World Cycle and Phases
14. World Cycle and phases
One play session is one Cycle.
The Cycle ends when the phase track completes — not when the table feels done.
This section formalizes: • phase pacing • what is allowed in each phase • required end-of-cycle safety checks • when the world gets to respond
14.1 The Cycle Pattern (Default)
Dawn • draw 1 World Card (if your table uses a World deck) • declare Drives (Section 22.2) • one repair/recover option per player (Downtime-light; see Section 13 and 10/11)
Day • primary action phase • Support allowed (Sections 8 and 10.3) • Danger accumulates through play
Dusk • pressure phase (14.3) • Support costs increase (Section 10.3) • travel becomes risky (14.3)
Night • no proactive actions • must be sheltered to avoid Exposure pressure (14.4)
Collapse • forced end-of-cycle resolution • perform the Safe Location Check (14.4) • resolve world response triggers (Sections 18–20) • then apply progression/end-of-cycle updates (Section 22)
14.2 Advancing Phases (Action Pressure)
Default pacing: • every 6 Action Cards played by the table advances the phase by 1 step (include Support discards and major gear activations that function as actions)
14.3 Dusk Mechanics (Environment Intensifies)
Dusk begins when the Cycle marker enters Phase III.
Mechanical changes:
• All actions gain +1 Cost tier (expressed as mandatory d4 Cost or equivalent pressure)
• d4 Cost results are treated as +1 result (1→2, 2→3, 3→4, 4 stays 4)
• Support during Dusk increases escalation pressure:
– the supporter’s contribution is treated as adding +1 Danger tier to the scene’s consequence framing
(this does not change the die; it changes how harshly DANGER is applied when read)
Travel is Risky:
• travel actions during Dusk require a mandatory d10 Danger die
• on Failure (Fate tier 4–7) during a Dusk travel action, trigger Exposure immediately (Section 17)
Shelter Work Is Slower: • building/reinforcing shelter costs double resources (materials, effort, or equivalent stakes) and should be reflected as increased Cost consequences
Psychological Pressure: • quiet scenes during Dusk require a mandatory d10 Danger die (the world is listening, even when you whisper)
Dusk exists to force decisions, not to kill players.
14.4 Safe Location Check (End of Cycle)
At end-of-cycle:
• If the party is in a Safe Location (Section 15.3), they may perform recovery/maintenance options: – clear Fatigue down to Burden floor (Section 10) – remove Conditions if downtime rules permit (Section 11) – craft/repair if time and requirements allow (Section 9.9)
• If not Safe: – resolve Exposure (Section 17), typically 1 draw per player
14.5 End of Cycle Updates
At Cycle end: • update/resolve Drives (Section 22) • progress/alter Tags if Safe (Section 22) • advance local threat pressure where appropriate (Section 15) • resolve Attention spend triggers and any Doom/Catastrophe outcomes (Sections 18–20)