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The Works · a first session

How to play

Twelve cards, in the order the first five minutes actually happen. Read it at your own pace, or press play it through and it runs itself — that mode is built to be screen-recorded.

3Starting
The Works

You are looking at the Earth

Not a map of it. The Western Hemisphere, cut into 200,000 plots, every one a town standing under the weather that is really over it right now.

Ninety seconds and you'll know what to tap.

Card I · the world

Every plot is a town

Holders build on plots, own what they build, raid each other, and trade what they hold. The valley in East Tennessee is one town in it — where the camera starts, and where the argument the whole thing is making plays out chapter by chapter.

The ground is real: the coastline, the rivers, the ore, the oil, the sun. What a plot will take is decided by what is actually under it.

THE VALLEY 36°N 84°W ONE OF 200,000
Card II · the clock

It runs whether you're watching or not

A sim-day is 40 seconds on the wall. That's the clock everything is priced in: a farm takes 2 sim-days to build, a mine 4, and things earn per sim-day.

The sun is the slower clock — one turn of the Earth every 12 minutes — so a plot is in daylight or in the dark exactly as its longitude says it should be.

40s ONE SIM-DAY BUILDS · WEAR · EARNINGS 12m ONE TURN OF THE SUN DAY · NIGHT · SOLAR
Card III · where things are

Three docks along the bottom

  • Jobsite — the ground. The world, the foreman, the argument.
  • Operations — the game. Your yard, the plots, the board, raids, your deed.
  • Ledger — the record. Numbers, the desk, the crew, what gets posted.

If you came here to play: Operations. Everything in the next nine cards is on that one tab.

JOBSITE OPERATIONS LEDGER
Card IV · the money in the game

Bolts, and only bolts

Bolts are what you spend to build. You open with 120, 6 drip in every sim-day while you're under 120, the Tuesday punch pays 40, and what you've built earns more.

Bolts move one way, like concrete. $RVST tops the yard up; bolts are spent, never cashed, and never turn back into RVST. You will run out — everybody runs out — and then it's the drip, the punch, or the button.

Buy $RVSTor play the whole thing free and be poor about it
THE YARD · YOUR ACCOUNT ON THE DOME 120 BOLTS IN THE YARD +0 A SIM-DAY, OFF WHAT YOU BUILT THE DRIP 120 / 120 START 120 · DRIP 6 A DAY · PUNCH 40 ONE WAY IN. BOLTS NEVER COME BACK OUT.
Card V · getting in

Connect a wallet, sign one line

The yard opens when a wallet connects and signs a short message. The signature proves the wallet is yours and moves nothing — it can't send, spend, or approve anything.

No wallet on hand? The world still runs: you get your own offline sheet of it, and a free refill instead of a top-up. Nothing you do there touches the shared world.

SIGN TO OPEN THE YARD RVST — open the yard wallet 7xQd…mR4b no transfer · no approval · proof only CONNECT WALLET · OPEN THE YARD A SIGNATURE IS NOT A TRANSACTION
Card VI · finding ground

The register, not the whole globe

Spinning the Earth until a good plot lands under your thumb is a bad way to find one. On Operations → World there's a register: type a plot's ID, or a word — desert, oil, lithium, land, sea — and take the Go there on any row.

Your own plots sit at the top of it. A mistyped ID is refused rather than flying you somewhere that isn't the plot you meant.

oil FIND #K4-2F19 · PERMIAN open · nobody holds it GO THERE › #B8-7C03 · BAKKEN open · nobody holds it GO THERE › #R2-9A55 · GULF COAST held · someone's building on it GO THERE ›
Card VII · building

The ground decides what it will take

Tap a plot and read Build here. A farm wants soil worth planting. A mine wants ore under it. A rig wants water near a coast. What the plot won't take, it says so and why.

Each row is a price in bolts and a build time in sim-days. Your first thing goes on your own spot; after that a new one goes within 1,500 km of something you already hold.

BUILD HERE FARM 2 sim-days · soil worth planting 50 BOLTS SAWMILL 3 sim-days · a stand worth cutting 70 BOLTS MINE 4 sim-days · ore in the ground 110 BOLTS Not here: oil well (no oil under this ground); rig (that's land).
Card VIII · after you pay

It goes up out of the ground

You don't get the finished thing. It rises over its build days under a label that counts down — GOING UP 3.8d — and only then does it start earning bolts a sim-day.

Weather wears it, so tend it. Levelling it up costs bolts and lifts what it makes. Nothing is lost while you're away; it just doesn't get looked after.

PLACED GOING UP 4.0d HALFWAY GOING UP 1.9d STANDING · +6/DAY WEAR 4% · TEND IT
Card IX · Tuesday

Clock in, 10:00 Eastern

Once a week, on the Ledger dock, you punch in with your wallet: 40 bolts, a streak that keeps counting as long as you don't miss one, and your name on the week's board by state and trade.

The first punch also grants a deed — a lot in town and a spot on the Dome — and one button turns that deed into an asset held in your own wallet. The punch itself is a signature; it spends nothing.

CLOCK IN · TUESDAY 10:00 ET 3 TUESDAYS RUNNING · +40 BOLTS YOUR DEED LOT 41 · SPOT #C7-1B08 What you build on it stays with it. MINT IT ›
Card X · the raid

They can take the pile. That's all.

Another player can send a fleet at what you've built. What's at stake is the unvaulted pile — the bolts a thing has earned since you were last here, a day's output at most.

A raid never takes a deed, a level, a thing you built, or anything in your wallet, and the fleet is spent whether it wins or loses. If you haven't been seen in 48 hours you're covered entirely.

