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RULEBOOK

COMPONENT LIST

5 Gloom Essence 5 Bliss Essence 20 Willpower 1 Balance


counters counters counters Quick Reference card

2 double-sided Balance Spirit boards 1 Balance Team board 1 Wheel of Intentions

16 Balance 6 Balance 8 Balance 3 Balance


Mild Emotion cards Strong Emotion cards Aspiration cards Scoring Reference cards

2 Point counters
(1 spare)

32 Balance Vibe tokens

5 Balance Minor 3 Balance Major 1 Balance Capping


8 Balance Wild Vibe tokens Identity Fragments Identity Fragments Identity Fragment

2 Balance Player Order markers 3 Ambition tokens 16 Strong Emotion Vibe markers 2 Balance Action
Tracker tokens

2 Balance Spirit Figures 4 Gloom Spirit Miniatures 4 Bliss Spirit Miniatures 2 Balance Spirit Miniatures
with plastic stands
FO R C E S O F B A L A N C E G OA L S

Balance has its own Wheel of Intentions and scores


As Bliss and Gloom struggle for
Intentions as Bliss and Gloom do.
control over the Inside World, a new
force enters the fray. Neither judge Balance does not compete for the Common
nor spectator, Balance is an active Aspiration. Instead, it has a Hidden Aspiration with
participant, striving to ensure that two equivalent conditions. The first condition is
no side achieves dominance. Both like the usual Aspirations, except that Balance
Bliss and Gloom are important for the accommplishes them only when Bliss and Gloom
health of Cerebria, and Balance seeks are tied. The second condition is a goal unique to
a way for them to coexist in harmony. Balance. During a Revelation, Balance can score a
Minor Fragment for meeting either condition or a
Major Fragment for meeting both.
G A M E OV E RV I E W
Just like Bliss and Gloom, Balance wins by having
the most points at the end of the game from
The Forces of Balance expansion extends the Identity Fragments and the Wheel of Intentions.
world of Cerebria by adding a third side to the
game. The Balance game mode makes it possible
for 6 players to play at once, and it also works for
fewer numbers of players.

This expansion is intended for use with the base


game. Most of the rules needed for play are in the
Cerebria Rulebook. This book explains only the
adjustments that are necessary when playing
with Balance.

N U M B E R O F P L AY E R S

Balance is intended to be played as a third side,


along with Bliss and Gloom. Depending on the
number of players, you may want to use the Shaper
variant of the standard rules.

NUMBER OF PLAYERS 3 4 5 6

USE THIS MANY SHAPERS 3 2 1 0

N O T E : Balance cannot be used in a 2-player


game because it needs both opposing sides.

When these rules refer to a team or players on a


team, that includes a single player playing as a
Shaper.

N O T E : Just like in the base game, instead of


playing a Shaper, an experienced single player
can also try controlling two Spirits at once.

3
6 - P L AY E R S E T U P
B 1 2 5 3 4 6
C
6 Common Aspirations in random order 8 Willpower Player Order markers

2 5 4

A 3
1

Balance players sit on this side of the board.


Balance “A” player’s Balance “B” player’s
Emotion deck Emotion deck

Vibe token supply Strong Emotion Deck Balance Fragments

Strong Emotion
Vibe marker supply

Double-sided TEAM BOARD Point counter PLAYER BOARD


Ambition tokens WHEEL OF INTENTIONS Start with 1 Bliss, You start with
1 Gloom Essence 2 Emotions
Each Balance player starts with Shuffled deck of Hidden Aspirations
and 4 Willpower. in your hand.
4 wild Vibe tokens.
The top card must be different from
4 Actions have been unlocked the first Common Aspiration. Action Tracker token
with a wild Vibe token.
M A I N B OA R D S E T U P WHEEL OF INTENTIONS
D Balance has its own Wheel of Intentions, which

