Addendum 3 — Exploration, Hidden Information and Knowledge State
This document extends the original Cooperative Strategy Game & Simulation Platform specification, Addendum 1 — Simulation, Experimentation and AI Playtesting Architecture, and Addendum 2 — Physical-First Game Model, Spatial Systems and Entity Design.
This addendum introduces a more explicit distinction between:
- what exists in the game world,
- what players currently know,
- what can be inferred from partial information,
- and what becomes known only through exploration.
The goal is to strengthen exploration and discovery without introducing a new resource economy or additional physical component types.
The central principle is:
The world may already contain information and Situations that players do not yet know about.
1. Core Design Change
Do not assume that all cards, Situations, Items, Assets or opportunities associated with a Location are automatically visible from the start of the game.
By default, players should often know:
where a Location is
what broad type of Location it is
how it connects to other Locations
without necessarily knowing:
what is currently there
what can be discovered there
whether an opportunity exists there
whether something dangerous is happening there
which Items or Assets may be present
This allows movement and exploration to generate information rather than functioning only as logistical costs.
2. World State vs Knowledge State
The authoritative engine state and player-visible state must be conceptually distinct.
The existing architecture from Addendum 1 already separates:
GameState
from:
Observation
This addendum makes that separation strategically important.
The authoritative GameState may know:
Situation X exists at Location C
Item Y exists at Location D
Location E contains hidden content
while the player's current Observation may only show:
Location C exists
Location D exists
Location E has not been explored
The engine must never rely on the UI to hide information.
Hidden information belongs in the domain model.
3. Knowledge Levels
Use a small and understandable knowledge model.
Recommended default states:
UNKNOWN
SIGNALED
REVEALED
These should describe knowledge of content, not necessarily the Location itself.
4. Unknown
UNKNOWN means:
The team does not know the specific content.
Example:
Forest
Content: unknown
The Location may still be visible and known.
Players simply do not know what they will find there.
5. Signaled
SIGNALED means:
The team knows that something relevant is present, but does not yet know its exact nature.
Examples:
smoke visible in the distance
distress transmission
movement detected
unknown ship
strange signal
storm front
possible survivor
unidentified structure
A signal may reveal selected information such as:
Location
general category
urgency
approximate risk
expiration
while hiding:
exact Situation
exact requirements
exact reward
exact consequences
6. Revealed
REVEALED means:
The relevant content is known to the team.
Its card and gameplay properties are now visible normally.
Once revealed, information should usually remain known for the rest of the scenario.
Do not automatically hide content again when Characters leave the Location.
7. Location Knowledge and Content Knowledge Are Separate
A Location may be completely known while its contents remain unknown.
Example:
Location:
Harbor
Known:
Harbor exists.
Harbor connects to Town and Island.
Unknown:
What is currently at the Harbor?
This distinction should be explicit.
Possible conceptual model:
interface LocationKnowledge {
locationKnown: boolean;
explored: boolean;
}
and separately:
interface ContentKnowledge {
state: "unknown" | "signaled" | "revealed";
}
Do not necessarily implement these exact interfaces if the current architecture has a better representation.
Preserve the distinction.
8. Default Map Model
The recommended default for the base game is:
Known geography, unknown local content.
At scenario start:
- map topology is visible,
- Location cards are visible,
- Characters know where they may travel,
- some or most local content remains hidden.
This provides exploration without making navigation unnecessarily confusing.
9. First Visit
Recommended baseline rule:
When a Character enters an unexplored Location for the first time, that Location becomes explored and its local hidden content is revealed.
This should initially happen automatically.
Example:
A — B — C
A explored
B explored
C unexplored
Character moves:
B → C
Result:
C becomes explored
hidden Situation is revealed
This makes exploration a natural consequence of movement without adding another mandatory action.
10. Optional Explicit Explore Action
The engine may support a more detailed rule variant:
enter Location
↓
basic information becomes visible
↓
spend Effort to Explore
↓
full content is revealed
This can create interesting decisions such as:
"We reached the Location, but do we have time to investigate it?"
However, this is not recommended as the default until playtesting demonstrates that the additional action improves the game.
The simpler default should remain:
first visit = reveal
11. Hidden Content Should Exist Before Discovery
From the engine and simulation perspective, prefer:
scenario generation
↓
hidden world content assigned
↓
players begin
↓
exploration reveals existing content
rather than:
player enters Location
↓
engine invents random content
This distinction is important for:
- reproducibility,
- seeded simulation,
- counterfactual analysis,
- fair comparison between agents,
- coherent scenario construction.
