04 / PLAY SYSTEMS
BUILD A SCENE.
RISK A SELLOUT.
Reach, integrity, care, provenance, and resources become playable tensions. The deck supports strategy, collaboration, storytelling, and RPG worlds.
01
2–6 players · 35–60 minCultural Clash
Build influence without allowing your scene to be defined entirely by the market that notices it.
- SETUP
- Each player draws one Icon, one Movement, one Place, two Objects, and two Forces. Reveal one Moment as the shared historical weather.
- TURN
- Play or move one card → Name a supported relationship from the graph → Invite one challenge or alliance → Resolve reach, integrity, and repair
- END
- After three Moments, score reach + integrity + repaired shadows. Pure reach loses ties to integrity.
02
3–8 players · 25–50 minBuild a Scene
Create a cultural scene with a room, a practice, an invitation, a risk, and an afterlife.
- SETUP
- Draw a Place, Movement, Object, Force, and Shadow card for the table. Each player draws one Icon or Work.
- TURN
- Add a contribution → State who gains access → Name one cost → Fork or repair the scene
- END
- Cooperative: the scene survives three Moments while keeping access, provenance, and care above zero.
03
1–6 players · 20–45 minInfluence
Trace what moves through culture without confusing transmission with ownership.
- SETUP
- Place any Work at the center and draw six surrounding cards.
- TURN
- Connect by explicit graph edge or make a defensible new edge → Declare influence, rejection, theft, mutation, or revival → Pay provenance when borrowing
- END
- The strongest map contains multiple routes, at least one contradiction, and no orphaned contributor.
04
2–5 players · 40–70 minUnderground / Sellout
Grow a fragile practice while negotiating money, visibility, purity, survival, and scale.
- SETUP
- Begin with Underground, DIY, one Place, one Movement, and twelve resource tokens.
- TURN
- Make → Invite → Refuse → License → Scale → Repair
- END
- Choose your ending: remain small and viable, scale with shared governance, or cash out. Each ending has a different integrity test.
05
1–10 players · 15–40 minRemix Engine
Generate characters, plots, quests, campaigns, encounters, and counterfactual cultural worlds.
- SETUP
- Draw one card of each type, then choose a lineage as the inherited world.
- TURN
- Icon becomes protagonist → Movement becomes faction → Place becomes scene → Object becomes tool → Force becomes want → Moment becomes disruption → Work becomes world law
- END
- No winner. Produce a pitch, scene, character sheet, quest, or campaign premise with gift, shadow, and repair.