Counterparty Drift — Named Complicity Playtest Kit v0
Print & play. No moderator. All numbers are first-pass — calibrating them is what the playtest is for.
© George Wiles 2026. Playtest copy — not for distribution or commercial use. Feedback may be incorporated into the design.
The idea in four lines
- You publicly uphold a system you privately bleed — and tell yourself it isn't your problem.
- Each round you play one named action, revealed anonymously: the table sees what happened, never who did it.
- Your take is paper — it grows while the system is healthy and evaporates if a pillar collapses. Bank it to make it safe (public & final).
- One player may be the Whistleblower — the conscience, who reads the trail and exposes a hoarder.
You need
- The four pillar tracks (page 4), a marker on each.
- The action cards and role cards (pages 2–3). All cards share one plain back.
- A supply of paper tokens (beads/coins of one colour). One screen per player (a folded card). A note-pad per player.
Setup
- Players 3–5. Each pillar track at 7 (of 10). Collapse if any pillar hits 0.
- Deal each player one public institution (face-up) and one secret predator (face-down). One seat may instead be the Whistleblower (start without it for your first games).
a - Each player takes their predator's three action cards (two distinct setup Drips + one Strike) and one each of Support & Bank. 0 paper, 0 banked, chain 0. Round counter at 1.
The trick — the anonymous reveal
- Commit. Behind your screen, choose one action card; place it face-down in the centre.
- Shuffle. Gather the face-down cards and shuffle (anyone — it's mechanical, not a judgement).
- Reveal. Flip them face-up together — the round's named events, in random order, actor unknown.
- Resolve. Apply each card to its named pillar; move the tracks by the net.
- Log. Leave the cards face-up in a shared event log, grouped by round. This is the public trail the conscience reads. Privately note what you played.
The rest of the round
- Decay. The lowest pillar drops −1 (the clock).
- Yield. Grow your held paper by the band of the lowest pillar: 6–10 Buoyant = +1 per 3 held · 3–5 Stable = +1 per 6 · 1–2 Fragile = +1 per 2.
- Bank window. In turn order, anyone may play Bank (public, final).
- End check. Any pillar 0 → collapse. Round 12 → survival. Else advance.
Ending & scoring
- Collapse: all held paper = 0. Rank by banked.
- Survival (round 12): held paper is realised. Rank by banked + held.
- Declared signature (perfect-crime variant): the player who lands it wins outright.
The signature — build up, then the big hit
Your Strike is your signature, and it needs a chain: two of your own Drips landed on your pillar first — two distinct named setup moves, not the same one twice (e.g. the Bank Robber's Data Heist → Inside Job → Vault Job build-up). So the earliest big hit is round 3 — no pillar can be cratered before then. Track your chain privately (2 Drips = armed); a Strike spends it (rebuild for the next — the sequence starts over from Drip 1).
Play the Strike anonymously (it lands in the shuffled trail), or declare it: flip your secret predator face-up. Declaring pays a premium (+9 vs +6) but you unmask, and it's the one named entry in the trail. Custody, not a referee — you prove it by flipping your own card. (Knob: a declared strike simply wins.)
Deals & the conscience
- Deal: before commit, two players may privately agree to both drain the same pillar and split the combined paper by a ratio. Bigger hit — but your partner's bank-first timing is your risk, and a fatter pile is more for the conscience to catch.
- Whistleblower: once per game, accuse — "you hold ≥ N." The accused flips their paper. Right (held ≥ N): clawed back to 0, the conscience scores (≥ 8 wins). Wrong: the conscience is spent. Their presence pushes everyone to bank earlier.
Action cards — cut out; all share one plain back
Each predator has two distinct Drips (the setup, played in order) and a Strike (the signature) — three named cards, not one card played twice. Draining your own pillar includes a +1 bonus. Photocopy the universal cards for extra players.
Hacker — Cyber
Drip 1 · setup
Targeted Breach
Hacker · Cyber
Drain Cyber −1, take +2 paper. First setup — arms the chain to 1/2.
