# THE COUNTERFOIL LEDGER
## The complete rules of THE WINDOW (Contra-Zero Certificates) and the manual of the game, the archive, and the economy

This document is the whole law. Where any summary, tooltip, or memory disagrees with it,
this book wins; where this book disagrees with the engine, that is a defect — report it.
Six books: **I. The Table** (the base game), **II. The Folded** (seven certificates),
**III. The Archive** (four further sets of seven), **IV. Tables & Modes** (how duels are
convened), **V. The Ledger** (prints, marks, keys, and trade — the player's manual to the
economy), **VI. Rulings** (the case law).

---


# BOOK I — THE TABLE

## I.1 The terms
Every word below is used in its exact sense throughout this book. Nothing here is
metaphor.

**The axis.** The line between the two seats. Chains are built outward from it; it is the
origin of every position, and it counts as one for Collect.

**A stroke.** One unit of the table's substance. Thirty exist. They sit in the plenum or
in a player's hoard, and they move between these places. They are never made, never
destroyed, never spent out of existence.

**The plenum.** The table's own hoard of strokes — what is not currently held by a
player. It begins with thirty and is drawn from, and returned to, all game.

**A hoard.** The strokes one player holds. Yours count toward your Substance.

**A certificate.** A card. Each bears a **name**, a **cost** in its ring, and for most, a
**rule**. Forty-three exist across five sets, plus two fixtures.

**Cost.** The number in the ring. See I.3 — it is weight, never a price.

**A chain.** The row of certificates one player has built, running outward from the axis.
Its order is fixed once built and changes only by Turn, Transport, or Alphabet.

**Inner and outer.** Inner is toward the axis; the **innermost** card sits against it.
Outer is away; the **outermost** card ends the chain. Building places at the outer end
unless Alphabet stands.

**The hand row.** The certificates dealt to you and not yet built. Face down, but open to
inspection like everything else.

**The market.** At market and portfolio tables, certificates dealt face down to the middle,
available to either player's Build.

**Face up, face down.** A certificate's two states. **Face up is in force**: it carries its
weight at reckoning and its rule is live. **Face down is folded**: it carries no weight and
its rule is silent — but it has not left. It holds its place in the chain, keeps its serial,
and can be raised again by Trace. "Spend" always means: turn face down. This book uses *in
force* and *folded* for these two states and no other words.

**A seam.** A border between two adjacent certificates in a chain. Cut names a seam, not a
card.

**Spoils.** A certificate taken by Cut. It sits beside the taker's chain, face down, and
scores one Holding.

**The hostage.** The single certificate held beside the axis by Hold. At most one exists at
a time.

**A fixture.** Sponsorship and Seal. They convene the table and are never dealt, built,
folded, or scored.

**Action, turn, round.** An **action** is one of the eight (I.5). A **turn** is one player
taking exactly one action. A **round** is both players' turns; the Seal steps once at its
end.

**The Seal.** The clock. It shows 0 through 12. At twelve the table closes.

**Settling.** A table settles when it produces a verdict: a win, a loss, or a Balance. An
abandoned table settles nothing.

## I.2 The matter of the game
Two seats. One **axis** between them. **Thirty strokes** in the **plenum** — the table's
own hoard — and never more nor fewer anywhere in the world: strokes move, they are not
made or destroyed. A clock called the **Seal** that steps from 0 toward 12 and cannot be
argued with. And **certificates**: cards, each with a **cost** printed in its ring, each
face-up or face-down, chained outward from the axis on each player's side.

Two certificates are **fixtures** and belong to the table itself, not to any pool:
**Sponsorship** (cost 1, the spiral — the mark of standing) and **Seal** (cost 3 — the
clock made flesh). They convene the table; they are not dealt, built, or scored.

## I.3 On cost
The number in a certificate's ring is its **weight**, not its price. **Nothing is ever paid
to build.** Placing a certificate is an action, and actions are free; no stroke changes
hands, no debt is incurred, no permission is needed. A certificate you hold may always be
built.

Cost does five things, and nothing else:

1. It is your **Substance** while the certificate stands in force (I.9).
2. It is the **ransom** its owner pays to redeem it from the hostage's place (I.7) — the
   one literal payment in this game, and even there the strokes only change hands.
3. It is the **debt** Spend-Covering reckons, taken from the most expensive certificate in
   your chain (Book II).
4. It is a **coordinate** for Primeladder, which counts the differences between adjacent
   costs (Book III).
5. It is what **Genealogy** doubles at your chain's inner end (Book III).