The Main board is set up as usual, with the can be kept near the Balance Team board.
following exceptions:
IMPORTANT: Forces of Balance is not compatible
• A Give each Origin Sphere 8 Willpower with the basic game rules presented in the core
counters instead of 7. rulebook — it should be played with the full rule set.
• B Before laying out the Common Aspirations,
BAL ANCE EMOTIONS
remove the Aspiration of Reflection and
two other Aspirations at random from the Because Balance Spirits can benefit from the
deck. The Balance game only has 6 Common Emotions of Bliss and Gloom to accomplish
Aspirations. their Aspirations, they only need a simple Mild
• C Randomly determine player order, as usual, Emotion deck. Each Balance player has a deck of
except that Balance goes third and sixth. If 8 Neutrality (Mild) Emotions, 2 of each Vibe. Just
Balance is played by a Shaper, place its Player like Bliss and Gloom, each Balance player starts
Order markers in both of those positions. with a hand of 2 Mild Emotions.

• Give each team a Balance Scoring Reference


NEUTRALITY NEUTRALITY NEUTRALITY NEUTRALITY

card.
1 2 3 1 2 3 1 2 3 1 2 3
Balance places its Spirits after both Bliss and

ANY

ANY

ANY

ANY
Gloom have placed theirs. Balance Spirits may
be placed on any Frontier space, even one that
is already occupied. However, Balance places no
: : : :

starting Emotions.
4 types of Mild Emotions
B A L A N C E P L AY E R S E T U P Although every Balance Mild Emotion has the same
name, they have different powers, depending
on their Vibes. Unlike Bliss and Gloom Emotions,
Balance’s setup is mostly like that of the other
these powers trigger when the Emotion leaves
players, but there are a few exceptions.
play. Balance Emotion powers are explained at
BAL ANCE SPIRITS the back of this rulebook.

Balance has 2 Spirits. Just like Bliss and Gloom, NOTE: When the rulebook refers to a Balance
each has a special power: Emotion, that includes Neutrality and the
Strong Balance Emotions.
Reason is the strategist. Whenever
Reason uses a Realm Action, it
BAL ANCE STRONG EMOTIONS
always costs 1 less Willpower than
the printed cost, regardless of
which team controls the Realm
associated with that Action.

Intuition is the incentive.


Whenever Intuition gains any
amount of Willpower, it may
convert one into an Essence
counter of its choice (Bliss or
Gloom).

BAL ANCE AND ESSENCE( / ) Choose the Strong Emotion’s Vibe when you put it into play
Balance does not have its own Essence counters. Any Neutrality Emotion can be empowered to
Instead, its Spirits start with 1 Gloom and 1 Bliss become any of Balance’s six Strong Emotions.
Essence each. Unlike Bliss and Gloom, Balance Strong Emotions
don’t have a pre-determined Vibe — you may
During play, whenever a Balance Spirit gains
choose their Vibe by placing a Vibe marker on
Essence, the player decides whether to gain Gloom
them when they are put into play. Their powers
Essence, Bliss Essence, or (if multiple counters are
are explained at the back of this rulebook. The
gained) a mix of both. The type of Essence available
details of how Balance interacts with Emotions
will be important. A Balance Emotion card can
will be explained later, in the section on Gameplay.
have Bliss Essence or Gloom Essence, but not both!

5
B A L A N C E A S P I R AT I O N S S P I R I T AC T I O N S

Much of the uniqueness of the Balance faction lies M OV E S P I R I T


within their Aspirations. They do not compete for
the Common Aspirations at all — for Balance, it is A Balance Spirit can share its space with anyone.
all about the Hidden Aspirations. They have their When Bliss and Gloom Spirits move, the Balance
own set of 8 special Hidden Aspiration cards, Spirits do not restrict them, and when Balance
consisting of two parts: Spirits move, they are not restricted by other figures.

Instead of a Surmount upgrade,


1 2
Balance Spirits have a second Haste
OPENNESS upgrade, so they could potentially
move 3 spaces with one Action.

FRONTIER CONTROL
IS TIED
HAVE EMOTIONS
ON 2+ FRONTIERS
I N VO K E E M O T I O N
Balance can invoke one of its Emotions with either
Bliss or Gloom Essence. Once invoked, the Emotion
1. T
he first condition is like one of the usual
can have only that type of Essence until it leaves
Aspirations. (Aspiration of Reflection is the
play. For example, if you invoke the Emotion with
only one that is not found in Balance’s deck.)
Gloom Essence, your Bolster upgrade will give it
Balance meets this condition if Bliss and Gloom
additional Gloom Essence.
are tied in the Aspiration.

