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# System prepended metadata

title: Superconsciousness Rules

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# Superconsciousness Rules

*A card game for 4-8 players*

Collectively, you are a "superconsciosness": a composite of all players, working symbiotically but not in perfect harmony to unveil the ultimate truth about your existence and the universe you inhabit. 

## Aim

The aim of the game is to **unveil the ultimate truth**. In order to do that you must collaboratively, as a group, **Discover** and **Fathom** at least 5 **Truths**.

Each **Player** also has an individual objective based on their **Mind** card.

There is also a competitive objective, which is to be the **Player** who unveils the truth at the end of the game.

## Contents

The game consists of 4 decks made up of a range of card types: the **Mind** deck, the **Seeking** deck, the **Gift** deck and the **Unveilings** deck. 

<span style="color:red">It also contains two types of token: **Revealed** and **Possessed**.</span>  

![](https://i.imgur.com/0JZeigg.jpg)


## Set-up

- Each **Player** randomly draws a **Mind** card.
- Separate the **Truth** cards from the **Seeking** deck, and **deal two Truth cards to each player**
- Shuffle the **Transformation** cards, remaining **Truths**  <span style="color:red">and other **Seekings*</span> together to form the **Seeking deck*
- Place the **Seeking deck** face down on the playing table.
- Shuffle the **Gift** cards, and place the top 3 cards face up on the playing area 
- Place the rest of the **Gift** cards face down on the table to form the **Gift Deck**.
-**** <span style="color:red">Place **Revealed** and **Possessed** tokens in a pile in the playing area.</span>
- Keep the **Unveiling** cards face down
- Choose which **Player** will go first. As a suggestion, perhaps whoever has spent longest in quarentine this year

Setup is now complete, and each player should have 2 cards in their hand.

## Gameplay

Players take it in turns. At the start of their turn, a **Player** must draw a card from the **Seeking** deck. If they draw a **Transformation** it must be resolved immediately.  They may then take up to 2 additional **Actions** before play passes over clockwise to the next player.

The **Group Objective** is to  **Discover** and **Fathom** 5 **Truths**. If the **Players** accomplish this the game ends and the **Players** win. 

In addition to the **Group Objective**, **Players** also have an additional **Personal Objective** to complete that is determined by their **Mind** card. 

If the **Group Objective** is completed, Players who complete their **Personal Objective** get a **Personal Victory** in addition to the **Group Victory**. If the group objective is not completed all Players **lose**, even if they met their personal objective.

In addition to the **Group Objective** being met, there is an additional **Competitive Victory** to unveil the card at the end of the game. 

If the group **Stops Seeking** (i.e. a **Player** cannot draw a card from the **Seeking deck** at the start of their turn) the game is lost, and no **Unveiling** cards are shown at the end of the game.

## Turns

During the game, a **Player** on their current turn may perform up to 2 **Actions**. The list of possible **Actions** are given below. **Players** can choose to play 2 of the same **Action**.
 - **Seek**: Draw a card from the **Seeking Deck** and add it to their **Hand**.
- **Discover**: Turn a **Truth** card in their **Hand** into a **Discovery** by placing it in front of them on the table.
<span style="color:red">- **Fathom**: **Player** places a **Revealed** or **Possessed** token onto one of their **Discoveries**.</span>
- **Receive**: Select a **Gift** from either your **Hand** or the **Gift Deck**, and place it on the table with your **mind** card such that everyone can see the effect. Each **Player** may only have 2 **Gifts** active at any one time. If a **Player** with two active **Gifts** chooses to **Receive** a new one, they must return one of the other active **Gifts** to their **Hand**. It can then be **Recieved** again when it is gifted by the player to another player. Alternataively it can be added back to the deck for no extra cost. If so, it can be drawn and actioned again. 
- **Give**: Select a **Gift** from either your **Hand** or your **Active Gifts** to **Give** to another **Player**. This **Gift** immediately becomes **Active** for that **Player**. If they are at their limit for **Active Gifts** they may choose one to **Forget**.
- **Unveil** once 5 truths have been **fathomed** by the group, any **player** who has **fathomed** at least one **truth** may choose one of their own **fathomed** **truths** to unveil as the solution to the game. 

## Cards

### Mind

Each **Mind** has **Skills** and **Limitations** alongside a **Personal Objective**. **Minds** are used to vary gameplay by providing players with varying abilities and goals. 

- **Skills** typically allow a player to perform an **Action** at a reduced cost.
- **Limitationss** typically prevent a player from taking certain actions. 

### Seekings

There are 4 "suits" of **Seeking** cards
 
- (A) **Ascension**
- (B) **Advancement**
- (C.)**Rapture**
- (D) **Discerption**

**Seekings** can be **Discovered** in order to produce **Discoveries**. When a **Truth** has been **Discovered**, place it on the play area in front of you either face up or face down. There are 4 types of **Seeking** card listed below. Usually **Truths** will require cards of the same suit in order to be discovered, but there are also some additional dependencies. 

- Perceptions 
- Methods
- Insights
- Truths
 
Each **Truth** card may have a list of requirements that must be met before they can be **Discovered**. For **Methods** this will typically entail **Access** to a particular **Perception**. For **Truths** this will typically entail **Access** to a particular **Method** and a particular **Insight**, and so on.

### Gifts

**Gifts** grant **Players** the ability to perform certain **Actions**, or reduce the cost of certain **Actions**.

### Transformation

**Transformations** must be acted upon immediately when drawn and may be permanent or one-off and only affects the current **Player**. 

Transformations can either be positive or negative, for example limiting a players ability to perform a specific action. 

**Absolute transformations** affect all **Players**.

## Glossary of Terms

### Access
A **Player** is said to have **Access** to a **Discovery** if they have either **Discovered* it themselves OR one of the other **Players** has **Discovered** AND **Revealed** it.

If a **Transformation** or **Role** indicates that a **Player** cannot access **Possessed** **Discoveries**, then they do not have **Access** to ANY **Discoveries** bearing a **Possessed** token EVEN if they **Discovered** it themselves. 
 
### Recantation 

If a Player is instructed to **Recant** a **Discovery**, the **Player** should shuffle the card of their choice back into the **Seekings Deck**, along with any other **Discoveries** that depended on it. 

For example, if a **Truth** relied on a **Method** which relied on an **Perception** and the **Perception** is **Recanted**, the **Method** and **Truth** must also be shuffled back into the **Seeking Deck**. 

However, if there are 2 copies of that **Perception** that have been **Discovered** AND **Fathomed**, the **Method** and **Truth** do not have to be **Recanted**.

*