A heavy certificate is therefore prize and exposure at once: worth more standing, dearer to
ransom back, and alone in setting your debt. High cost is not strength. It is presence, and
presence can be seized.

The fixtures prove the point. Sponsorship carries 1 and Seal carries 3, and neither is ever
dealt, built, folded, or scored. They are costs that do nothing but stand — marks of
standing, which is what every cost is.

## I.4 The playing certificates
The **base six**: Tally 5 · Pairing 4 · Separation 3 · Escrow 4 · Reflection 2 ·
Exchange 10. Four of these carry **powers** (I.7); Tally carries none and is worth
its weight; Exchange is the heaviest thing in the game.

## I.5 Convening (base table)
Shuffle the base six. Deal **three to each seat**, face down, into each player's **hand
row**. The first seat takes **three strokes from the plenum** (the plenum now shows 27).
The Seal shows 0. All information is open at all times: hands, chains, everything may be
inspected by anyone, always. There is nothing hidden in this game — only things not yet
done.

## I.6 The turn, and the law of the turn
Play alternates. On your turn you take **exactly one action**. You may never pass, and
nothing may ever leave you without an action: **if every action is closed to you, you are
compelled to Accelerate** — even twice running, even through a card that forbids it. The
law of the turn outranks every certificate (Rulings R-01, R-09).

When the second seat has acted, the **round** ends and the Seal **steps once by itself**.
When the Seal reaches **12, the table closes at once** — even in the middle of resolving
an action, that action completes and nothing else follows (R-07). Nothing makes the game
longer. (One certificate bends this by its own name; see Zenoseal, Book III.)

## I.7 The actions
**BUILD.** Take one card from your hand row (or, at a market table, from the market) and
place it **face up** at the **outer end** of your chain. Building is how a certificate
enters force; its power (if any) is live while it stands face up in your chain.

**COLLECT** — needs your **Pairing** face up. Count **N** = one for the axis, plus one
for **every face-up chained card on both sides of the table**. Take exactly N strokes
from the plenum. If the plenum holds fewer than N, the Collect is closed to you: **there
is no partial collection**, ever.

**CUT** — needs your **Separation** face up, and spends it (Separation turns face down).
Name a **seam** in the opponent's chain — a border between two adjacent cards. The seam
divides their chain into an inner piece (against the axis) and an outer piece. The
**smaller piece** yields its **outermost card** to you as **spoils** (laid beside your
chain, face down, scored under Holdings). The rest of their chain closes up in order. If
the pieces are equal, **the defender chooses** which piece yields. A seam whose yielding
card is shielded by Keeping cannot be named.

**SWAP** — needs your **Reflection** face up. The two chains **change owners entirely**.
Every Reflection on the table then turns face down: the mirror is spent by its own use.
(Hands, strokes, and spoils do not move — only the chains.)

**HOLD** — needs your **Escrow** face up, and the table must hold no hostage already.
Name one **face-up** card in the opponent's chain **other than their innermost**; it
leaves the chain (the chain closes) and sits beside the axis as the **hostage**. Only one
hostage may exist at a time.

**RANSOM.** If the hostage is yours, you may pay its printed **cost** in strokes; the
payment goes to **whoever controls Escrow at that moment** — usually the holder, but a
Swap can make this strange, and the game lets it be strange. The card returns to your
**hand row**. Each player may ransom at most **twice per game**. If Escrow leaves force
(cut away, challenged face down, or swapped into its victim's own control), the hostage
is **released at once**, free, to its owner's hand.

**CONVERT** — needs your **Exchange** face up. Trade with the plenum: give 3 strokes and
take 7, or give 7 and take 3. Both directions exist because both are sometimes wise.
Once per turn like anything else; no limit per game (R-03).

**ACCELERATE.** Step the Seal once, immediately, in addition to the automatic step at
round's end. You may not Accelerate twice in a row **on your own turns** — unless the
law of the turn compels you (I.6).

## I.8 What never happens
These are rules, not omissions. Each is stated because its absence elsewhere would be
mistaken for a gap.