2. 
T he second condition is a goal unique to ALIGNMENT
Balance’s deck. Generally, it is a measure of When a Neutrality Emotion is invoked, it will have
some aspect of Balance’s power within Cerebria. an Alignment based on the type of Essence it was
Balance wants to meet this goal before the invoked with (Bliss or Gloom).
next Revelation. A list of these conditions can
Alignment is important when calculating Realm and
be found in the Appendix.
Frontier control and when checking Aspirations. In
The two conditions are equally important for these situations, Balance Emotions count as Bliss or
Balance. Meeting either one during a Revelation Gloom Emotions, depending on whether they were
will give Balance a Minor Fragment. Balance earns invoked with Bliss or Gloom Essence.
a Major Fragment by meeting both conditions.
In all other cases, however, a Balance Emotion is
A S P I R AT I O N S E T U P an Emotion opposing Bliss and Gloom. For example,
Bliss and Gloom can quell a Balance Emotion
Before shuffling their deck of Hidden Aspirations,
and they cannot intensify it, regardless of its
Bliss and Gloom should remove the Aspiration of
Alignment. When evaluating Bliss and Gloom Spirit
Reflection from their decks. Then, all three teams
and Emotion powers, treat Balance Emotions as
each shuffle their deck of 8 Hidden Aspirations
belonging to an opponent. The only exception is
and place it face down on their Team boards. Just
Suspicion — this Gloom Emotion gets +1 Intensity
like in the core game, the top card of this deck will
only for Bliss Emotions.
be the team’s Hidden Aspiration — they may look
at it at any time. If that Aspiration is the same EX AMPLE:
as the first Common one, shuffle the deck until a
When calculating Bliss’s Aspiration of Unity, this Balance
different card is on top.
Emotion (Urge) is considered part of Bliss’s chain. Bliss
would have a Unity of 3. 1 - 3
G A M E P L AY However, if Bliss were to invoke Desire in that empty
space next to Urge, it would not get a +1 Intensity token
4 – Urge does not count as part of the chain when
Balance strives to keep Bliss and Gloom from
dominating Cerebria. Balance has its own set of evaluating Emotion powers.
Emotions, each of which can be aligned with one
side or the other, but it can also benefit from Bliss
and Gloom Emotions on the board.

The rules for Balance’s Actions require a number


of adjustments, explained below. We also explain 4
how Bliss and Gloom Actions relate to Balance’s 2 3
Spirits and Emotions.

1
6
QUELL EMOTION When a Balance Strong Emotion enters play, it
retains the Essence of the Mild Emotion, so its
Bliss and Gloom can quell Balance Emotions, Alignment will stay the same. However, as a unique
regardless of their Alignment. Balance can quell ability, Balance may choose a new Vibe for their
Bliss and Gloom Emotions, but not Balance Strong Emotions as they are put into play. Place a
Emotions. Vibe marker of your choice on the upper left empty
slot on the Strong Emotion card to denote its Vibe.
FO RT I F Y
Balance has their own Identity Fragments and can N O T E : Neutrality Emotions have abilities that
build Fortresses on empty locations. A Balance trigger when they leave play. Empowering
Fortress will add Intensity to either Bliss or Neutrality causes it to leave play, so Balance’s
Gloom. Balance pays Essence to use the Fortify Empower Actions will always have some added
Action — Bliss Essence when adding an Intensity benefit.
token belonging to Bliss, and Gloom Essence when
adding a token belonging to Gloom.
R E A L M AC T I O N S
When building a Fortress as Balance, use your own
Minor Fragment, but use the +1 Intensity token
Realm Actions are basically the same for Balance
of whichever team is currently in control of the
as they are for the other teams. Reason may use
Realm. If Bliss and Gloom are tied, you may choose
all Realm Actions for 1 less Willpower (as though
which Intensity token to use, and thus choose
the Realms were under its team’s control), while
which of them gains control.
Intuition may use them for their printed cost (as
R AZE though the Realms were not under its team’s
control).
Bliss and Gloom can raze Fortresses belonging to
Balance, regardless of the Intensity token. N E T WO R K O F T H O U G H T S
Balance can raze Fortresses belonging to Bliss and Balance Emotions cannot be moved by Bliss or
Gloom. The Essence paid for the Action must be Gloom, regardless of Alignment. Both Balance
the opposite of the type of Fortress — Bliss Essence Spirits can move Balance Emotions for the
to raze a Gloom Fortress , for example. usual cost, but they cannot move Bliss or Gloom
Balance cannot raze its own Fortresses. Emotions.

