Core play loop, simplified.
Objective of Play
Move through all stations in order. Resolve each objective. Track your state. Repeat loops.
Station Order
- Awakening
- Journey
- Interview
- Return
Objective Order
D, O, W, G, L, Y, S, T, A, R, B, U, M
Standard Objective Flow
- Read station prompt.
- Read objective prompt.
- Choose pool (MSK, SNS, LOG) if prompted.
- Roll dice.
- Apply OS modifier from Stability band.
- Compare total to DC 13.
- Apply outcome:
- Success: Stability increases
- Glitch: Stability decreases and glitch flavor
- Apply objective Battery cost.
- Advance.
Standard Roll Formula
Total = Player Dice Sum + OS Modifier
- If Total is 13 or higher: Success
- If Total is below 13: Glitch
Stability change size is based on dice rolled:
- Change = 5 x number of player dice used
Pool Use Rule
Inside a station, each pool can be used once for normal pool objectives. If all pools are spent and more pool objectives remain, the engine skips forward.
Special Objectives
R: Result
- Roll d100
- Compare to current Stability
- If roll is lower, Stability penalty applies
B: Commute Back
- Roll battery-scaled d6 pool
- Resolve vs DC 13 with OS modifier
U: Recharge
- Roll d100
- If higher than current Battery, Battery becomes that roll
M: Receipt Printing
- Enter print receipt
- Record loop summary
- Continue to next loop
Resource Rules
Battery:
- Usually minus 5 per resolved objective
- If Battery reaches 0, emergency reboot:
- Battery resets to 60
- Loop increases
- SIP increases by 1
Stability:
- If Stability reaches 0, game ends
SIP:
- Spend 1 to negate next OS die modifier
End States
- Ongoing loop play: default state
- Hard reboot: Battery depletion event
- Game over: Stability reaches 0