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So Long, My World

So Long, My World Rulebook

Table of Contents

Table of Contents

  • Components
  • Goal of the Game
  • Setting Up the Game
    • 1. Prepare the Clock Board
    • 2. Prepare the Vision Cards
    • 3. Prepare the Event Deck
    • 4. Deal Remnant and Gestalt Cards
    • 5. Prepare Feeling Reserve
    • 6. Prepare the Marks of Sol Reserve
    • 7. Deal Vision Tokens and Screens
    • 8. Choose the First Player
  • The Card Types
    • Remnant Cards
    • Gestalt Cards
    • Vision Cards
    • Event Cards
    • Reboot Cards
  • Game Phases
    • 1. Event Phase
    • 2. Choice Phase
    • 3. Hindrance Phase
    • 4. Vision Phase
      • 1. Vision's Effect
      • 2. Drain
      • 3. Play Cards
      • 4. Spend Marks of Sol
    • 5. End Phase
  • The End of All Things
    • Karma Chain
    • Marks of Sol
  • Variants
    • Gestalt Visions
    • Karma Catalysts
  • So Long, My Love (2-player co-op mode)
  • End Cards
  • Solo/Campaign Mode
    • Goal of the Game
    • Setting Up the Game
      • 1. Choose a Path
      • 2. Set Up Vision Cards
      • 3. Set Up Decks and Starting Hand
      • 4. Set Up Clock and Events
      • 5. Set Up Vision Tokens, Feelings and Marks of Sol
    • Game Phases
      • 1. Event Phase
      • 2. Vision Phase
      • 3. End Phase
    • Sequence Cards
    • End of the Game
    • Solo Mode F.A.Q.
  • Glossary and F.A.Q.

Components

  • 13 x Vision cards
  • 68 x Remnant cards
  • 22 x Gestalt cards
  • 35 x Event cards
  • 6 x End cards
  • 9 x Heartbreak cards
  • 1 x Solo reference card
  • 60 x Feeling tokens
  • 12 x Mark of Sol tokens
  • 47 x Vision tokens
  • 1 x First Player token
  • 1 x Time counter token
  • 1 x Clock board
  • 5 x Player screens

Goal of the Game

The main goal of So Long, My World is to reach a higher state of self-awareness before the end of mankind. During the game, players will gain Insight points (Victory points) which will determine the winner. There are several ways of gaining Insight points:

  • The best way to gain Insight points is through Remnant cards, the main cards in the game.
  • They can also be gained through Marks of Sol, which are special tokens.

Setting Up the Game

1. Prepare the Clock Board

Place the clock board in the center of the table and make sure that the time counter is on hour I for a 2-4 player game, or on hour III for a 5-player game.

2. Prepare the Vision Cards

Shuffle the 6 normal Vision cards and place them around the clock, as shown in the image below. Their position will be different each game. Check the Variants section for the rules about the other Vision cards.

3. Prepare the Event Deck

Randomly select 11 event cards (2-4 players) or 9 event cards (5 players) and shuffle them with a randomly chosen Reboot card. Place this deck face down next to the Vision cards. Leave a free space close to this deck to form a discard pile (Events discard pile).

4. Deal Remnant and Gestalt Cards

Give each player 1 of each Remnant starting cards (Life is a Journey and Soul Box, recognizable by a glyph in place of Insight Points). The remaining Remnant cards are shuffled together and each player is randomly dealt 3 cards. They choose one and place it face down in front of them. The remaining two are given to the player to their left. Each player then chooses one and gives the leftover card to the player to their left (for your first game, it is recommended to skip this step and keep the 3 randomly dealt cards). Each player now has a starting hand of 5 cards.

Shuffle the remaining Remnant cards and place them face down next to the Vision cards on the opposite side of the event deck. Leave a free space close to this deck to form a discard pile (cards discarded from players' hands or removed from the field).

Randomly choose a number of Gestalt cards (the word "Gestalt" is indicated under their name) equal to twice the number of players, shuffle them, and place them facedown within reach of the players.

