mundane

How to play

Two households face off across the kitchen table. Everything below is the gentle version of the specification — read that when you need the exact wording.

The goal: drain their Composure

Composure is your household’s patience with the world. You both start at 20. Knock your opponent’s Composure to 0 or below and their household falls apart — you win. From that moment the game is over and nothing else can happen.

The budget: Time

You pay for everything with Time. Every card costs some whole number of Time to play, and you simply can’t spend Time you don’t have. At the start of each of your turns your Time resets to 5 and you draw a card (if your deck still has cards in it). Time does not carry over — use it or lose it.

The cards

There are five kinds of card. Three of them stick around; two of them happen once and are gone.

Stays on your board (permanents):

When one of these resolves, it lands on your side of the table and stays there.

Happens once, then into the discard (one-shots):

That last difference is the heart of the game, so it has a name.

Timing: sorcery speed vs instant speed

A turn, phase by phase

Every turn walks through five phases, always in this order:

Reset  ->  Wake Up  ->  Plan  ->  Do Stuff  ->  Wind Down

Here’s the part people find surprising: there is no “next phase” button. You never declare that a phase is over. A phase ends only when everyone has passed in a row with nothing waiting to resolve. Which brings us to priority.

Priority: whose moment is it?

Keep two ideas separate:

They are not the same thing, and that’s the whole point: because priority can be held by the non-active player, you get to do things on your opponent’s turn.

When you have priority you may either play a card you’re allowed to play, or pass. Each time someone plays a card, priority snaps back to the active player (so they can respond first), and the count of “passes in a row” resets to zero. When players just keep passing:

So phases don’t advance because someone says so; they advance because the table has gone quiet.

The stack: things wait their turn

When you play a Task or an Instant, it doesn’t take effect immediately. It goes onto the stack — a pile where the most recent card sits on top. The stack resolves top first: last in, first out.

This is why reacting works. If your opponent plays a Task and you respond with an Instant, your Instant lands on top of their Task — so your Instant resolves first, before their Task ever gets the chance. Permanents skip all this drama: when a Person, Appliance, or Habit resolves, it just goes onto your board.

Want to see all of this in motion? Head to the worked examples.