World Rules

Tap "Advanced Mechanics" on any card to go deeper

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The World

  • The simulation runs on a living grid world where every cell holds local resources.
  • Agents roam the world competing for Food, Wood, and Stone.
  • Resources are local — there is no global stockpile. Nearby patches can be depleted entirely.
  • Over time, shortages and surpluses shift across the map, pushing agents to migrate and compete.
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Agents

  • Agents are the living creatures of the world — they eat, gather, build, fight, and form bonds.
  • Each agent has unique genetic traits (aggression, greed, diplomacy…) that shape their behaviour.
  • Agents can join clans, earn roles, gain loyalty — or leave if mistreated.
  • When an agent dies, their story is recorded. Some become legends.
🏕️

Settlements

  • Camps are small outposts built by clans to secure territory and resources.
  • A thriving camp can grow into a Village — a more powerful and defensible base.
  • Settlements can be raided, captured, or destroyed by rival clans.
  • The more settlements a clan holds, the more influence and resources they command.
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Clans

  • Clans are organised groups of agents led by a single leader with officers.
  • They compete for territory, raid enemies, and form alliances or rivalries over time.
  • Internal tension can cause a schism — a breakaway group forms its own clan.
  • A clan that loses all members collapses and fades into history.
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Raids & War

  • Clans raid each other for food, territory, or to expel enemies from their lands.
  • Repeated raids build rage — enough rage can trigger a full war declaration.
  • Wars intensify raiding, increase casualties, and reshape the map.
  • Wars end through exhaustion, annihilation, or a negotiated truce.
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History & Epochs

  • The world generates a living chronicle as events unfold — wars, schisms, discoveries, divine acts.
  • History is divided into Epochs — each marks a major turning point.
  • Certain moments become Legendary: the first clan, the first war, the first divine smite.
  • Clan memory fades over time — but the world's chronicle is permanent.
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God Powers

  • As the observer-god, you can intervene in the simulation at any time.
  • Smite agents with lightning, spawn resources, or ignite conflict zones.
  • Your actions are recorded in history — agents may remember and fear divine wrath.
  • Observe individual agents and follow their journey through the world.