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Counterparty Drift — How to Play
The rules for the game you're about to play online. For a scripted playthrough, see the
worked example; for a printable version to run at a table, see the
print-and-play kit.
v0 — the numbers below are first-pass and still being tuned between playtests.
1. The idea
Every player publicly upholds an institution they privately bleed — and
tells themselves the collapse is somebody else's problem: the depositors, the savers, the workers left
holding the wreckage. Each round you play one move in secret; the table only ever sees
a shuffled, anonymous trail of 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, and final. One seat may instead be the Whistleblower — the conscience, who
reads the trail and gets one shot at exposing a hoarder.
2. Your two faces: public role & shadow role
There are four pillars — Cyber, Market,
Operational, Narrative — each starting at the same health and
collapsing if it ever hits zero. Every player is dealt two roles:
- A public institution (face-up, everyone sees it) — it guards one pillar.
When you stabilise the pillar you publicly guard, the repair is stronger — your institutional speciality.
- A secret archetype (face-down, yours alone) — it drains one pillar. This
can be the same pillar your institution guards — the guard who is secretly the thief is the sharpest
hand in the game, and it's allowed.
| Pillar | Public institutions (examples) | Secret archetype(s) |
| Cyber | Cybersecurity Firm, Social Media Platform, Crypto Exchange | Hacker, Online Scammer |
| Market | Investment Bank, Retail Bank, Central Bank, Stock Exchange | Insider Trader, Short Seller, Ponzi Operator |
| Operational | Energy Grid Operator, Regulator, Government Treasury | Bank Robber, Money Launderer |
| Narrative | News Outlet, Electoral Commission, AI Lab | Disinformation Agent, Corrupt Politician, Snake-Oil Influencer |
At 3–4 players each pillar has exactly one archetype in play; a 5th player adds a second archetype
to any one pillar (each now carries 2-3 options, not just Market/Narrative). One seat can be the
Whistleblower instead of an archetype — see §5.
3. A round, step by step
- Deals (optional). Before committing, you may propose or accept a deal with another
player — see §4.
- Commit. Privately choose one move: Drip (quietly drain your pillar for
paper — the setup), Strike (your signature — a big hit for big paper, needs two prior Drips
to arm), Stabilise (repair a pillar), Bank some (launder part of your paper,
stay in the game) or Cash out (bank all your paper — safe and final, you now want the
system to collapse).
- Reveal. Drips, Strikes and Stabilises land in the round's shuffled trail as named events
— "a Vault Job hit Operational," "someone shored up Cyber" — with the actor hidden. Bank
some and Cash out are always public and attributed to you by name — everyone sees
who banked. Deals show as "X + Y struck a deal" (partners named, pillar and split stay hidden).
- Resolve. Every move is applied to its pillar.
- Decay. The weakest pillar(s) slip a little each round — the clock that keeps the game
moving — accelerating to the two weakest pillars in the late game.
- Yield. Your held (un-banked) paper grows a little each round, faster the healthier the
system is overall — so holding is tempting right up until it isn't.
- End check. Any pillar hitting zero ends the game in collapse: every
un-banked paper pile evaporates, and only banked paper counts. Reach the round limit (or everyone's cashed
out) and it's survival: held paper is realised and counted alongside banked.
The signature
Your Strike is your signature move, and it needs a chain: two of your
own Drips landed first. Try to Strike before it's armed and it just plays as a Drip instead — no waste, no
jump. You can play the Strike anonymously (it lands in the trail like anything else), or declare
it: flip your secret archetype face-up and claim it. Declaring pays a premium, but it's the one named
entry in an otherwise-anonymous trail — you're a marked target the moment you're holding big.
4. Deals
Two players may agree, before committing, to strike the same pillar together and split the
combined paper by an agreed share. A joint strike costs the pillar less than a solo Strike but pays out more
total paper — the cooperation premium. The catch: if your partner banks or cashes out before the deal executes,
it falls through and you get nothing that round. The table sees that the two of you struck a deal, just not
what or how it split — everyone else is left to infer the partnership from the pattern of pillar damage.
5. The tensions
Bank vs. hold. Held paper keeps growing the longer the system stays healthy
— but a single pillar hitting zero wipes every un-banked pile at once, including yours. Banking (in full, or
partially to launder some out of reach) is the only way to make a gain permanent, and the only players who
survive a collapse with anything are the ones who already cashed out.
The build-up. You can't swing for the big score immediately — the signature
chain forces two quiet Drips before a Strike lands, so the earliest big hit is round three. Declaring it for
the premium means unmasking yourself at the exact moment you're holding big.
The Whistleblower. If a seat is playing the conscience, they don't extract —
they read the anonymous trail against the public institutions and get one shot: name a player
and an amount, "you hold at least N." Right, and that player's paper is clawed back and the
Whistleblower wins; wrong, and the shot is spent for good. Just their presence at the table pushes everyone to
bank earlier than they'd like.
New to this? Try the worked example for a full scripted
game, or head back to the lobby to play.