5. Prepare Feeling Reserve

Feeling Tokens are divided by type and placed in such a way to make it easier to recognize their karma (Hope/Nostalgia are positive, Resignation is neutral, Despair/Madness are negative). The Feeling reserve is called System. The System includes also any other type of token that isn't possessed by any player.

  • Hope (positive)
  • Nostalgia (positive)
  • Resignation
  • Despair (negative)
  • Madness (negative)

Each player chooses one Hope or Nostalgia and takes it from the Feeling reserve.

HINT: Pay attention to this first choice! Starting cards (Life is a Journey and Soul Box) cost Hope and Nostalgia respectively. This way you know from the very first turn which card other players can play!

6. Prepare the Marks of Sol Reserve

Place all the Marks of Sol in a pile near the clock.

7. Deal Vision Tokens and Screens

Give each player 1 set of Vision Tokens and 1 player screen. There are 5 sets of different colors.

8. Choose the First Player

Give that player the First Player Token. The first player will change each round.

HINT: In So Long, My World, Feelings spawn on Vision cards each turn, and players have to gather them in order to pay the cost for playing Remnant cards and score points. The first player has priority, so the main strategy is to use your cards to modify the turn order or change the position of players and feelings. This will require careful planning and some bluffing skills.

The Card Types

Remnant Cards

"I've run the simulation again, just to see the results one more time. I can confirm the main hypothesis that the System is weaving into the causal net everything that has existed, that exists, or that will exist in the Collective Unconscious"

Remnant Cards are thoughts, dreams, symbols and images, flashing randomly through one's mind. Among these feelings, which are really true, and which actually belong to the person feeling them? With Remnant cards, players can alter their perception of time and causality, gaining different effects.

  1. INSIGHT POINTS: These represent the victory points a player earns at the end of the game.
  2. FEELING COST: In order to play a card, players must spend Feeling tokens equal to the value of the same feeling type as that of the card.
  3. REMNANT EFFECT: A card effect that enters play after the card hits the field. Usually these effects will happen immediately when the card is played and only once, with these exceptions:
  • Hindrance: may be played during a special phase, called Hindrance Phase.
  • Continuous: the effect works as long as the card is on the field.

KARMA: Each Remnant card has a karma, as well as a Feeling cost. To check a card's type, just look at its cost: if there are more positive Feelings, the card has a positive karma. If there are more negative Feelings, the card has a negative karma. If they are balanced or if it only has neutral Feelings, the card has a neutral karma.

Gestalt Cards

"Oh, what if words were tangible? I would take 'Death' and cost it away from me."

Gestalt cards are special cards that are identical to Remnant cards, but they can only be obtained through an Observation action (addressed later). Each Gestalt card works exactly like a Remnant card. These are identified by the word "Gestalt" under their name.

Gestalt cards are close to the singularity that made the System collapse, and they may possibly hide the secret behind the madness. Perhaps some kind of salvation will be found, even if it's in an unexpected way.

Vision Cards

"The Symbolic System has served its purpose, but not in the way we had hoped. It now seems that human emotion is... dissociated. The collective unconscious uniformly reacts to precise signifiers like 'fiancé,' 'son,' 'home,' and unanimously focuses on a feeling. For instance, within five minutes, everyone could feel a homicidal urge when looking into their loved one's eyes."

Vision cards represent actions players may take during their journey towards the end. During the Choice Phase (see pg. 8) players choose among their Vision Tokens to determine which Vision to visit in order to collect Feelings and to activate the Vision's special effect.

  1. AFFINITY FEELING: A player that is currently on that Vision can drain (see pg. 9) a Feeling of the indicated type.
  2. VISION'S EFFECT: The special effect players may activate when they are on a Vision. These occur during Vision Phase (see pg. 9).

Event Cards

"We are minuscule, momentary flashes of thought, on a grain of sand drifting through the cosmos. But... How much poorer would the universe have been without us..."

Event cards describe the occurrences experienced by the players, and let Feelings spawn on certain Vision cards, meaning players may collect them during their turns.