- **Nothing is paid to build.** No cost, no tax, no permission.
- **Nothing is discarded.** There is no graveyard, no exile, no removal from the game. A
  certificate is in force, folded, spoils, or hostage — always somewhere, always countable.
- **A folded certificate does not leave its chain.** It holds its position, keeps its
  serial, and may be raised again by Trace.
- **No stroke is created or destroyed.** Thirty at the start, thirty at the close. Every
  Collect, Convert, Ransom, and Spend-Covering draw only moves them.
- **You may never pass.** If every action is closed to you, you are compelled to Accelerate
  (I.6, R-01, R-09).
- **The Seal never runs backward and never stops.** Only Zenoseal bends its final step, and
  only by folding itself (R-13).
- **Nothing is hidden.** Hands, chains, spoils, hostage, hoards, and the Seal may be
  inspected by either player at any time. There is no bluff in this game — only things not
  yet done.
- **The columns are never added.** They are compared, one against one (I.9).

## I.9 The three columns — never added
When the Seal closes the table, each player reckons **three columns**. They are compared
**column by column**; they are **never summed**, weighted, or traded against each other.

**SUBSTANCE.** The printed costs of your **face-up** chained cards, **plus your strokes**.
(Face-down cards contribute nothing — see Descent and Hemiring for the two dissents.)
If Spend-Covering is in your chain, its debt is settled first: see Book II. Torsor, if in
force, acts **after** debts (R-06). A debt greater than what you hold takes all of
it and stops there; the ledger records what remains present, never a shortfall.

**FORM.** The length of your **longest unbroken run of face-up cards** in your chain.
A face-down card breaks the run (Gram, Shadow, Noninscript, and Wellformed in Book III
each bend this in their own way).

**HOLDINGS.** One per spoils card beside your chain, plus one if a hostage sits under an
Escrow **you** control when the table closes.

Whoever takes the majority of columns (two or three) **wins**. If no majority forms —
columns split 1-1 with one level, or all three level, or any pattern without a winner —
the result is a **BALANCE**.

## I.10 The Balance
A Balance is not a draw, not a tie to be broken, not half a win. It is the table's third
verdict, recorded under its own name, counted in its own column forever. The Standing
Table (Book IV) tracks wins, losses, and Balances **apart — never added** — and some of
the rarest things in the game are paid only for a Balance.

---

# BOOK II — THE FOLDED

Seven further certificates, joining the pool at market tables and beyond. Each carries
its rule on its face; each rule is total.

**TORSOR — 6.** While face up at scoring: after all debts, add the **absolute difference
between the two Substances** to **your** Substance. (Blocked entirely if the opponent's
Independence is face up — R-12.)

**BALANCE — 2.** While face up at scoring: if **exactly one column is level**, that
column is yours. (Blocked by the opponent's Independence. If both players somehow show
Balance face up — impossible from one pool, possible in strange futures — the table's
single copy rule prevents it today.)

**DESCENT — 3.** While **face down** in your chain, it scores **the Seal's final step**
instead of nothing. Built and left standing it is a plain 3; folded at the right hour it
is worth the whole clock.

**TURN — 2.** Spend it: **reorder one chain entirely** — yours or theirs — into any
order you choose. The cards keep their faces; only the order moves.

**KEEPING — 3.** While face up: **its two neighbours** in your chain cannot be taken —
not by Cut, not by Hold. It never protects itself.

**NO-GO — 1.** Spend it: **challenge** one face-up card of the opponent's. In
Counterfoil the challenge is a timed pattern drill at the table (Book IV.4); win the
drill and the challenged card turns face down (its power dies standing). Escrow
challenged down releases its hostage.

**SPEND-COVERING — 5.** On building it, take **five strokes at once** from the plenum
(or all that remain, if fewer). At scoring you **owe the plenum the printed cost of the
most expensive card in your chain**: the debt is paid from your strokes first; whatever
cannot be paid is **subtracted from your Substance**. Rich now, reckoned later. The debt
binds whichever face it shows (R-05).

---

# BOOK III — THE ARCHIVE

Twenty-eight further certificates in four sets of seven, earned from the Registrars
(Book IV). New cost values 7 and a second 10 enter the ladder. Every rule below is
exhaustive; interactions not stated do not exist.

### Set II — THE LETTERED
**ALPHABET — 2.** While face up: your Build may place the new card at your chain's
**inner end**, against the axis, instead of the outer.
**GRAM — 3.** While face up: a **single** face-down card lying between two of your
face-up cards does not break your run (it still scores nothing, and adds no length).
Two face-down cards together still break it.
**CANONICAL — 3.** While face up: **no power may turn another card of yours face down**
(No-Go's success included). It never protects itself — Canonical may always be
challenged.
**WELLFORMED — 4.** At scoring: if your chain holds **no face-down card** (transparent
Noninscript excepted), add **two to your Form**.
**FAITHFUL — 3.** While face up, **anywhere on the table**: the chains cannot change
owners. Swap is closed to both seats.
**ADMISSION — 2.** Spend it: take **any one market card into your hand row**.
**INTERFACE — 4.** While face up: your Ransom **may be paid to the plenum** instead of
to the holder. The card still returns to your hand; the count is still conserved.

