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| - | <WRAP center round tip 60%> | + | ====== Core Rules (Alpha) ====== |
| - | This page is a work in progress... Most content is currently [[deprecated: | + | |
| - | </ | + | |
| + | 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: | ||
| + | - **[[.: | ||
| + | - **[[.: | ||
| + | - **[[extensions: | ||
| + | - **[[automatic-actions|Automatic Action Resolution]]**--when player actions are not opposed | ||
| + | - **[[.: | ||
| + | - **[[content-packs: | ||
| - | ====== Core Rules: The Kernel Contract | + | ===== 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 |
| - | 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**: | + | |
| - | + | ||
| - | ===== 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 | + | |
| - | * 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/ | + | |
| - | * **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. | + | |
| + | 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. | ||
