A BALANCING ACT

the rules 

1. Choose Your Character
  • Each player selects one of the twelve characters.
  • Every character’s defined personality and traits influence how they negotiate, build, and make decisions throughout the game.
  • Breaking character is not allowed — all decisions must reflect your character’s motivations and worldview.

view characters

2. Form the Coalitions
  • Divide players into Coalition A and Coalition B.
  • Ensure each coalition has a healthy mix of characters with differing opinions and agendas.
  • Throughout the game, there will be moments when a player’s unique personality is required to make critical decisions, even if it conflicts with the coalition’s overall objectives.

3. Project Cards
  • Each coalition draws one Project Card.
  • Project Cards outline the goals and specific tasks each coalition must complete.
  • Completing all tasks on a Project Card allows the coalition to call the Pineapple Express.

view project cards

4. Imposition Cards
  • Draw three Imposition Cards and place them face-up.
  • These cards dictate the policies that govern construction and determine how camps can be built.
  • Impositions remain active until all directions on the cards have been implemented at least once.
  • Once completed, reshuffle the deck and draw three new cards.
  • There must always be one active card from each deck:
    • Delta Policy
    • Non-Human Policy
    • Better Human Policy
  • Imposition cards may also be reshuffled if a player rolls Shuffle on the die.

view imposition cards

5. The Diagonal
  • The board is divided by the Diagonal, which separates the two coalitions.
  • This diagonal represents no-man’s land.
  • In the winning sequence, the majority of sites along the Diagonal must be occupied by the victorious coalition.

Substitution Rule:
  • If an imposition requires a two-cluster camp and a player is adjacent to an occupied Diagonal site, the active player may replace the opponent’s camp without taxation.
  • The substituted camp is returned to its owner.

Substitutions at the diagonal


6. Starting the Game
  • Each coalition begins at opposite ends of the board.
  • Players take turns rolling the die, alternating between coalitions.
  • By default, each player may move one step in any direction per turn.
  • Each player receives 2 vote cards for use during any council meetings.

7. The Die
Each face of the die dictates a different action:
Roll Action
1, 2, 3 Build the corresponding number of camps according to the active Impositions.
Shuffle Draw three new Imposition Cards.
Boost Move two spaces in any direction.
Amber Alert Draw a card from the Amber Alert deck — these introduce emergencies that affect both teams. All lost camps are returned to the Bank.

8. Camps and the Delta
  • Camps correspond to various infrastructures and ecosystems.
  • At the start of the game, each coalition receives 50 Camps at random from the Bank.
  • Legend:
    • Lighter-tone camps: non-invasive, native, renewable, or indigenous.
    • Darker-tone camps: invasive, non-native, non-renewable, or unsustainable.
  • The board indicates the distribution of resources across the Bay–Delta region.



Building Rules:
  • When a camp is placed, the related resource is either harvested or compensated.
  • All non-native camps are mutually compatible, and all native camps are mutually compatible.
  • When a non-compatible camp is built on a new site, the builder must surrender one unsustainable camp token to the Bank.
  • Four-quarters make up one complete camp.
  • Each camp must be adjacent to at least one-quarter of the same camp type.
  • If a camp becomes completely surrounded by incompatible camps, it expires and is removed from the board and returned to the Bank.

9. Bridges
  • Bridges allow coalitions to cross the diagonal and enter the opponent’s territory.
  • To build a bridge, the team must place two bridge tokens — one on each side of the diagonal.
  • All players must cross through bridges to move into opponent territory. No direct diagonal crossings are allowed.
  • Withdrawing a bridge token from the Bank is permitted at any time, but it comes at the cost of one skipped turn for the next player in the same coalition.
  • When crossing into opponent territory, any substitution made to replace an opponent’s camp must follow the tax rule — the invader pays 2 camps to the owning team to build 1 camp.
  • To reclaim their site, the owning team pays 1 camp of the invader’s choice.
  • Bridges act not only as gateways but also as pathways for disruption — allowing coalitions to derail the opponent’s objectives by occupying key sites and diminishing the owner’s capacity to build camps.
  • Though they do not consume camp tokens, bridges demand strategic timing — each bridge built or withdrawn creates a pause in progress that can shift the balance between coalitions.

10. The Council
  • In moments of impasse, each coalition selects one representative to form the Council.
  • The Council debates, negotiates, and votes on unresolved issues and presents directives to the rest of the players.
  • A two-thirds majority is required for any motion to pass using the vote cards.
  • Certain Imposition Cards may trigger mandatory Council sessions.
  • If two players are assigned to the Council due to active impositions, any veto decisions they make are independent and not subject to a general vote.

11. The Bank
  • The Bank is a neutral body that distributes camps randomly at the start of the game.
  • To request a specific camp, a coalition must trade two camps of the opponent’s choice for every one camp requested.
  • When a compatible camp is built on a new site, the Bank rewards the team with a camp that matches the resource on site.
    • Example: If a Flora Camp is built on a Native Fauna Camp, the Bank grants the team a Native Fauna Camp token.
  • When a non-compatible camp is built on a new site, the builder must surrender one unsustainable camp token to the Bank.
  • In case of a resource gridlock, both coalitions may convene the Council to negotiate fair extraction terms (e.g., two infrastructure camps each or three native flora + one invasive infrastructure camp).

12. The Pineapple Express
  • Once all tasks on a coalition’s Project Card are completed, all players must move toward the Pineapple Express site.
  • The coalition that reaches the site and calls the Pineapple Express first triggers the rains and wins the game.
  • However, the Delta is unpredictable — and survival depends on how your coalition has shaped its ecotones.

    Alternate Victories – The Delta may intervene in unexpected ways:
    Ecological Equilibrium: Both coalitions win if the board reflects a 3:1 ratio of sustainable (indigenous, native, renewable) to unsustainable (invasive, non-native, non-renewable) camps.
    Capital Dominance: A coalition wins if it controls 60% of diagonal-adjacent sites with invasive or non-renewable camps.
    Adaptive Resilience: A coalition wins if it maintains 3 bridges and 2 substitutions that remain active for 3 turns.
    Delta’s Rebellion: If too many incompatible substitutions occur, the Delta floods, washing away all unsustainable camps. The coalition with the most native or renewable camps remaining automatically calls the Pineapple Express.