  1. DESCRIPTION AND EFFECT: The effects in play during a specific round. If an effect has a Vision's name written before it, it only affects the players who chose that Vision in the Choice Phase.
  2. VISION: Each space, showing each Vision card's artwork, corresponds to a specific Vision card. The Feeling icons show which Feeling and how many must be put on the Visions that round.

Reboot Cards

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Reboot cards are special event cards. Their effect must be played IMMEDIATELY and it affects all players. A player can only avoid the effect of a reboot card by paying a Mark of Sol.

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Game Phases

"Great, empty cities. Bridges, castles, temples and streets-these will remain after we're gone. The farthest stars will take thousands of years to rest their shining glance on this lonely planet, and then they'll see: They'll see that we lived."

The game is played over a series of rounds. Each round is divided into 5 phases, which must be completed in this order:

  1. Event Phase - An event is resolved and Feelings are dealt over Visions.
  2. Choice Phase - Players choose the Vision they will visit.
  3. Hindrance Phase - Players may play Hindrance cards.
  4. Vision Phase - Players activate the Vision's effects, gather feelings, play cards and spend Marks of Sol.
  5. End Phase - Advance on the clock board.

After the round is complete, a new round begins with the Event Phase. Continue playing rounds until the clock reaches XII.

1. Event Phase

"Only death gives us purpose, the purpose to evolve. Each day we wake, we struggle to evolve. We know that we can 'end,' because we live. We are obsessed with our own death, but have we truly lived, at least for one day? Today, I will live."

The dim fate of humanity is closing in as time passes. To fulfill this course of fate, perform the following steps:

DRAW EVENT CARD: The First Player draws the top card from the Event deck.

EVENT EFFECT: The First Player resolves the Event card's effect. Effects often ask the First Player to make a choice, which must be made during this step.

If a Reboot is drawn, resolve its effect and then a new Event card is drawn. Ignore the new card's effect and go directly to DEAL THE FEELINGS (see below). Afterwards, shuffle the Reboot card and all discarded Event cards back into the deck.

DEAL THE FEELINGS: The First Player places the Feelings indicated on the Event card on their respective Vision cards by taking them from the System. Feelings never leave the Vision they are on unless a player takes them back or a card effect states otherwise. If playing a 4-5 player game, the First Player puts 1 extra Feeling over a Vision of their choice. Feelings that are on Visions are NOT in System.

EXAMPLE: The revealed event shows 1 Nostalgia to be put on Place of Worship; 1 Resignation on World's Edge Pub; 1 Hope on Special Person; 1 Despair on Death Drive.

2. Choice Phase

"Laugh with a friend, sit under a Linden tree, take the escalator between the opulent chandeliers of the mall, and go out into the open air, let the scents of spring take over you. All activities you have repeated countless times, and now you realize with amazement that this time is your last. Every particle of this world so familiar to you will soon become and forever remain unattainable."

In this phase, players choose which Vision they want to spend their turn in. The purpose is to collect the Feelings they need to play their Remnant cards. Each player secretly and simultaneously chooses 1 Vision Token whose artwork corresponds to the Vision they wish to visit. After all players have chosen their Vision Token, they reveal them at the same time. Each player then puts their selected token on the chosen Vision to mark their selection.

EXAMPLE: The yellow player chooses Place of Worship, the teal player and the purple player choose World's Edge Pub. They put their token (face-up or face-down) on the selected Vision after everyone has simultaneously revealed their choice. World's Edge Pub is likely the most popular Vision choice here because of the high number of Feelings currently on it.

Player screens help to keep the Vision Tokens hidden before revealing the chosen one.

3. Hindrance Phase

Starting with the First Player and moving clockwise, each player can play a Remnant card with the Hindrance symbol on it (adjacent to the text). Remember that if a player wants to play a card they must spend the corresponding Feelings from their stock. Once they play the card, they must activate the effect immediately. This is a crucial and very strategic step as players can modify turn order or each other's selected Visions. Pay attention and try to anticipate other players' movements.

HINT: Remember that all players begin the game with the same 2 cards: Life is a Journey and Soul Box. One allows a player to change the vision they originally chose, the other allows a player to immediately gather the Feelings from their chosen Vision and ignore the turn order. There are two copies of all the other cards. Watching the cards in your opponents' fields or in the discard pile is the key to planning your strategy.