AT RISK THE PILE what it earned since you were last here one day's output, capped NEVER TOUCHED — your deed — the thing itself — its levels — the vault — anything in your wallet
Card XI · the part nobody advertises

The game pays nobody

No payout, no yield, no draw, no buyback, and no key on the server that could send a token to a player. Bolts are spent, never cashed. Anybody promising you a game that pays is selling you something worse than a memecoin.

What you get is the thing you built and a deed in your own wallet with the build still on it. If another player wants it, that's between the two of you on a market we don't run. Buy the coin for the flag and a bigger yard — not because it owes you anything, because it doesn't.

Buy $RVSTGr6EFeDXYGW2LvZpHBXodYNYX1ewpU2rnyuCcXNypump
YOUR WALLET holds the deed THE GAME bolts, plots, things ONE WAY NO PAYOUT
Card XII · your first five minutes

Do these five things

  • Open Operations and connect a wallet. Your 120 bolts are there.
  • Use the register: type land, or oil, and take a Go there.
  • Read Build here and put down the cheapest thing the ground allows.
  • Watch it go up, then tend it. Come back and level it.
  • Tuesday 10:00 ET, clock in — 40 bolts and your deed.

That's the loop. Everything else — raids, the board, the country, the wire — is that loop with other people in it. Go build something ugly and profitable-looking on a hill nobody wanted.

Enter the Works ›

← → to step · space pause or resume · R the recording frame · Esc out of it.
“Play it through” blacks out everything but the card, counts down three, and runs the reel — start your screen recorder on the countdown.

Esc to leave the recording frame

The same thing, written down

For anyone who'd rather read it than watch it, and so the cards above have somewhere to point.

What The Works is

The Western Hemisphere, cut into 200,000 plots. Every plot is a town, standing under the weather that is really over it — the coastline, the rivers, the ore, the oil and the sun are the real ones, and they decide what a plot will take. Holders build on plots, own what they build, raid each other, and trade what they hold. The valley in East Tennessee is one town in it: where the camera starts, and where the argument the project is making plays out chapter by chapter.

The clock

A sim-day is 40 seconds. Build times, wear and earnings are all priced in sim-days. The sun is a slower, separate clock — one turn of the Earth every 12 minutes — so whether a plot is in daylight follows its longitude. The world runs whether you have the tab open or not.

Where things are

Three docks along the bottom. Jobsite is the ground: the world, the foreman, the thesis. Operations is the game: your yard, the plots, the register, the week's board, raids, your deed. Ledger is the record: the numbers, the desk, the crew's log, what the account posts. If you came to play, you want Operations.

Bolts

Bolts are the game's money and the only thing you spend. A new wallet opens with 120. Six drip in every sim-day while you're under 120. The Tuesday punch pays 40. What you've built earns more, per sim-day, and only what your things earn scores the week's board — the punch and a top-up don't. On the live world $RVST tops up the yard at a published rate, one way — that's the button, and it's the only thing the coin does inside the game. Bolts are spent, never cashed: there is no conversion back, no rate out, no pool, and the game pays nobody.

Getting in

Connect a wallet and sign a short message. The signature proves the wallet is yours; it cannot move, spend or approve anything. Without a wallet you still get the world — your own offline sheet of it, with a free refill instead of a top-up — but nothing you do there touches the shared one.

Finding a plot

On Operations → World there's a register. Type a plot's ID and go straight to it (a typo is refused rather than landing you somewhere else), or type a place — desert, oil, lithium, Sargasso, land, sea — and get rows you can filter by whether anything can be built there and whether anyone holds it. Every row has a Go there, and your own plots sit at the top. You can also just spin the globe and tap a plot.

Building

A plot's card lists what its ground will take under Build here, each row with a price in bolts and a build time in sim-days: a farm (50 bolts, 2 sim-days) wants soil worth planting, a sawmill (70 bolts, 3 sim-days) wants a stand, a mine (110 bolts, 4 sim-days) wants ore, an oil rig (90 bolts, 3 sim-days) wants water within reach of a coast. What the plot won't take, it says, and why. Your first thing goes on your own spot; after that a new one goes within 1,500 km of something you already hold, up to 24 things to start.

After you pay

The thing rises out of the ground over its build days under a label that counts down, and starts earning only when it's standing. Weather wears it — tend it. Levelling costs bolts and lifts what it makes. Nothing is lost while you're away.

Tuesday

Clock in on the Ledger dock, Tuesdays at 10:00 Eastern: 40 bolts, a streak that counts consecutive Tuesdays, and your state and trade on the board. The first punch grants a deed — a lot in town and a spot on the Dome — and one button mints that deed into your own wallet. What you build on a deeded plot stays with it.

Raids

Another player can send a fleet at what you've built, and what's at stake is the unvaulted pile: the bolts a thing has earned since its owner was last here, one sim-day of output at most. A raid never takes a deed, a level, a thing, the vault, or anything in your wallet, and the raider's fleet is consumed win or lose. An owner unseen for 48 hours is covered entirely.

What the game never does

It never pays anybody. No payout, no yield, no draw, no buyback; there is no key on the server that could send a token to a player, and bolts never turn back into RVST. What you get out of it is what you built and a deed you hold yourself. The project runs no market, lists nothing, and is never the counterparty.

We will happily tell you to buy the coin — there's a button for it at the top of this page and at the bottom of the reel — and we'll tell you what it gets you, which is a flag and a bigger yard. It gets you nothing else. $RVST is a memecoin: not backed, not a share of anything, no revenue attached, and perfectly capable of going to zero without anybody doing a thing to you. Buy it with money you'd otherwise waste. Nothing here is financial advice.

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Enter the Works › Buy $RVST ↗ The front porch