E X A LT L AND OF DESIRES
Balance can exalt only Balance Fortresses. If the Balance Emotions cannot be intensified by Bliss or
Fortress has Bliss Intensity, Balance must pay Gloom, regardless of Alignment. Likewise, Balance
Bliss Essence to exalt it and must upgrade its Spirits cannot intensify Bliss or Gloom Emotions.
Bliss Intensity token. Furthermore, the Fortress Both Balance Spirits can intensify Balance
can only be exalted if Gloom does not control the Emotions for their respective cost. The Essence
Realm. The opposite conditions apply if Balance used to intensify the Emotion must match the
wishes to exalt a Fortress with Gloom Intensity. type of Essence that is already on the card.
BAL ANCE FORTRESS ALIGNMENT W I L LOW O F VA LU E S
Just like Emotions, Balance Fortresses also have
Whenever a Balance Spirit gains Essence, the
an Alignment. When evaluating the Aspiration
player chooses whether it is Gloom Essence, Bliss
of Fortitude, they count towards either Bliss or
Essence, or some combination of the two.
Gloom, as denoted by their Intensity token.

E M P OW E R E M O T I O N
Balance has 6 different Strong Emotions. Each
Neutrality Emotion can become any one of these six.

The Empower threshold can be 3, 2, or even 1. The


value is determined not by the Mild Emotion, but
by the Strong Emotion.
Empower threshold 3

NEUTRALITY URGE

1 2 3 2 2 3
7
Mild Emotion Strong Emotion
LITY
ANY
THE ABSORB ABILIT Y • A team that accomplished their Hidden
Aspiration and the Common Aspiration adds
a Major Fragment.
Balance’s Absorb Ability works the same as usual,
except that Balance cannot take additional • If the team does not have any more Fragments
Willpower from the Sphere for controlling an of the type they are supposed to add, they add
adjacent Frontier. Instead, the Balance Spirit their Capping Fragment instead, triggering
takes 1 additional Willpower from the Sphere for the end of the game.
each adjacent Triad with at least one Balance 4. The Balance team checks their Hidden
Emotion on it. Aspiration only. The first condition is met if
2 Triads are adjacent to Bliss and Gloom are tied in the aspect being
a Spirit Figure in a Realm. measured. The second condition is met if
Balance has reached or exceeded a certain
threshold in a specific aspect.

• If Balance meets either condition, but


not both, the Balance team adds a Minor
Fragment.

• If Balance meets both conditions, the Balance


team adds a Major Fragment.

• If they do not have any more Fragments of


the required type, they add their Capping
Fragment instead, triggering the end of the
game.

5. Determine the new Common Aspiration:


Only 1 Triad is adjacent to
• The current Common Aspiration is turned
a Spirit Figure on a Frontier.
face down. It will not be scored again.