### Set III — THE BEGOTTEN
**CONSTRUCTOR — 5.** Spend it as your action: **build twice** — two cards, your choice
of order, both at your outer end, as one action.
**GENERATOR — 6.** While face up: at each round's end, take **one stroke from the
plenum** — but only if the plenum then holds **more strokes than both hoards together**.
The trickle stops the moment the table's wealth leaves the table.
**FORK — 3.** While face up, when your chain is Cut: you may **throw Fork into the
cut** — Fork is taken as the spoils instead of the card that would have yielded.
**GENEALOGY — 5.** At scoring: your **innermost card, if face up, scores its cost
twice**. (If Genealogy itself is innermost and face up, it doubles itself.)
**MODEL-A — 2.** While face up: it **has the action power of the card immediately inner
to it** — Collect, Cut, Swap, Hold, Convert, Turn, or No-Go only (R-08).
**MODEL-B — 2.** As Model-A, but the card immediately **outer** to it. Two Models facing
each other copy nothing.
**OMEGAFAM — 10.** While face up: your **Collect counts face-down chained cards as
well** — the whole table, both sides, every card, plus the axis.

### Set IV — THE COUNTED
**HEMIRING — 4.** At scoring, while face up: your face-down chained cards each score
**one**. Nothing of yours is a zero. (Descent still takes the Seal instead;
Noninscript still scores nothing — its refusal is deeper.)
**PRIMELADDER — 5.** At scoring, while face up: gain **one Substance for every
different step** your chain contains — a step being the difference between the printed
costs of two adjacent cards, whatever their faces.
**EULERFUSE — 3.** Spend it: return **one of your spoils cards to your chain's outer
end, face down**. Holdings become future Substance; nothing is destroyed even in defeat.
**TRACE — 4.** Spend it: turn **one face-down card in your chain face up** where it
lies. Spent powers can be raised again (and see R-13).
**INDEPENDENCE — 3.** While face up at scoring: **no card of theirs alters your
columns** — their Torsor gains nothing from the difference, their Balance cannot claim
the level column. Your own scoring cards are unaffected.
**SELECTION — 3.** While face up: **your face-up cards do not count toward their
Collect** (Selection itself included). Their table shrinks by exactly your presence.
**EXHAUSTION — 1.** Spend it: **their next action may not repeat the action they took on
their previous turn.** (Subject always to the law of the turn.)

### Set V — THE SEALED
**PLENUM — 6.** On building it: **every stroke in both hoards returns to the plenum.**
All of them. Yours too.
**REFUSAL — 2.** While face up, when the opponent **names a seam or a hostage**: you may
spend Refusal — **the naming is refused**; their action is spent to no effect. Their
enabling card is not spent; only their turn is consumed (R-10).
**SHADOW — 2.** At scoring, while face up: your **longest unbroken run of face-down
cards may stand as your Form**, if it is greater than your face-up run.
**STAGE — 3.** While face up: **Accelerate is unavailable to your opponent** — except
when the law of the turn compels them (R-09).
**TRANSPORT — 2.** Spend it: move **one card of yours to either end** of your chain, the
rest closing in order.
**NONINSCRIPT — 1.** It scores **nothing, face up or face down**, and **never breaks
your run** — transparent to Form entirely. It is present, and that is all it is.
**ZENOSEAL — 7.** While face up: when the Seal would reach **twelve**, it shows
**eleven** instead, and Zenoseal turns face down. (Trace may raise it to fire again —
once per raising, bounded and priced; R-13.)

---

# BOOK IV — TABLES & MODES

## IV.1 Base tables
The four clerks of the Plenum convene base tables (I.5): six certificates, three
per hand. Settle three of the four — **a win or a Balance settles a table** — and the
market seal breaks.

## IV.2 The market table
The Assessor's table. The base six and the Folded seven — **thirteen certificates** —
are shuffled together; **five dealt to each seat, three to the market**, face down but
open to inspection like everything else. Build may take from hand **or market**. The
worked game of the old rulebook plays at this table (and its printed plenum column was
wrong by three; the corrected count is 24/21 — Erratum E-01).