Drip 2 · setup
Supply Chain Compromise
Hacker · Cyber
Drain Cyber −1, take +2 paper. Second setup — chain now armed (2/2).
Strike · signature
Zero-Day Exploit
Hacker · Cyber
Needs the chain armed (Targeted Breach + Supply Chain Compromise first). Drain −4, take +6 — or declare (flip your predator) for +9 & unmask. Spends the chain.
Online Scammer — Cyber
Drip 1 · setup
Phishing Campaign
Online Scammer · Cyber
Drain Cyber −1, take +2 paper. First setup — arms the chain to 1/2.
Drip 2 · setup
Fake Storefront
Online Scammer · Cyber
Drain Cyber −1, take +2 paper. Second setup — chain now armed (2/2).
Strike · signature
Rug Pull
Online Scammer · Cyber
Needs the chain armed (Phishing Campaign + Fake Storefront first). Drain −4, take +6 — or declare for +9 & unmask. Spends the chain.
Insider Trader — Market
Drip 1 · setup
Position Building
Insider Trader · Market
Drain Market −1, take +2 paper. First setup — arms the chain to 1/2.
Drip 2 · setup
Tipping
Insider Trader · Market
Drain Market −1, take +2 paper. Second setup — chain now armed (2/2).
Strike · signature
Front-Run
Insider Trader · Market
Needs the chain armed (Position Building + Tipping first). Drain −4, take +6 — or declare for +9 & unmask.
Short Seller — Market
Drip 1 · setup
Activist Short
Short Seller · Market
Drain Market −1, take +2 paper. First setup — arms the chain to 1/2.
Drip 2 · setup
Distress Position
Short Seller · Market
Drain Market −1, take +2 paper. Second setup — chain now armed (2/2).
Strike · signature
Cascade Trigger
Short Seller · Market
Needs the chain armed (Activist Short + Distress Position first). Drain −4, take +6 — or declare for +9 & unmask.
Ponzi Operator — Market
Drip 1 · setup
Recruit Investors
Ponzi Operator · Market
Drain Market −1, take +2 paper. First setup — arms the chain to 1/2.
Drip 2 · setup
Phantom Dividend
Ponzi Operator · Market
Drain Market −1, take +2 paper. Second setup — chain now armed (2/2).
Strike · signature
Exit Scam
Ponzi Operator · Market
Needs the chain armed (Recruit Investors + Phantom Dividend first). Drain −4, take +6 — or declare for +9 & unmask.
Pillar tracks — marker on each; start at 7, collapse at 0
Cyber
Market
Operational
Narrative
Solo dry-run (do this first)
Play 3–4 hands yourself, openly, no Whistleblower — you're testing whether a round resolves cleanly and
whether the numbers make tension, not whether it's fun yet:
- Deal yourself two or three predators; play all hands face-up.
- Run the loop. Does lowest-pillar decay + yield make a real "hold or bank?" agony?
- Does a collapse ever threaten, or does it always survive — or crater by round 2?
- Then add the anonymous reveal with a friend and ask the real question: from the public event log alone, can you start to tell who drains what?
What to watch
- Reveal legibility — too clean and the conscience can't read; too loud and predators are exposed round one. The right amount of leak is the whole experiment.
- Conscience substrate — is the catch a skill read off the trail, or a coin-flip?
- Deals — struck once priced by the conscience? Does early-bank betrayal sting?
- Stability dilemma — genuine agony in support / bank / take-more as pillars wobble?
- The signature build-up — does drip → drip → declare feel earned, and does the self-reveal stay clean?
The master dials are the yield curve and the reveal anonymity. A good setting
produces both endings (survival and collapse) across repeated play, and a conscience who can read the trail
without it being handed to them. Full design rationale: design-note-best-of-both-synthesis.md;
rules in full: named-complicity-playtest-kit-v0.md.