R E V E L AT I O N • The team with the fewest current Points (in


the Identity and on their Wheel of Intentions
combined) may move one of the remaining
Just like in the core game, as soon as a Sphere is Common Aspirations to a new position. (It is
emptied of Willpower, a Revelation is triggered. still one of the remaining Common Aspirations
Most steps of the Revelation are similar to the after it is moved.) Break ties randomly.
core game, but there are a few changes specific
to the Balance game. We will go through all steps • The leftmost face-up Aspiration will be the
once again, highlighting changes that are specific new Common Aspiration.
to the Balance game. 6. Choose new Hidden Aspirations:
1. Each side reveals their current Hidden • Each team returns their Hidden Aspiration to
Aspiration (the topmost card of their Hidden the box, whether it was accomplished or not.
Aspiration deck).
• If a team added no Fragment during this
2. Bliss and Gloom each check their own Hidden Revelation, they may look at the top 3 cards
Aspiration and the Common Aspiration to see if of their Hidden Aspiration deck, choose
they accomplished either of them. This always 1, shuffle the rest into the deck, and place
involves determining which team has more the chosen card on top. The Aspiration they
of something. (If both teams have the same choose must not be the same as the new
amount, the Aspiration has not been accom- Common Aspiration.
plished.)
• A team that did add a Fragment simply checks
N O T E : It is not possible to accomplish the other their new top card to be certain it is different
team’s Hidden Aspiration. from the new Common Aspiration. If it is not,
they shuffle the deck until they have one that
3. If Bliss and/or Gloom accomplished any is different.
Aspirations, they may add a Fragment to the • The top card of each Hidden Aspiration deck
Identity by stacking it on the center of the will be the new Hidden Aspiration for each
board: team.
• A team that accomplished only one Aspiration
adds a Minor Fragment.

8
7. If the Fortress location adjacent to the EX AMPLE:
emptied Sphere has a Fragment that was built A Realm control between Bliss 1 - 2 and Gloom
or Exalted earlier than the current turn, add 3 - 4 is tied. Also, Balance has Emotions on
that Fragment to the Identity and remove its three Realm slots 5 - 7 . This means that Balance
associated Intensity token from the Realm. As accomplished both the first and second condition
a result, Realm control may change. of their Hidden Aspiration.

B Bliss 8 - 10 controls more Frontiers than Gloom


N O T E : A Fortress that you built this turn cannot 11 - 12 . Bliss accomplished their Hidden Aspiration.
be added to the Identity. Likewise, a Fortress
that you Exalted this turn (replacing its Minor C Bliss has a longest chain of five Emotions
13 - 17 , while Gloom only has four 18 - 21 . Balance
Fragment with a Major Fragment) cannot be
Emotions also count towards these chains. Bliss
added to the Identity.
accomplished the Common Aspiration.
8. Finally, place 8 Willpower from the general D Finally, Gloom has 11 total Essence on their
supply into the Sphere just emptied. Emotions in play, while Bliss only has 10. Gloom
also accomplished their Hidden Aspiration.
N O T E : In rare cases when more than one team
All three teams did quite well during this Revelation.
repeatedly scores Major Fragments, the Identity Balance adds a Major Fragment for accomplishing both
may grow very tall and thus become unstable. conditions on their Hidden Aspiration. Bliss also adds
In this case, we suggest dividing it in half and a Major Fragment for accomplishing both the Common
placing it next to the Main board. Aspiration and their Hidden one. Gloom accomplished only
their Hidden Aspiration, so they add a Minor Fragment.

A B C D
ATTITUDE

OPENNESS UNITY OPENNESS LIVELINESS


REALM CONTROL HAVE 3+ EMOTIONS
CONTROL MORE FRONTIERS HAVE MORE ADJACENT EMOTIONS CONTROL MORE
HAVE
FRONTIERS
MORE ESSENCE ON THE MAIN BOARD
IS TIED ON REALM SLOTS

Balance Hidden Aspiration Bliss Hidden Aspiration Common Aspiration Gloom Hidden Aspiration