## IV.3 The Portfolio (archive tables)
Beyond the Assessor, tables are convened from **portfolios**: each player brings
**eight distinct certificates they own**. The two portfolios are shuffled **together
into one pool**: five dealt to each seat, three to the market, the remainder set
**aside** — out of that table's reach entirely. Your opponent may draw, build, and spend
**your** certificates: inscription circulates at the table; **ownership returns when the
table closes**. Your finishes travel with your prints — a holofoil is a holofoil in
whosever hand it lands.

## IV.4 The No-Go drill
When a human's No-Go challenge (or a copied one) resolves, the table sets a **timed 3×3
pattern drill**: reproduce the shown pattern before the timer closes. Success flips the
challenged card; failure spends No-Go for nothing. Registrars and Chairs answer the
drill at their own listed competence instead.

## IV.5 The Registrars
Four booths, four sets. Each Registrar convenes portfolio tables built around its set
and **teaches its seven cards by playing them against you**. First settlement (win or
Balance) strikes **the set's seven prints to your name**, one of them **holofoil**, plus
marks — **and a Balance pays better than a win**; the Registrars respect a level table.
Repeat settlements pay marks and a sealed bundle.

## IV.6 The Standing Table
Twelve Chairs, in rising strength — deeper search, thinner error, never stat inflation
and never rule exceptions: the Chairs play the same law you do. Beat Chair *n* to unlock
Chair *n+1*. Wins, losses, and **Balances are counted apart, forever unadded**. Notable
payments: a sealed bundle at every second first-clearing; **the unique Misprint** — the
one Tally in existence whose ring and tally strokes disagree, serial CZ-TALLY-000, the
only card that ever failed the Fold — for your **first Balance at Chair VI or above**;
and a holofoil **Zenoseal** for the first clearing of the Twelfth Chair.

---

# BOOK V — THE LEDGER
*(The player's manual to prints, marks, keys, and trade. Everything here is done inside
the game; the paths are given as: Booth → Button.)*

## V.1 What a print is
Every card you own is a **print**: a serial-numbered instance of a certificate title,
in a **finish**. Finishes are styling and provenance **only** — a holofoil Tally and a
standard Tally are the same card at the table, forever (R-11). Finishes:
**standard**, **gilt**, **holofoil** (animated), and the unique **misprint**.
Rarity runs on two axes and they never mix: rarity of **mechanics** lives in the sets;
rarity of **style** lives in the print run. Print runs are **fixed at the mint,
published, and never extended** — the full census is public at `/ledger` on the league
server, and anyone may count.

**Stamped and unstamped.** A print is **unstamped** until the mint has signed it:
fully playable at every table, visible in your collection with the ⧗ badge, but **not
tradable** — an unstamped print is your own ledger's claim, believed by no one else.
A **stamped** print (✓) carries the mint's signature and a real serial from the fixed
runs; it is yours in a way mathematics enforces.

## V.2 Your ledger key (your account)
Your account is a **cryptographic keypair struck in your own browser** — no signup, no
email, no server permission. Its public half is your **address** (CZ-XXXX-XXXX-XXXX);
its private half signs your trades and exists **only in your device's memory and inside
your save codes**, armored under your passphrase.

**Strike it:** The Exchange or any stamping flow offers it the first time —
*Exchange → Strike the key.* Read the warning and mean it: **lose the passphrase, lose
the key, lose the collection. There is no reset, because there is no custodian.**

## V.3 Save codes (do this tonight)
*Topbar → Save → enter a passphrase → Write the save code.* The code is plain text:
your progress, your collection, your notes, your seen-registry, and your armored key.
Copy it into Notes, a file, paper — anywhere. **The page holds nothing when it
closes**; the save code is the only place your world exists. Loading: paste the code,
enter its passphrase. Two devices are just two loads of the same code (export freshly
whenever you've traded — a stale code is a stale wallet).

## V.4 Stamping (making prints real)
*Vault Store → Present for stamping → enter the league server URL.* Every uncertified
print you hold is presented; the mint allocates true serials from the fixed runs and
signs each to your key. Watch `/ledger` change as it happens — those `owned` counts are
your certificates. Offline play accrues unstamped prints without limit; **stamping is
the one moment supply is drawn down**, which is why a million free copies of the game
cannot inflate it.