EXAMPLE: The teal player is the First Player, going to the Vision Special Person where 3 Feelings are located and chooses to pass the Hindrance Phase. The yellow player is on a Vision adjacent to Special Person and plays Life is a Journey card, thus moving to Special Person (the previous Vision Token is replaced/covered up with the Special Person token). The purple player, who is also on Special Person would be the last one to gather the Feelings, and plays Soul Box, allowing this player to immediately take up 2 Feelings. In the Vision Phase (next page), the teal player will take the single Feeling left by the purple player, meaning that the teal player has taken the last Feeling and the yellow player was tricked! But there is still time to turn things around with the drain action (next page)!

Important: Hindrance cards may be played even during the Vision phase (see pg. 9).

4. Vision Phase

Starting with the First Player, all players perform the following actions in this order:

1. Vision's Effect

A player may activate the effect of their chosen Vision, and also have the choice to activate the effect granted by an Event card that specifically addresses that Vision (if present).

2. Drain

A player may perform ONLY ONE of these actions:

  • Take UP TO 2 FEELINGS located on the Vision they are visiting. This is the base action of the game, crucial to collecting the necessary Feelings.
  • Take 1 Feeling of the same type as the Vision's affinity from the System (Affinity Feeling).
  • Take 1 Mark of Sol from the System.
  • Draw 1 card from the Remnant deck (Remnant + Insight).

EXAMPLE: The teal player is the First Player, and chooses the Special Person Vision, where 3 Feelings are located and takes 2 of those Feelings without activating the Vision's effect. The yellow player on the World's Edge Pub Vision where 1 Feeling is located: the yellow player activates its effect by discarding a card and drawing another, then takes the Feeling from the Vision. The purple player is on the Slaughter Vision (1 Feeling on it). By activating its effect, the purple player moves a Feeling from an adjacent Vision to Slaughter and takes the recently relocated Feeling, plus the Feeling already present. The green player was unfortunately on the Vision the purple player moved the Feeling from. However, the green player can still use the drain action to take 1 Mark of Sol, 1 Affinity Feeling or to draw 1 card.

OVERLOAD (4-5 players only)

When all players choose the same Vision card, the System cannot handle the emotional flow and goes into Overload. The Vision card is immediately turned face-down and is not in play for the rest of the game (locked) unless another effect unlocks it. Every player (starting with the First Player) takes up 1 Feeling corresponding to that card's affinity.

A flux of abyssal power flows in the green player's left eye... What horrible truth will the Mark of Sol allow them to see?

3. Play Cards

"Surprising, mythological, wondrous, medieval, uchronic visions; the wildest fantasies, the darkest unconscious, everything is now free! Finally we will live, even if only for a few hours, immersed in that cursed, boiling cauldron that we dared to call Humanity!"

In this phase, players may now play their own Remnant or Gestalt cards paying the cost in Feelings. The played cards are placed face up, in front of the player who played them. Unless the card says otherwise, its effect is activated during this step and never again. A remnant or Gestalt card stays permanently on the player's side of the field, providing Insight Points at the end of the game.

4. Spend Marks of Sol

"It is the Mark of Sol." He stated. "Explain yourself." "There's nothing to explain." He seemed sincere, not as though he was trying to impress them with vaguely ominous talk. "There are no words to explain it. And whereof one cannot speak, thereof one must be silent."

The Marks of Sol are bottomless pitch-black holes in the flesh of the world, phenomenal instances in the reality whence the Symbolic System originates. Marks of Sol may be gathered by using the drain action (or with a card's effect) and they have three uses:

  • Observation: Spend 1 Mark of Sol to declare a karma (positive or negative), then draw from the Gestalt deck until they draw a card of the declared karma or neutral karma. Discard the rest.
  • Phenomena Stabilization: If a Reboot card is drawn in the Event phase, a player can spend a Mark of Sol to ignore its effect.
  • Insight Points: Players get 1 Insight Point for each 3 Marks of Sol they own at the end of the game.