The narrative interpretation should be:
The content was already there. The team simply did not know about it.
12. Physical Implementation Options
Several physical representations are acceptable.
The scenario may choose whichever works best.
Option A — Face-Down Local Card
Place hidden content face down at the Location.
Advantages:
- content physically exists from the start,
- discovery is tangible,
- deterministic scenario layout is easy,
- players can see that something unknown exists.
Disadvantage:
Players know that something is there.
Option B — Draw on Exploration
No card is placed initially.
When a Location is first explored:
draw its assigned / appropriate hidden card
Advantages:
- players may not even know whether anything is present,
- table remains cleaner.
The engine should still treat the content as preassigned where deterministic simulation requires it.
Option C — Hidden Scenario Packet / Assigned Content
Scenario setup defines hidden content without showing it to players.
Digital simulation stores this directly.
Physical scenarios may represent it through:
- numbered cards,
- shuffled scenario stacks,
- hidden setup instructions,
- envelopes or other optional mechanisms.
Do not require complex physical packaging for the base game.
13. Unknown Does Not Mean Empty
An unexplored Location should not communicate:
nothing is happening there.
It communicates:
the team does not currently know what is there.
This distinction should remain consistent in UI and terminology.
14. Observable World Situations
Not all content should require physical presence to become known.
Some Situations are naturally observable remotely.
Examples:
large storm
visible fire
blocked bridge already reported
incoming vessel
radio transmission
system alarm
known political event
meteorological warning
station-wide power failure
These may become visible immediately regardless of Character location.
15. Visibility Policy
Content should support a generic visibility policy.
Recommended conceptual values:
LOCAL
SIGNALED
OBSERVABLE
16. Local Visibility
LOCAL
The content becomes visible when appropriate exploration occurs.
Typical examples:
hidden cave
abandoned supplies
injured traveler
local merchant
unknown machinery
tracks
small discovery
17. Signaled Visibility
SIGNALED
Some information becomes globally visible, while details remain hidden.
Example:
Signal:
Distress call detected at Location D.
Known:
location
expires in 2 rounds
Unknown:
who is there
what they need
what reward/consequence exists
This should be a major source of strategic uncertainty.
18. Observable Visibility
OBSERVABLE
The content is immediately visible to the team.
Examples:
storm
public objective
global alarm
large fire
major infrastructure failure
known incoming ship
This preserves the feeling that the world acts independently of Character exploration.
19. Signals as Strategic Information
Signals should not exist only as flavor.
They may communicate useful partial state.
Possible signal properties:
Location
category
urgency
potential reward
potential danger
required capability hint
Do not reveal all information by default.
Example:
Unknown medical signal
Location: East Station
Urgency: high
Expires: next round
The team must decide whether enough is known to justify intervention.
20. Exploration Creates Decisions
Exploration should create strategic questions such as:
Do we continue toward the known Objective?
Do we investigate the unexplored Location?
Do we respond to the unknown signal?
Do we send the nearest Character?
Do we first gather information remotely?
Do we use fast transport for reconnaissance?
Do we ignore the opportunity?
The value of exploration should come primarily from information and optionality rather than random rewards.
21. Information Is a Resource Without Tokens
Knowledge becomes strategically valuable but does not require a new currency.
Players gain information by:
moving
exploring
scouting
using Skills
using Items
using Vehicles
resolving Situations
The state is represented through:
hidden card
revealed card
partial signal
No information points or knowledge tokens are required by default.
22. Scouting
Support mechanisms that reveal information without requiring a Character to physically enter the Location.
Possible sources:
Skill
Item
Vehicle
Team Asset
Location Asset
Situation outcome
Examples:
Binoculars:
Reveal local content in an adjacent Location.
Drone:
Reveal one unexplored Location within range 2.
Radio:
Reveal additional information about one Signaled Situation.
Scout:
The first remote inspection each round costs no Effort.
Satellite:
Reveal one distant signal at the start of each round.
These abilities create qualitatively new decisions instead of merely numeric bonuses.
23. Scouting Should Not Necessarily Equal Full Reveal
Support several inspection strengths.
Example:
detect
identify
fully reveal
A Drone may convert:
UNKNOWN → SIGNALED
while physical exploration converts:
SIGNALED → REVEALED
This enables different information-oriented capabilities.
Do not introduce more than a small number of knowledge levels.
