Turn Structure

Overview

Each turn follows this sequence. Don't skip steps—each serves a purpose.

1. Draw

The active player draws one card from the deck and places it face-up. This is the Prompt Card.

If the deck runs out: Reshuffle all non-milestone cards (2-10) and continue. Queens and Kings stay in the discard—they've already triggered their phase transitions.

2. Interpret

The table discusses what the prompt means for your settlement right now, given your current situation, challenges, and recent events.

The card provides the raw prompt through its suit and rank. The table brings it to life by grounding it in your settlement's specific circumstances.

Suit determines the domain:

Rank determines intensity and type:

2-5: Everyday Realities — Normal challenges and opportunities

6-9: Significant Developments — Substantial situations demanding decisions

10: Critical Event — Urgent, high-stakes situations

Face Cards (J, Q, K, A): Special Functions

Jack: Wild Card — Table chooses any suit interpretation

Queen: Milestone (Growth Phase) — See Phases section

King: Milestone (Crisis Phase) — See Phases section

Ace: Character Emerges — See Characters section

The First Queen and King of each suit trigger phase transitions the first time they appear.

Example Interpretations:

3 of Spades (Environment & Adaptation, small opportunity): "A weather worker senses a pattern in the wind that could improve turbine efficiency for the next cycle."

7 of Hearts (Community & Culture, serious challenge): "Tensions between Earth Rememberers and Duskara-Born erupt during a cultural ceremony; both sides demand the settlement choose a direction."

10 of Diamonds (Resources & Technology, critical event): "The aquifer shows alarming signs of depletion. Emergency measures needed immediately or rationing becomes permanent."

Jack (Wild Card): "We haven't dealt with any mysteries lately. Let's make this about the strange lights some scouts reported seeing in the scorched lands at dawn."

3. Choose Action

After interpreting the prompt, the table discusses which of the four actions fits best. Sometimes it's obvious; sometimes there's debate. That discussion is valuable—it reveals what the community prioritizes.

The Four Actions:

CRADLE — Nurture resources, knowledge, culture, or infrastructure

WARD — Defend against immediate threats or dangers

PROJECT — Undertake major initiatives requiring time and coordination

DELIBERATE — Discuss, decide, and set community direction

Choosing Guidelines:

The prompt suggests a natural action, but the table can choose differently based on community needs:

Example:

Prompt: 7 of Hearts - "Tensions erupt during a ceremony; both factions demand the settlement choose a direction."

Possible responses:

Each approach is valid; the choice reflects the settlement's character and current priorities.

4. Resolve Action

Resolution uses a simple dice pool system:

Base Pool: Roll 1d6

Add dice for advantages (max 4d6 total):

Success Threshold: 4+ on any die = success

Count successes (how many dice show 4+):

Psychic Ability Integration:

Characters with psychic tags grant +1d6 in relevant situations:

These abilities emerged from Duskaran radiation and environmental pressures. They're natural tools for living well here, not supernatural powers.

Example Resolution:

Action: Cradle — Host gatherings to build understanding between factions Base: 1d6 +1d6: Mara, a respected Elder (Mediator tag) +1d6: Community Hall (relevant resource) +1d6: Recent shared triumph during storm (favorable conditions) Total: 4d6

Roll: 5, 4, 3, 2 = 2 successes Result: Success with minor cost. The gatherings build bridges, but some hardliners on both sides feel betrayed and withdraw from community life. Progress, but not perfect.

5. Update Community

Record the outcome:

This step is crucial. The game creates a living history through accumulated updates. Don't skip documentation.

6. Pass

The next player becomes active and draws a new card. Play continues clockwise (or any agreed order for async/solo play).