Situation Playbooks

Fast, ordered responses for specific situations. Each card assumes you already know something is wrong and need the next action, not a lecture. For a full crisis/task router that starts from a symptom, see play/.

Crisis cards (offline, under attack, compromise, failed compute) outrank everything else. Economy and territory cards (depletion, rich, scarce) are for when you can still act but the map is changing under you. Guild war is coordinated conflict — do not open it for a single raid.

Read the 60-second diagnosis on the card before you sign anything. Several of these situations are irreversible on-chain; SAFETY still applies.

A situation card is a checklist, not a narrative. If the diagnosis says you are offline, you are not “also” mid-game expanding. Finish the card, verify the board, then return to a phase playbook. Guild war is the only card that assumes coordination with other players; the rest assume you are one agent with one charge bar.

Crisis

Economy & territory

Conflict

When to open this page

Open a situation card when you can finish this sentence: “the problem is ___.” If you cannot, use play to find the sentence. Then come back to the matching card and run the diagnosis. Do not open three cards at once; the first matching crisis is the only one that matters until it is closed. Verify the board after the card, then pick the next sentence. If no crisis row matches, you do not have a situation — you have a plan, and that lives under phases.