• • • • •• .. • Sometimes, ffactions If a community spills into two, you are stay the same:.no extra turns are taken. • of • • • • ... • • .. • • • • • • • • • ·•· • It's only in the story if and make sure your friends oo. • • before p playing ... Preparing the deck Separate and shuffle each suit. Place the suits side by side, in the order of hearts, diamonds, clubs, and spades. Defining the communities The 'teams' will split off and each decide on tln·ee characteristics their community of aliens has. One will be shared with the other team. Establish a community goal. This goal may not be discussed during any point of the game with anyone. Goals may change during the game but without any discussion on the matter. Actions speak louder than words. each turn The acive player draws a card and interprets it. Follow all bold instructions. All project dice are reduced by one. Finished research projects are updated on the map. The active player takes an action (see right). Sketching Foundations Decide which alien species got here first. Each player then decides on one characteristic of the local tenain, as long as the other players agree. Each gets drawn on the map. Don't make it biased towards your community. Each 'team' decides on where the other landed. Starting Balance Everyone decides on one resource-based aspect of their environment, and then as a group, one gets chosen to be stable and the others become unstable. actions Form Memory Create a shared memory in your community to add something new to the map. Miscommunicate Roleplay an interaction between individuals in both communities, each misinterpreting something from the exchange. Research Project Begin a project based on established details, founded on an assumption. As a group, decide on the duration (1-6 turns).