from Book I, Part 1, Mystery Tramp Eclogues
Venn
Diagram for Four Terms
You may be
aware, the rules are simple,
each
player representing one reality
and one
variant.
The Character
Device indicates which reality
you are in. Movement is decided in the cards,
enabling
you to pass between realities.
The symbol
may be spoken, to allow you
to damage
the realities the cards contain.
A Universal Device affects all realities
the same.
It is
played face-down, and activated
when
turned.
It can be
activated between plays,
to deal
with arising circumstances,
counting
as Interrupt, taking place
before the
resolution of the present reality.
A Personal Device may be carried
to help or
protect you. It is played face-down
until
activated when turned.
It cannot
be played as Interrupt, although
if activated,
it will reduce, or in certain circumstances
stop, all
actions. It is linked to your Home Reality.
Remember,
it can be played just once,
within a
definition of time
you must
state to the others beforehand.
A Reality Intervention Device may be
played
in your
own reality only,
to deal
with interlopers and their actions.
It can be
played between turns
to deal
with arising circumstances,
counting
as Interrupt, taking place
before the
resolution of the present reality.
Shuffle
the deck, and place it face-down
with your Character card above, to show
which
reality you are in.
Each
player takes five cards, and you may discard any
that may
be detrimental to a present
or
intended reality, before choosing again.
Discards
remain out of play next to the deck.
Place any
devices face-down by your reality.
You may
carry a Personal Device, but all
others
must
remain within your Home Reality.
To
activate, turn them face-up.
The
devices are triggered when the circumstances
on the
card occur, and the cards before you
may
represent any combination of devices.
A Movement card details how far
and at
what cost each variant reality.
An Attack card permits action against
others
within a
shared reality.
The
actions may be played in any order.
However,
following Mind Blast, you may wish
to move
clockwise to the next reality.
When you
play an Attack card, the damage
is usually
figured as x + distance,
by which
you calculate the number of realities
away from
its home
the card
has moved. The damage
must then
be added on the card.
When a reality
has taken twenty variants of damage,
it ceases
to exist. At that point, remove all cards
from that
reality,
whether on
the table or in hand.
Any player
caught in a Reality Collapse
is shunted
back to their own reality,
should it
still exist.
Be aware,
that speaking the characters
Closure, Eject,
or Cosmic Finger,
may affect
both cards and players
moving
between realities. In which case
the only
card to remain effective is, Jump.
The last
player in the one remaining reality
may then
celebrate the uniqueness
of that
reality, and their place within it.
I think that’s everything, or mostly.
The rules are simple enough, but
often change
without warning. Now, if you’re ready
to begin,
time is against us, and the others
are waiting.
www.semiotic.com/posts/2016/7/7/still-horizon
ReplyDeleteThe most useful skill set is one you can fold up and put in your pocket for the journey, e.g., a mind set.
DeleteThanks for sharing the link.
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