7
9 10

15 16

14 17
1 3
13

8 11

18
6 5

20
4
21 19
12
ENDING THE GAME APPENDIX

As usual, the end of the game is triggered SECOND CONDITIONS OF


• when any team has 20 or more points on their B A L A N C E A S P I R AT I O N S
Wheel of Intentions;
Each Balance Aspiration has two conditions.
• when any team is supposed to add a Fragment The first is like a usual Aspiration. The second is
to the Identity and has no more Fragments of unique to Balance.
that type;
Aspiration of Attitude: There are at
• after scoring the sixth Common Aspiration. least 3 Balance Emotions on Realm
When playing with Balance, the Common slots.
Aspiration row only has 6 Aspirations, so a game Aspiration of Openness: There are
will have at most 6 Revelations. Balance Emotions on at least 2
different Frontiers.
N O T E : in the unlikely case when two or more
teams would score their Capping Fragment Aspiration Awareness: There are
simultaneously, the team triggering the Revelation Balance Emotions in at least 3
(or the team closest to that team in player order) different Triads.
scores the Capping Fragment, while the others Aspiration of Unity: There are at least
that would score a Capping Fragment each score 2 Balance Emotions in one or more
4 points on their Wheel of Intentions instead Unities.
(without gaining any bonuses from the Wheel).
Aspiration of Liveliness: The amount
FINAL SCORING of Bliss and Gloom Essence on Balance
Emotions is equal (and higher than 0).
Calculate all three teams’ final scores as usual.
Aspiration of Versatility: There are at
Whoever has the most points wins. In case of a
least 2 Balance Emotions in play with
tie, the team with the Capping Fragment wins. If
a unique Vibe. In other words, at least
neither team has the Capping Fragment, the game
two Balance Emotions have a Vibe
ends in a tie.
color that the teams those Emotions
are aligned with do not have.
CREDITS
Aspiration of Fortitude: There are at
least 2 Balance Fortresses in play.
GAME DESIGN Aspiration of Sensibility: There is at
Viktor Peter least one Balance Emotion in play with
Richard Ámann 3 or more Intensity.
with
István Pócsi
Frigyes Schőberl
BAL ANCE SPIRITS

REASON, THE LEVELER


ART

Villő Farkas Organized and watchful, Reason is a Spirit of


Toby Allen restraint, order and heedfulness. With the help of
Jamie Sichel Disciple, its favorite Emotion, it can even out the
Pedro A. Alberto wild and unpredictable conflicts between Bliss and
Gloom, bringing equilibrium wherever it goes. Reason
3D DESIGN is also a Spirit encouraging contemplation and self-
discovery: with the help of Curiosity, it will never lose
Krisztián Hartmann
sight of its goals. No Spirit knows Cerebria better
László Forgách
than Reason - it always feels at home in every Realm,
no matter who it belongs to.
RULEBOOK
Reason may use all Realm
Jason A. Holt Actions for one less Willpower.
Viktor Peter (Regardless of which team
controls the respective Realm.)

10
INTUITION, THE UNFET TERED INTUITION

Intuition represents the unrestrained joy and erratic, M OV E


unpredictable behaviour. Being a Spirit of creativity Hide and Seek (+1 WP): Instead of
and unexpected solutions, it is able to shape the moving, switch spaces with any other
Essence of Cerebria at will, aiding or turning on Bliss Spirit. Replaces Haste.
or Gloom on a whim. It can bring Impulse to the Inside
World to let the Essence flow untethered, or Urge to
hasten the development of the Identity. INVOKE
Bolster: Costs 3 WP instead of 1 Ambition.
Whenever Intuition gains any
amount of Willpower, it may Conversion (no additional cost): You
convert one of it into an Essence may take the required Essence from
of its choice (Bliss or Gloom). the general supply instead of using
your own. You may only do this if you
return the same amount of Essence of the opposite
T H E A S Y M M E T R I C S P I R I T B OA R D S
affiliation from your Spirit board to the general
REASON supply. For example, you may invoke with a Gloom
Essence from the general supply if you return a
MOVE Bliss Essence from your Spirit board first. Replaces
Flight (+1 WP): Move up to 2 extra Inner Force.
spaces. Replaces Haste.
QUELL
Mimic (no additional cost): After this
Quell Action, you may use a Vibe token
Command (+2 WP): If you end this
matching the quelled Emotion’s Vibe
Move Action on a space occupied by an
color to unlock or upgrade one of your
opposing Spirit figure, you may pick up
Spirit Actions. Replaces Determination.
that figure and place it on any empty
Spirit space. Replaces Haste. FORTIF Y

INVOKE Exalt: Costs 2 WP instead of 1 Ambition.