HINT: How will you live your final hours? In a socially accepted way or will you embrace chaos and destruction? Going all in with one karma is a good strategy. Use the Vision effect of Death Drive to get rid of cards that conflict with your karma.

5. End Phase

"Maybe none of us really understand what we've lived through, or feel we've had enough time."

This round ends, and players move on to the next one. The player with the First Player Token passes it to the person on their left. The First Player then advances the time counter on the Clock by 1 hour. If the counter has reached hour XII, the game ends.

The End of All Things

"I did not choose to exist... Yet now I must face my own demise. And I... I want to say something, something that makes some sense, in this world without any. But... nothing to mind."

When the last hour runs out, humanity ceases to exist forever. At the very end, before the body dies, there is a moment for a thought. "Did I become the person I was supposed to be, or did I waste my existence living a life that wasn't mine?"

Players count the total Insight Points provided by the Remnant and Gestalt cards played.

Karma Chain

If the player has ONLY played cards with the same karma (neutral cards do not count), they get 1 extra Insight point for each card of that karma.

Marks of Sol

A player gets 1 extra Insight Point for each 3 banked Marks of Sol.

Any players still holding Remnant cards at the end of the game will lose 1 Insight Point for each card held. They represent the regrets and unwanted desires of what could not be achieved before the end.

The player with the most Insight Points wins the game.

And then...

It ends.

Variants

Gestalt Visions

There are 3 Vision cards called Gestalt Visions. They can be added to any multiplayer game and specific scenarios in solo mode. Give each player their Vision Tokens and set the cards face-down close to the game field.

The Marks of Sol reserve must be placed over the Gestalt Visions in the number indicated on their back (see the image). When they gain Marks of Sol for any reason, players take them starting from Clocktower Library and ending until The Real (spent Marks of Sol are never taken until The Real is empty). When a card has no more Marks of Sol on its back, then it is unlocked and can be chosen during the Choice Phase. When Marks of Sol are spent, place them near the Clock, they never return over the Gestalt Vision.

Karma Catalysts

Eerie entities that manifest to those who see the Monochrome Corridor, Karma Catalysts determine the Affinity Feelings of Gestalt Visions. When a Gestalt Vision is unlocked, place one random Karma Catalyst under it. Players may drain all the indicated Affinity Feelings from a Gestalt Vision when they are on it. Without the Karma Catalysts variant, the Gestalt Visions have no Affinity Feelings.

So Long, My Love (2-player co-op mode)

How will you and your special one - your friend, your relative - arrive to the end of humankind together? Will your bond be strong enough to march together towards the End?

HEARTBREAK CARDS. Choose one Heartbreak card and read it. Set the time counter, build a Gestalt deck following the directions of the card and build the Event deck by shuffling together 11 Event cards + 1 Reboot. Then read the goal of this game. To win a game, you must reach the goal AND the Collective Insight value: the total amount of Insight Points of the played cards at the end of the game must be equal or more than that.

DO NOT TALK UNLESS YOU MUST READ CARD EFFECTS OR WHEN DECLARING YOUR CHOICES. People cannot understand each other. Never completely, never enough. Players can neither plan strategies together nor reveal the cards in their hands. In a state of emergency, nobody can be sure of what another person feels or thinks. Your bond itself must guide you as you walk towards the same goal, without the heavy burden of words. A perfect game doesn't need words at all.

L'UNO. This special Vision card can be added to co-op games. Give each player its Vision Token and set it face-up close to the game field.

End Cards

When the game ends, draw 1 random End card. End cards collect the words of philosophers and poets, giving a further insight on the meaning of our end. Each one has an effect that must be carried to the next game.

Solo/Campaign Mode

"I identify myself in language, but only by losing myself in it like an object."

Solo mode is a scenario-driven mode where the player must experience everything by following various events when they play each card. Each scenario is called a Path.

They must choose a Path they want to play and record any outcomes. Often this results in gaining a Word. Words are special achievements that can affect the same Path (Normal Words) or other Paths (Universal Words). These Words are also required to unlock specific Paths: to know which Words are needed to unlock a Path, see the Words next to the Paths titles in the player's log (see pg.43).