## V.5 Marks and notes (the currency)
Marks earned at the tables are **unstamped marks** — a counter in your own ledger,
spendable **only** in the offline store, meaningless to anyone else.
Real currency is **notes**: mint-signed bearer certificates in denominations
**M1 · M5 · M25 · M100**, from a treasury of **1,500,000 marks minted once and never
again** (audit: `/treasury`).

**Claim notes:** *Vault → Claim notes from unstamped marks.* The faucet converts up to
**50 marks per key per day** — a published policy, not a security promise; your real
income is server-witnessed play and trade.
**Spend notes:** buying with notes returns a **stamped** print and exact **change**;
the notes you spent go **back to the treasury to be re-issued**. The supply never
moves. Buying with unstamped marks returns an unstamped print (offline path).
**Bundle odds (published):** a bundle yields three prints — rarity 50% common /
30% uncommon / 17% rare / 3% sealed; finish 70% standard / 20% gilt / 10% holofoil.
Bundles are **earned at the tables, never sold for money**.
**Prices:** singles by rarity M30/M60/M120/M240 · finish upgrade gilt M80, holofoil
M200 · bundle M50 (marks).

## V.6 Trading (the Exchange)
A trade is an **endorsement**: you sign a certificate over to another key. Nothing is
copied, nothing is hidden; the signature chain is the ownership.

**Receiving:** *Exchange → Copy my ledger card* — send that code to your counterparty
(it holds only your public key).
**Sending:** paste **their** ledger card into the Exchange box → select the stamped
prints and notes to give → *Endorse & write the slip*. The instant the slip is written,
those certificates **leave your collection** — the endorsement is the transfer; hand
the slip over by any channel at all.
**Importing:** paste a received slip → *Import*. The game verifies the mint signature
and every endorsement hop **offline**, confirms the chain ends at **your** key, checks
the seen-registry, and only then admits the certificates. A print endorsed to someone
else is provably not yours to take; a conflicting endorsement is refused with a **fraud
proof retained** — the sender signed the same print twice, and their own signatures
convict them.
**Notarizing:** with a league server configured, imports are notarized automatically;
the first endorsement recorded at each hop wins, and conflicts are answered with the
prior record attached. The server is a witness, never a warden: it cannot mint, seize,
or rewrite what you hold.

## V.7 What can and cannot happen
Cannot happen, mathematically: **forgery** (no mint key, no minting), **theft** (a
pasted code endorsed to another key is unusable and un-re-endorsable), **silent
inflation** (count the serials yourself), **tampering** (any altered byte kills the
signature). Can happen, and is answered: **double-spending by a print's true owner** —
detected on reconciliation, attributable by their own signatures, barred outright when
a notary is in the loop. Progress and unstamped marks are self-attested — your solo
ledger is yours to keep honestly or not; the economy only ever believes signatures.

## V.8 Housekeeping
Back up: your **save code** (your key and collection) and — if you run the mint — the
**mint key**. Audit anytime: `/ledger` (prints), `/treasury` (currency),
`/provenance/SERIAL` (one certificate's whole life). The Misprint is deliberately
absent from the mint ledger: it exists exactly once, by award, and its serial is 000.

---

# BOOK VI — RULINGS

**R-01 · No-pass supremacy.** If restriction empties your action set, Accelerate is
forced — even twice running. **R-02 · The drill.** No-Go resolves as the timed pattern
drill; AIs answer at listed competence. **R-03 · Convert** is once per turn, unlimited
per game. **R-04 · Self-keeping release.** A Swap that gives the hostage's owner control
of Escrow releases the hostage. **R-05 · The debt binds any face.** Spend-Covering's
reckoning applies face up or down. **R-06 · Torsor after debts.** **R-07 · The twelfth
step is atomic.** An action in progress completes; nothing follows. **R-08 · Models copy
action powers only** — the seven core actions, one hop, with the copier's own face and
position; mirrors facing mirrors copy nothing. **R-09 · R-01 generalized** over Stage
and Exhaustion. **R-10 · A refusal consumes the turn only** — the refused player's
enabling card is not spent. **R-11 · Finish is never mechanics.** **R-12 · Independence
scope**: their Torsor gains nothing against you; their Balance cannot claim; your own
scoring cards unaffected. **R-13 · Zenoseal per raising**: it fires by turning face
down; Trace may raise it to fire once more; bounded by Trace's own spending.
**E-01 · Erratum**: the old rulebook's worked game misprints the plenum column by three;
conservation forces 24/21.

*Nothing is created. Nothing is destroyed. The columns are never added. — The Fold.*