24. Vehicles and Reconnaissance
Vehicles may have strategic information roles in addition to transport.
Example:
Helicopter
Direct movement to any Location
+
rapid reconnaissance
The team might use a Vehicle to:
- reveal a remote Location,
- inspect a signal,
- transport a specialist after reconnaissance,
- determine whether a long journey is worthwhile.
This strengthens the interaction between:
mobility
information
time
25. Exploration Skills and Roles
Some Character roles may specialize in information.
Examples:
Scout
Navigator
Observer
Sensor Specialist
Investigator
Tracker
Prefer capabilities such as:
reveal information
reduce exploration cost
inspect farther away
gain better signal detail
rather than generic:
+1 exploration
when possible.
26. Knowledge Persists
Default rule:
Once information is revealed to the team, it remains known.
Do not re-hide Situation cards merely because no Character remains there.
This reduces memory burden and avoids artificial fog-of-war.
Exceptions may exist if explicitly thematic:
moving enemy
changing weather
unknown mobile entity
temporary sensor contact
but these should be exceptional.
27. New Hidden Content May Appear in Explored Locations
An explored Location is not permanently exhausted.
Future game events may create new hidden or signaled content there.
Example:
Harbor explored in round 1.
Round 5:
Unknown ship arrives.
The Location remains known, but the new Situation may begin as:
SIGNALED
or:
UNKNOWN
depending on visibility rules.
28. Exploration and Situation Lifecycle Are Separate
Do not conflate:
Location unexplored
with:
Situation hidden
A Location may be explored while containing newly hidden content.
Likewise, a Situation may be observable in a Location nobody has visited.
The engine should represent these separately.
29. Exploratory Geography
The engine may optionally support a stronger exploration model where even the map topology is partly unknown.
Example:
A — B — ?
Exploring B may reveal:
A — B — C
|
D
This can support themes such as:
jungle expedition
cave exploration
unknown planet
dungeon
ocean exploration
However:
Unknown geography is optional and should not be the default base-game model.
It introduces significantly more uncertainty and physical setup complexity.
30. Known Geography Should Remain the Default
For most themes:
map known
content partly unknown
offers the best balance between:
- strategic planning,
- exploration,
- simplicity,
- physical readability.
Players can make route decisions while still discovering meaningful content.
31. Scenario Generator Changes
The Scenario Generator should distinguish:
world placement
from:
player knowledge
Example:
situations:
- id: abandoned-camp
location: forest-east
visibility: local
- id: distress-call
location: harbor
visibility: signaled
- id: major-storm
location: global
visibility: observable
All three may exist at scenario start.
Players simply receive different observations.
32. Scenario Generation Must Avoid Knowledge Leaks
Do not expose hidden content through:
card identifier
card count
UI labels
unique backs
debug text
legal-action names
LLM prompts
analytics metadata
unless running in explicit designer/debug mode.
For example, do not generate a legal action:
Investigate injured scientist
when the player only knows:
Investigate unknown signal
Legal actions themselves form part of the Observation.
33. Agent Observation
AI agents must receive only information currently available to their role/team.
Example:
interface AgentContext {
observation: Observation;
legalActions: LegalAction[];
}
The Observation must respect:
UNKNOWN
SIGNALED
REVEALED
states.
Do not accidentally give LLM agents hidden authoritative state.
34. Omniscient Analysis Mode
For game-design analysis, the simulator may intentionally support:
omniscient observer
This may inspect:
- hidden Situation identity,
- true future content,
- assigned random outcomes.
This is for:
debugging
analytics
scenario inspection
not ordinary player or agent decision-making.
Make this distinction explicit.
35. Counterfactual Analysis and Hidden Information
When evaluating a historical player decision, distinguish between:
information the player actually had
and:
information the simulator knows retrospectively
The system should avoid evaluating decisions as if the player knew hidden outcomes.
For example:
Going west was reasonable given the signal.
must remain distinguishable from:
Going east would have produced the better hidden reward.
This is critical for fair strategy analysis.
36. Exploration Should Not Become Pure Gambling
Avoid:
spend several actions travelling
↓
reveal card
↓
nothing useful
as a frequent outcome.
Exploration should usually provide some form of value.
Possible value:
new Situation
Item
Skill opportunity
information
shortcut
map change
Location Asset
Objective
new route
future advantage
risk knowledge
Not all discoveries must be positive.
But discovery should usually change what players know or can meaningfully decide.
