01
One action means one action
Movement, attack, spellcasting, healing, training, equipping, unlocking, opening,
entering, searching, collecting, giving, gathering, repairing and revival are
separate actions, and a character performs at most one of them per Tick. A single
effect may still have several tightly related consequences: one attack may calculate
accuracy, damage, armour, status effects, durability, aggro and contribution, and a
fire spell may deal fire damage and apply a declared burning state. Those are one
coherent resolution — not a licence to hide unrelated activities inside a single
order.
D-002, D-004 · The test is whether the extra thing is a consequence of the one
action, or a second action wearing the first one's name.
02
One Move means one square
A destination one hundred squares away requires one hundred Move entries and one
hundred action opportunities. There is no travel order, no autopilot and no
fast-travel purchase, because distance is one of the few costs in this game that
everybody pays at exactly the same rate. Queue capacity changes how far ahead a
player may plan. It never increases throughput.
D-003, D-077 · A longer queue is a longer horizon, not a bigger allowance. That
distinction is what keeps queue length safe to vary and impossible to sell.
03
Failure never accelerates a queue
If an order succeeds, or is consumed by failing, the next queue entry becomes
eligible at the following Shard Tick. A failure never causes another queued
instruction to execute immediately. There is no catch-up, no compensation Tick and
no double action, which means a wasted boundary stays exactly one wasted boundary
and can never compound into a wasted afternoon.
D-009 · This is the whole anti-cascade rule. A bad Tick costs a Tick, and the report
says why.
04
Absence must be survivable
The game should not demand constant presence. Queues, standing behaviour, warnings,
notifications, recoverable defeat, protected loot and readable reports exist so that
players can participate around ordinary life — around sleep, work, travel, children
and everything else that makes a fixed daily window impossible. The same law states
the limit in the same breath: none of that may turn a character into an unbounded
bot.
The permission and the limit are one law on purpose. A standing behaviour has to be
simple enough that a player can predict it, or it has stopped being a contingency
and started being autonomous play.
05
Results must be explainable
For every Tick, a player can learn which intent was locked, which action became
effective, what resolved earlier in the acting order, which statistics and statuses
applied, what random result was used, why the result occurred, what resources
changed, and what happened to the queue. A mechanic that cannot be explained in
those terms is not a mechanic this game can carry, because a scheduled game asks
people to accept outcomes they did not watch happen.
That only works if the server can show its work. Randomness is derived rather than
streamed, so a draw can be quoted back exactly and cannot be quietly re-rolled.
06
Shards remain fair through isolation
Cadence, genre, economy, death rules, competition, roster and module settings may
all differ between Shards. What may not differ is what crosses between them:
characters, statistics, mastery, items, currency, property and every other form of
mechanical power stay inside the independently balanced world they were earned in.
A fast Shard can therefore never be farmed to dominate a slow one.
D-010 · Isolation is what makes variety safe. Without it, every Shard would have to
be balanced against every other Shard, and only one cadence could ever exist.
07
Payment never buys game power
Core access and progression remain free — characters, Shards, Races, Classes, Jobs,
Skills, Abilities, Clans, Guilds, quests, markets, property, companions and ordinary
progression. If optional support is ever offered, it is cosmetic or voluntary
recognition and nothing else. It never grants extra actions, faster Ticks, better
outcomes, Classes, Jobs, Skills, Abilities, land superiority, exclusive systems or
mechanical capacity of any kind.
D-011, D-028 · Nothing is on sale today and no store exists. This law describes what
may never be sold, not what is being sold.