree how many weeks it should take, place a die on the map, and let time test whether the work holds.

Tension

Resources, projects, and contempt

Resources

Track what the community has in scarcity and abundance. These lists are living indicators of the community's health, not accounting ledgers. Update them when play clearly changes the situation.

Projects

A project is communal effort over time. Successful completion usually helps the community, but investigations may end by replacing hope with useful truth.

Contempt

Take contempt when a decision leaves a part of the community unheard, ignored, or harmed. Spend it later to justify selfish action or to show that another player's action has repaired trust.

Parsing

If a rule seems misread, pause and check the reference together. Focus on how the rule works, then let the active player make their own contribution.