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Habits

Habits Rulebook

Table of Contents

Table of Contents

  • Components
  • Setting Up
  • Objective
  • How Influence Works (Good and Bad)
    • Example: Bad Habit Trigger
    • What if the adjacent influence-space is empty?
    • What if the habit in the influence space is already the same colour as the triggered habit?
  • How Bad Habits Trigger
  • How Good Habits Trigger
  • How Does This Work?
  • Re-arranging and Protecting Habits
    • What if after a move one die is down to zero and the other isn't?
    • What if I flip the blue card the cube is currently on?
  • Sequence of Play

Components

  • 2x 6-sided dice
  • 9x 2-sided habit cards
  • 1x red cube/meeple

The habit cards have a good side (yellow) and a bad side (blue). The good side is shown as "Being Social" and the bad side as "Social Media".

Setting Up

  1. Shuffle the 9 cards.
  2. Starting with blue, place cards in a 3x3 grid alternating between blue and yellow.
  3. Place the red cube on the top left card.

Objective

  • Get all 9 cards facing yellow side up to WIN.
  • If you are unable to do any more moves, even with a perfect roll - you've lost.
  • If all 9 cards are blue side up - you've lost.

How Influence Works (Good and Bad)

In the top left corner of each habit card is a grid showing which cards will be influenced when this habit triggers. 'Influence' works both ways, depending on whose turn it is - good habits flip bad habits, bad habits flip good habits.

The dark square represents this habit card. The lighter squares show which adjacent spaces can be influenced.

Example: Bad Habit Trigger

Let's say this bad habit triggers. Note the influence grid (1) and the placement of the bad habit in the 9 card layout (2):

Only the 2 cards indicated (with a red dot) will be influenced (flipped to blue).

What if the adjacent influence-space is empty?

If an 'influence space' falls outside of the 9 cards (in this case, anything left from the triggering habit) its effect is void for that turn. Check the next influence space in the grid etc.

What if the habit in the influence space is already the same colour as the triggered habit?

Leave that card as is. Check the next influence space in the grid etc.

How Bad Habits Trigger

Once per turn, the red cube triggers whichever blue card it is currently on. After a bad habit triggers and its effects have resolved, move the red cube to the next available blue card (left to right, row by row). If no blue cards are available, the cube starts over from the top left most available blue card.

How Good Habits Trigger

Good habits don't just trigger automatically. You need to exert time and effort to trigger them. On your turn you will roll the 2 6-sided dice to see how much 'time and effort' you have to exert this turn. Your turn lasts as long as you have time and effort left to exert.

Exerting Time and effort: You must use your dice to coordinate which good habits you want to trigger in your grid. You can use either of the dice on the vertical or the horizontal sides of the grid, you can even switch the dice in-between moves.

How Does This Work?

Let's say you rolled a 4 and a 6, you can probably do more than one move in this turn. You want to trigger the middle card (you can only trigger cards that have the yellow side up). To do that you need to coordinate your time and effort correctly. In this case you will need to spend 2 to place the one dice on top of the 2nd top-row card (because the middle card is in the second column in the 3x3 layout counting from left to right). Now you need to place the other dice next to the 2nd card in the left vertical column (because the middle card is in the second row of the three rows in the 3x3 layout counting from top to bottom).

Now you can trigger the middle card, meaning you can flip over all blue cards that are currently on the middle card's influence-spots (indicated by red dots below) in relation to where the triggered card is in the 9-card layout.

Now remove the 2 'time and effort' you used to coordinate from your top dice (6-2) resulting in 4. And remove the other 2 you used to coordinate from your side dice (4-2) resulting in 2. With a 4 and a 2 left you can continue this turn!

Re-arranging and Protecting Habits

There are two other actions you can take, the most important one is re-arranging habits. At any point during your turn, you can spend 6 'time and effort' to swap around any two good habit cards. You can spend any amount from either or both dice as long as you exert 6 total. You can only swap cards that are currently yellow-side up (after swapping cards, change dice to reflect what 'time and effort' is left on each. Continue your turn if possible).

If you choose to do the third type of action, protecting a habit, you may not do any other action in that turn at all. On your turn you may choose to place both dice on top of any yellow-side-up card. This card is now protected from being influenced (and will not flip to blue side if a nearby blue card trigers) until your next roll.

What if after a move one die is down to zero and the other isn't?

Your turn ends. You need two active dice to do any move.

What if I flip the blue card the cube is currently on?

Simply leave it there till it is time to move it to the next available blue card (see step 4 below).

Sequence of Play

  1. Red cube triggers bad habit
  2. Roll dice
  3. Trigger or swap good habits until you have insufficient time and effort left OR choose to protect a good habit and do nothing else in your turn.
  4. Move the red cube to the next available blue card
  5. Repeat steps 1-4 until game ends (see OBJECTIVE)