37. Negative Discovery Can Still Be Valuable
Example:
Players discover that the eastern route is blocked.
This is not a reward.
But it provides valuable strategic information before the team commits more resources.
Likewise:
dangerous creature discovered
may be negative, but learning its presence early can improve planning.
Design exploration around:
information value
not only:
loot value.
38. Empty Discoveries
Completely empty Locations may exist, but should be used sparingly.
If used, they should serve a design purpose such as:
creating uncertainty
establishing safe routes
providing spatial shortcuts
supporting thematic realism
Frequent empty exploration risks making movement feel wasted.
39. Hidden Outcome vs Hidden Situation
Keep these concepts separate.
Hidden Situation
Players do not yet know what they have encountered.
Example:
Unknown signal
↓
reveal
↓
Stranded scientist
Hidden Outcome
Players know what the Situation is, but not exactly how it will resolve.
Example:
Abandoned laboratory
known interaction:
Search it.
unknown outcome:
equipment / information / complication
Both systems may coexist.
40. Multiple Uncertainty Layers
Avoid stacking too many uncertainty layers simultaneously.
For example:
unknown Location
+
unknown Situation
+
unknown requirement
+
random success
+
unknown reward
would make decisions almost meaningless.
A useful design principle:
Players should usually know enough to make an informed gamble.
Uncertainty should create tension, not remove agency.
41. Information Gradient
Situations may progressively reveal information.
Example:
UNKNOWN
↓
signal detected
SIGNALED
"Someone needs help at Location E."
↓
scouted
SIGNALED+
"Medical assistance probably required."
↓
visited
REVEALED
"Injured traveler — Medical 2."
The exact implementation may still use only three formal states.
Additional details can be attached to the SIGNALED state.
42. Signals and Urgency
A Signaled Situation may have a deadline before full reveal.
Example:
Distress signal
Expires in 2 rounds.
Players must decide:
investigate
scout remotely
ignore
before knowing the exact reward or requirement.
This is a strong form of controlled uncertainty.
43. Physical Representation of Signals
Signals should remain physically simple.
Possible representations:
Generic face-down Situation card
The card's back communicates:
unknown Situation
possibly with a generic category icon.
Signal card
A generic card such as:
DISTRESS SIGNAL
is placed at the Location.
When investigated, replace or reveal it with the actual Situation.
Orientation / partial reveal
Where card production permits it, a visible section may communicate limited information.
For the initial physical prototype, prefer the simplest reliable method.
44. Do Not Require Unique Hidden Card Backs
As established in Addendum 2:
Hidden decks must use uniform backs.
Do not encode secret information through unique card backs unless the information is intentionally visible.
Generic signal cards or neutral hidden cards are preferred.
45. Exploration and Physical Component Budget
This addendum should not substantially increase component count.
It should primarily reuse:
Location cards
Situation cards
Character pawns
card orientation
card zones
existing decks
Potential additional component:
a very small number of generic "unknown / signal" markers or cards
This should remain optional.
If the same state can be represented through face-down cards, prefer that.
46. Exploration State on Locations
If the game needs to distinguish explored and unexplored Locations physically, prefer a simple method.
Possible options:
Location side
front = unexplored
back = explored
Only appropriate if flipping does not conflict with other Location states.
Orientation
sideways = unexplored
upright = explored
Only if orientation is not already used.
Hidden local content
No separate exploration marker is needed:
face-down content exists = unexplored
content revealed = explored
This is often preferable.
Do not add dedicated exploration tokens unless necessary.
47. Avoid Overloading One Physical Dimension
Do not use card orientation simultaneously for:
unexplored
urgent
damaged
used
on the same card type.
Each card category should have a clear physical grammar.
Example:
Character orientation → operational state
Situation orientation → urgency
Location side → major Location state
content face-up/down → knowledge
This keeps the tabletop readable.
48. Recommended Physical Grammar
A useful default mapping is:
| Information | Physical representation |
|---|---|
| hidden content | face-down card / absent until reveal |
| revealed content | face-up card |
| Signaled content | generic signal or limited-information card |
| Situation urgency | card orientation |
| Character state | Character card orientation |
| Vehicle state | Vehicle orientation / side |
| Location transformation | Location card side |
| Character location | pawn position |
| Item ownership | card attached to Character |
| Skill ownership | card attached to Character |
| Team Asset | central zone |
| Location Asset | card beside Location |
This should be treated as a strong default.
