anchor

Use when

The intent is a minimal-input, choice-driven game where the tension is balancing competing meters and every decision is double-edged.

Reigns

What it is. A narrative game reduced to one gesture: swipe left or right. An advisor presents a situation on a card; you choose one of two answers; the choice nudges four meters (church, people, army, treasury). Every meter has two lethal edges — too low and too high both kill you. Ruling is stewardship: not winning, just staying alive between the ditches one more reign.

Player fantasy. The impossible throne. Every decision helps one faction and hurts another; you can never satisfy everyone, only balance them. The pull is the grim comedy of doomed juggling — and the itch to see the next situation, because the deck is full of tiny stories you’ve only glimpsed.

Design DNA

The engine is meters between two ditches, fed by double-edged binary choices. Three parts. First, two-sided meters: a resource you must keep in a band, not maximise — depletion and excess both kill (genre-narrative-decisions). Second, every choice is a tradeoff: no move is pure gain; helping one meter costs another, so there’s no dominant policy (pattern-risk-reward). Third, minimal input, maximal consequence: one swipe, but it ripples through four systems — the depth is in the content (the card deck), not the controls. Judgement must beat any fixed policy (FUN.md §21: 19/20 vs always-left’s 0/20).

Load-bearing structures

StructureWhy it works
Two-lethal-edge metersKeeping a resource in a band (not maxed) makes every gain a future risk — the core stewardship tension. → genre-narrative-decisions.
Double-edged binary choicesEvery option helps one meter and hurts another; no dominant policy, so judgement matters. → pattern-risk-reward.
One-gesture inputSwipe left/right; the entire skill is reading and deciding, not executing. Radical accessibility. → system-accessibility.
Card-deck contentSituations are data cards drawn against state; content is the game, and it’s cheap to author and lint. → system-collectibles.
Conditional/flagged cardsCards unlock from prior choices, threading arcs and callbacks through a shuffled deck. → system-emergent-systems.
Death as the loopYou will die; each reign is a run, and the deck keeps dealing new stories. → system-session-structure.

What to steal

What’s just theme (drop it)

Composes into

Twist seams

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.