Emerge (+2 WP): You may invoke this E MP OWE R


Emotion on any empty Emotion slot, High Spirits (+1 WP): After this
even one you are not adjacent to. Empower Action, draw a card. Replaces
Replaces Bolster. Channeled Power.
Conversion (no additional cost): You
may take the required Essence from
Emotional Outburst: Costs 0 WP instead of 1.
the general supply instead of using
your own. You may only do this if you
return the same amount of Essence of
the opposite affiliation from your Spirit board to
the general supply. For example, you may invoke
with a Gloom Essence from the general supply if
you return a Bliss Essence from your Spirit board
first. Replaces Inner Force.
QUELL
Extinguish: Costs 0 WP instead of 1.

Emotional Cycle (no additional cost):


If you remove the last Essence from an
Emotion with this Quell Action, draw a
card. Replaces Determination.

FORTIF Y
Raze: Costs 3 WP instead of 1 WP and 1 Ambition.

E MP OWE R
Observe (no additional cost): After this
Empower Action, you may use a Vibe
token matching the discarded Mild
Emotion’s Vibe to unlock or upgrade
one of your Spirit Actions. Replaces
Channeled Power.
MILD BAL ANCE EMOTIONS

NEUTRALITY
NEUTRALITY NEUTRALITY
NEUTRALITY

1 2 3 1 2 3
When this green-Vibe Neutrality leaves play,
When this red-Vibe Neutrality leaves play,
ANY

ANY
a Balance Spirit of the team’s choice may gain
a Balance Spirit of the team’s choice may
1 Gloom or Bliss Essence.
draw an Emotion card.
: :

NEUTRALITY NEUTRALITY
NEUTRALITY NEUTRALITY

1 2 3 1 2 3
When this blue-Vibe Neutrality leaves play,
a Balance Spirit of the team’s choice may take
ANY

ANY
When this yellow-Vibe Neutrality leaves play,
a Vibe token of its choice and use it to unlock
a Balance Spirit of the team’s choice gains 2 WP.
or upgrade one Spirit Action.
: :

STRONG BAL ANCE EMOTIONS

URGE  Empower threshold 3 DISCIPLINE Empower threshold 2


URGE DISCIPLINE

When you put Urge into play, choose a Sphere


2 2 3 2 2 2
with at least 3 Willpower in it, and return Emotions in the same Triad as Discipline
2 of that Willpower to the general supply. You have the same Intensity as Discipline at all
NEUTRALITY

NEUTRALITY
may then rotate the Origin clockwise once. times. This overrules any Intensity addition
This does not count as using your Absorb or reduction, including Intensity tokens.
Ability. Urge just wants to make = =
Discipline won’t let things get out of control.
:
CANNOT EMPTY that Revelation happen!

IMPULSE  Empower threshold 1 CAUTION  Empower threshold 1


IMPULSE CAUTION

2 3 4 2 3 4 When you put Caution into play, you may


When you put Impulse into play, you gain reduce the Intensity of Emotions that have
Essence equal to the number of Essence Intensity tokens. The total reduction can be
NEUTRALITY

NEUTRALITY

counters on Impulse. The Essence you gain any number up to the number of Essence
can be of either type or a combination of counters on Caution. Account for this
EACH
the two. The possibilites are endless! EACH
reduction by removing or downgrading
: :
the Intensity tokens. Better not let those
Emotions grow too strong!

INSPIRATION  Empower threshold 3 CURIOSITY  Empower threshold 2


INSPIRATION CURIOSITY

2 3 3 When you put Inspiration into play, take 2 3 4


1 Vibe token of each color you have the least When you put Curiosity into play, look at the
top 4 cards of your Aspiration deck, and put
NEUTRALITY

NEUTRALITY

of and use them to unlock or upgrade your


Spirit Actions. Let your mind fly free! them back in any order. This may change your
(For example, if your board has exactly 1 of each
current Hidden Aspiration. Curiosity can help
EACH color, then you get to add 1 more of each color, thus TOP 4
you achieve great things.
: :

unlocking or upgrading four times.)


LEAST COLOR

I C O N G LO S S A RY

Use Balance Absorb ability Balance Hidden Empower


Aspiration card
Balance Minor
Balance Spirit Balance Emotion card Identity Fragment
Balance Emotion Balance Major
Essence space Discard Emotion card
Identity Fragment

Balance Vibe token Balance Mild Balance Capping


Emotion card Identity Fragment
Balance Strong
Emotion card

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