Let’s walk through an example of a typical round in a two-player competitive game. It is the first round of the game, the Event Stream has been populated, and Player A has laid out the Leader cards on the Board, three face up and two face down as a part of the game prep stage. Player A then draws five cards from the Draw deck (1). Player A, before tallying up units for the Purchase Pool, looks to the active cards on the Board to resolve any modifiers or card effects (2). Player A notices that none of the Leader cards has an effect that impacts how units are added to the Purchase Pool, so Player A tallies up the units (3). This gives Player A a total of 8 units to work with. Player A next adds four Features to the Backlog since it is the start of the first round of play (4). Looking over the Event Stream, Player A decides to buy the second and third cards in the Stream (5), which causes all Events to shift to the left (6). Two new Events are then added to the Event Stream, moving from left to right (7).

It is now Player B’s turn. Player B draws five cards from the Draw deck (8). Player B looks to the active cards on the Board to resolve any modifiers or card effects (9). Upon further inspection, Player B notices that two of the Leader cards on the Board have effects that impact how units are added to the Purchase Pool (10). The first Leader cuts the number of Frontliners able to add to the Purchase Pool in half, rounding down to the nearest number, which is two. The next Leader states that if the previous player (Player A) has more than two Frontliners on the Bench, Player B has to reduce the Purchase Pool by the number of Frontliners Player A has on the Bench. This results in a negative number of units in the Purchase Pool, disabling Player B’s ability to purchase cards from the Event Stream. As it is still the first round, Player B adds four Features to the Backlog (11), then looks wistfully to the Event Stream at the cards that could have been purchased had the Board not been a bunch of terrible people (12).

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