Each Path has multiple endings that require multiple attempts to achieve them all. Experience them all to develop a strategy to gain the ending you seek. Do not read any lines or text you did not choose during your play-through.

Goal of the Game

To play So Long, My World in Solo Mode, the player starts with only a few Vision cards available (=unlocked) while the others are face-down (=locked). To win, they must unlock each Vision before the end. To unlock a Vision, the player must spend Feelings and Vision Tokens. Each turn, a previously unlocked Vision may become locked again. To avoid this, the player must acquire a Mark of Sol and place it over an unlocked Vision to momentarily stabilize it. However, there is only a limited amount of actions, so the player must carefully choose between stabilizing a currently unlocked Vision or unlocking more.

The storyline may end at anytime, even before the Clock reaches the last hour. Try to explore all the possibilities to discover the truth behind the end of humankind.

Setting Up the Game

To set up So Long, My World Solo Mode, the player must perform the following steps in order:

1. Choose a Path

The player chooses the Path they want to play.

2. Set Up Vision Cards

The player sets up the Visions as in a multiplayer game. Then, check the Path's rules and place all Vision cards that are not unlocked face-down.

3. Set Up Decks and Starting Hand

The player shuffles all the cards indicated in the Path's rules and places the resulting deck face-down close to them (Remnant deck). The same must be done with Gestalt cards (if available). Then they must add the cards indicated in the Path's rules to their hand (starting hand).

4. Set Up Clock and Events

Place the time counter on the hour indicated by the Path's rules. Then randomly choose the indicated number of Events and shuffle them together to create the Event deck. Remember that one of the Events must always be a Reboot card.

5. Set Up Vision Tokens, Feelings and Marks of Sol

Take 1 Vision Token of each type, then leave all the leftover Vision Tokens of each color and type in a reserve (this is considered part of the System). All the Feelings and Marks of Sol are set up as in a multi-player game. Some Words may grant extra tokens at the beginning of the game.

Game Phases

The player must perform the following phases in order:

1. Event Phase

DRAW EVENT CARD: The player draws the top card from the Event deck. No Event effects are activated in Solo Mode.

LOCK VISIONS: The Event tells the player which Vision cards become locked (if unlocked). To know which cards will be locked during a specific turn, look at the Path rules: each Path has a different Lock Feeling. When a Lock Feeling should appear in one or more Visions, those Visions become locked. If a Vision is locked down and has Feelings on it, they must be returned to the System. If a Vision has 1 or more Marks of Sol on it (see below), then remove 1 Mark of Sol and deal the Feelings normally.

Important: A Vision cannot be locked this way during the first turn.

DEAL THE FEELINGS: This is done exactly as in a multiplayer game.

EXAMPLE: The Lock Feeling is Resignation. This Event card makes a Feeling appear on Place of Worship, but this cannot happen as it is a locked Vision. A Lock Feeling should appear on World's Edge Pub: this means that it must be immediately locked (turn it face down.) The other 2 Feelings normally appear on their Visions.

2. Vision Phase

The player may perform any number of actions in any order:

  1. Reach an unlocked Vision (only once per turn). A player can reach an unlocked Vision by spending one corresponding Vision Token (it is returned to the System). When reaching a Vision, the player may activate its effect, then taking the Feelings that are currently on that Vision AND take from the System that Vision's Affinity Feeling.
  2. Drain (only once per turn). Be careful as this action is quite different from the multiplayer game. The player chooses one of the following actions:
    • They may take 1 Vision Token of their choice from the System. This is crucial to get the possibility of reaching more Visions, you should never run out of them.
    • They may take 1 Mark of Sol from the System.
    • They may draw 1 Remnant card OR 1 Gestalt card.
  3. Unlock a Vision (any number of times per turn). To unlock a Vision, the player must spend 1 corresponding Affinity Feeling and 1 corresponding Vision Token. Flip the Vision face-up.
  4. Observe a Vision (only once per turn). Observing a Vision means to stabilize it in your consciousness. To do so, put a Mark of Sol from your own reserve onto a Vision. Next time that Vision should be locked for any reason, remove that Mark of Sol instead. There is no limit to the number of Marks you can place on a Vision.
  5. Play a card (any number of times per turn). This is done exactly as in a multiplayer game, with the difference being that after a card is played, and its effect resolved, the player must read and resolve its special event in the Path description. Resolving these events is crucial to reach all the endings of a Path.

