A move to help manage the building of Wonders, pushing the Fiction forward and creating hooks.

A move to help manage the building of Wonders, pushing the Fiction forward and creating hooks.

A move to help manage the building of Wonders, pushing the Fiction forward and creating hooks. Tell me what you think!

When your Family works hard to change the world, invest a Surplus to build a Wonder.

Choose a number of events equal to your Grasp, plus one more per Tech spent:

Thanks to your dedicated efforts a second Surplus can be invested right away.

You secure an invested Surplus against sabotage and predation.

Your research generates concrete results right now, just in smaller scale. Gain 1 Tech.

Choose a number of events equal to your Grasp, plus one more per Tech spent:

One Family or Faction (and only them) becomes aware of the Wonder.

The Wonder nature or the Surplus invested remains mysterious.

Your agents unearth past and present secrets on the 1 Data.

Choose a number of events equal to your Grasp, plus one more per Tech spent:

An aware Faction doesn’t decide to actively undermine the Wonder.

An aware Faction decides to desperately prepare for the Wonder roll, either by trading or by gaining Treaties on you.

Gain 1-Treaty in a Faction of your choice.

2 thoughts on “A move to help manage the building of Wonders, pushing the Fiction forward and creating hooks.”

  1. Change log:

    1) included Tech, Data and Treaty as possible investments for Families with low stats

    2) Change from 2 to 3 options per Stat, to reward Families at +3 in any Stat.

    3) Made first two options broader by meshing previous two last options in one.

    4) Removed the “what has not been chose happens” bit, as a fragment of the Godbound move that inspired this.

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