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core:start [2026/01/03 23:48] jobcore:start [2026/02/06 07:55] (current) job
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-<WRAP center round tip 60%> +====== Core Rules (Alpha) ======
-This page is a work in progress... Most content is currently [[deprecated:start|deprecated]] while I'm working on a major rules revision. +
-</WRAP>+
  
 +The Core Rules  are the always-on core of the game. They are designed to be easy to learn, and fast to run at the table, but infinitely expandable through [[extensions:start|Extensions]].  The Core Rules consist of these elements:
 +  - **[[.:actors:start|Actor Definition]]** (minimum)
 +    - **[[.:actors:creation|Actor Creation]]** (minimum)
 +    - **[[extensions:structural:advancement|Actor Advancement]]** (minimum)
 +  - **[[automatic-actions|Automatic Action Resolution]]**--when player actions are not opposed
 +  - **[[.:conflicts:start|Conflict Resolution]]**--for playing Hands when player actions //are// opposed 
 +  - **[[content-packs:core-rules:start|Content Pack]]**--cards and tokens for downloading and printing
  
-====== Core Rules: The Kernel Contract (How the Core Stays Simple) ======+===== Core Concepts ===== 
 +==== Integer Math Rules (Guiding Principle) ==== 
 +All math is integer-only to be quick and easy for players to do in their head. **No Fractions**-- if a rule would create a fraction, //**round down**//
  
-The Core Rules are designed to be easy to learn and fast to run at the table. +===== Dominance Loops =====
-To keep that promise, the Core follows a fixed sequence each Hand, and any optional rules (“Extensions”) are only allowed to plug into specific steps of that sequence. +
- +
-This is called the **Kernel Contract**. +
- +
-===== What this means ===== +
- +
-  * **Core stays small**: you can learn it quickly and play right away. +
-  * **Extensions stay clean**: each Extension must say exactly which step it modifies. +
-  * **No exception spaghetti**: if a new rule can’t be described as “it changes Step X in this one way,” it probably costs too much complexity. +
- +
-===== The Kernel Contract: the 6 Steps of a Hand ===== +
- +
-Each Hand follows these steps in order: +
- +
-==== Step 1: Engagement (Who is interacting?) ==== +
-The GM identifies which Actors are actually involved with each other *this Hand*. +
-In big chaotic fights, the GM may split the conflict into smaller interaction groups (clusters) so the table doesn’t bog down. +
- +
-==== Step 2: Commit (Everyone locks in their choices) ==== +
-Each involved Actor: +
-  * pays the required ante (if used), +
-  * chooses a Trine Aspect (Mind / Body / Spirit), +
-  * chooses an Attribute action, +
-  * chooses how many Power tokens to commit (your bid). +
- +
-These choices are normally made **face-down** to preserve bluffing. +
- +
-==== Step 3: Reveal (Turn the cards over) ==== +
-Everyone reveals what they committed: their Trine Aspect, Attribute, and bid. +
- +
-==== Step 4: Resolve (Figure out who has the advantage) ==== +
-Resolve the “who beats who” layers in the same order every time: +
-  * **Resolve TD** (Trine Dominance+
-  * award the pot (if using antes / pot bonuses) +
-  * **Resolve AD** (Attribute Dominance) +
-  * check for **Sweep** (winning both TD and AD against the same opponent, if Sweep is enabled) +
- +
-This step produces each side’s **final advantage** going into the outcome. +
- +
-==== Step 5: Outcome (What happens?) ==== +
-Use the final results to determine what happens: +
-  * damage (if this is an attack), +
-  * progress, control, or Degrees of Success (if this is not damage), +
-  * any other immediate effects. +
- +
-==== Step 6: Update State (Apply changes that carry forward) ==== +
-Apply lasting changes: +
-  * reduce Attribute Values from damage, +
-  * check elimination / defeat conditions, +
-  * update any ongoing effects that remain active, +
-  * return any tokens that refresh now (unless an effect keeps them committed). +
- +
-===== Extension Rule: “Plug In, Don’t Rewrite” ===== +
- +
-Optional systems (Extensions) must attach to **one or more named steps above**, and only modify that step in a stated way. +
- +
-Examples: +
-  * **Tempo / Phases** plugs into Step 5 (it changes *when* outcomes resolve). +
-  * **Range / Movement** plugs into Step 1 (it changes who can legally target whom). +
-  * **Equipment** plugs into Step 5 (it modifies damage dealt/taken, and sometimes timing if Tempo is enabled). +
-  * **Buffs / Shields / Stances** plug into Step 6 (they keep some tokens committed and reduce what you can bid later). +
- +
-If an Extension needs lots of “except when…” clauses, it should be rewritten until it can fit cleanly into this contract. +
- +
-===== Design Workflow (How we avoid rework) ===== +
- +
-  * It is okay to share a roadmap of future ideas early. +
-  * But we only “lock” one small, testable rule at a time. +
-  * The Kernel Contract is the stable backbone that prevents later modules from breaking the Core.+
  
 +This term is used to describe how one Aspect or Attribute has advantage over one other, but is weaker than one other, just like Rock-Paper-Scissors. This is the core concept in the game that is used over-and-over. See the [[dominance|Dominance]] article for a more complete explanation.