A BALANCING ACT
the rules
1. Choose Your Character
view characters
- 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.
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.