If you play two cards that share the same name, you can sequence the second to the first. In that case, you receive the sequence bonus indicated on the right of the card's name in the Path rules.

3. End Phase

Advance the time counter on the Clock by 1 hour. If the counter has reached hour XII, the game ends: read the Normal Ending (if any) or any other Ending determined by the Path rules.

Sequence Cards

Cards can be sequenced. The Sequence icon indicates when a card can be sequenced to another card.

EXAMPLE: the Path event for We Won't be There says: [She Wasn't My Daughter]: Receive 1 Vision Token.

This means that, after resolving the Path event of We Won't be There, the player may sequence it to She Wasn't My Daughter to receive the indicated reward.

EXAMPLE: the Path's event for a card says: [Progress > Nobody's Grave]

This means that the player can sequence the card they've just played to Nobody's Grave, but only if Nobody's Grave is already in sequence with Progress.

Sequencing a card often branch to different stories during a Path and longer chains will bring the most rewarding endings.

End of the Game

The game may end in three ways:

  • The time runs out. Go to the endings section and read that Path's normal ending, if any.
  • A card event. Read that ending in the Path's rules. Important: the ending will be different if the player has unlocked all the Visions or not.
  • All Visions are locked. Game over: no ending.

The player must record any unlocked Word in the Player's Log. From that moment, the player may use the Word's power in that Path, or in all Paths if it is a Universal Word.

Solo Mode F.A.Q.

Q - What happens when an effect allows me to move from a Vision to another? A - After moving, you may repeat the Reach an unlocked Vision action (see pg. 13).

Q - What should I do when I find this? ➤ A - Immediately read what follows, no matter what. This may lead to special events where you need to pay a cost to reach a specific ending.

Q - I have too much Words, I feel overwhelmed. A - Before starting a new game, reading each [Universal] Word you have unlocked may help you to plan a strategy and to keep track of all your powers, each one usually focused on a specific game aspect.

Q - Some cards have an effect that refers to other players. A - All lines that refer to other players must be read as they refer to yourself. Ex. "Choose another player to receive 1 Feeling." > "Receive 1 Feeling." When this is not possibile, the Path clarifies. When the Path doesn't clarify, the card has no effect.

Glossary and F.A.Q.

Discard: To move a card from the hand to the discard pile. It is NOT the same as removing a card.

Discard pile: The area in which players put discarded and removed cards (face-up). While Remnant and Gestalt cards are put in the same discard pile, Event cards have their own discard pile.

Locked Vision: A face-down Vision. Players cannot choose it during their Choice Phase. It may happen because of an Overload or a Lock Feeling (solo mode). Feelings cannot be put over locked Visions for any reason.

Unlocked Vision: A face-up Vision. Players can choose it during their Choice Phase.

Remove: To move a card from the field to the discard pile. It is NOT the same as discarding a card.

Renounce: To put a Vision Token back in the game box. A player that renounces a Vision Token cannot get it back unless an effect says otherwise. In solo mode, the Vision Token is simply put back in the System.

Return: To move a token from a player's reserve to the System.

Starting cards: cards with the symbol in place of Insight Points. At the beginning of the game, each Path has 2 starting cards (max 1 with the same name). If you're playing with expansions, each player chooses which 2 starting cards to begin the game with.

System: Reserve of tokens that aren't possessed by any player and that aren't on Visions.

Q - When I read "receive 1 Feeling Token" does it mean I can choose which one? A - When not specified, it is always your choice.

Q - During this turn, as a result of an Event, a Feeling type must be treated as a different type. Do the costs of cards change too? A - No, only the tokens are influenced by those effects. Some cards may not be playable that turn.

Q - Can I play Hindrance cards only during the Hindrance Phase? A - No, but it may be not cost-effective to play them during your Vision Phase.