49. Exploration as a Core Strategic Pillar
The updated game now has several interacting pillars:
TIME
SPACE
CAPABILITY
INVENTORY
STATUS
INFORMATION
Information should be treated as equally important as the others.
However, it should not require its own numeric resource.
50. Updated Strategic Relationship
The previous core relationship was:
Location determines access.
Character determines capability.
Cooperation connects the two.
Extend this to:
Knowledge determines which opportunities the team can plan around.
Therefore:
Exploration converts unknown world state into strategic options.
51. Information and Mobility Interaction
Fast mobility should naturally increase information-gathering power.
Example:
Scout on foot
→ cheap local exploration
Helicopter
→ expensive but global reconnaissance
Drone
→ remote reveal without transporting a Character
Radio
→ better information about signals
This helps differentiate mobility assets without simply increasing movement distance.
52. Information and Specialization Interaction
Different Characters may contribute differently to discovery.
Examples:
Scout:
reveals Locations efficiently
Scientist:
reveals more detail about anomalies
Navigator:
predicts routes / geography
Medic:
recognizes medical signals
Mechanic:
identifies technical Situations before arrival
This creates specialization while preserving team-level information sharing.
53. Knowledge Is Normally Shared
Default cooperative rule:
Once one Character discovers information, the whole team may use it.
Avoid physically tracking separate knowledge for each player unless a specific theme requires it.
This keeps the game cooperative and manageable for children.
The architecture may technically support actor-specific knowledge, but team-shared knowledge should be the default.
54. Optional Character-Specific Knowledge
The engine may support Character-specific observations for advanced themes.
Examples:
radio communication unavailable
Characters separated
secret information
deduction scenario
This is explicitly optional.
Do not introduce it into the base game unless playtesting demonstrates a strong benefit.
55. Scenario Pacing Through Discovery
The Scenario Generator may use hidden content to control pacing.
Example:
Opening
Players see:
main Objective
known map
one visible Situation
several unexplored Locations
Development
Exploration reveals:
opportunities
secondary Objectives
Assets
new complications
Finale
Previously discovered elements may:
transform
escalate
become relevant to final Objective
This creates narrative development without scripted paragraphs.
56. Discovery Should Create Story Continuity
Where possible, later events should reference earlier discoveries.
Example:
Players discover abandoned radio tower.
↓
Repair it.
↓
Later it reveals a distant distress signal.
or:
Players rescue navigator.
↓
Navigator becomes Team Asset / Skill source.
↓
Later enables shortcut.
This strengthens emergent narrative.
57. Hidden Content and Content Packs
Content expansions can add replayability through:
new hidden Situations
new signals
new discovery outcomes
new Location contents
new scouting Assets
without introducing new rules.
This fits the existing content-first expansion philosophy.
58. Scenario Seeding
Hidden world setup must be reproducible.
A scenario seed should deterministically define:
hidden content assignment
signal placement
Location content
hidden outcomes where applicable
This allows two agents to face the same hidden world.
They should only differ in:
decisions
information acquired
timing
unless the experiment intentionally varies randomness.
59. Paired Exploration Experiments
The simulator should support experiments such as:
same hidden world
same Character setup
same scenario
Agent A:
explores aggressively
Agent B:
focuses known Objectives
Agent C:
uses scouting first
Compare:
success
Effort spent
information acquired
optional opportunities found
travel distance
risk exposure
This can reveal whether exploration is actually strategically meaningful.
60. Exploration Metrics
Add analytics such as:
Locations explored
round of first exploration
hidden Situations revealed
signals investigated
signals ignored
remote scouting uses
Effort spent on exploration
travel spent on exploration
61. Information Value Metrics
Where practical, estimate:
information gained
subsequent strategy change
opportunities enabled
risks avoided
travel avoided
Do not attempt a perfect mathematical definition initially.
Start with observable proxies.
62. Exploration Efficiency
Possible metric:
useful discoveries
/
exploration investment
But do not automatically optimize for maximum efficiency.
A less efficient path may generate better narrative diversity.
Expose the data rather than making design decisions automatically.
63. Signal Conversion Metrics
For Signaled content track:
signals created
signals investigated
signals remotely identified
signals fully revealed
signals expired
signals ignored
Also record how often signals cause:
route change
Vehicle use
team split
Character reassignment
These are strong indicators of strategic relevance.
64. Hidden Content Quality
For hidden Situation cards track:
reveal frequency
engagement frequency
ignore-after-reveal frequency
average exploration cost
average reward
average strategic impact
Watch for cards that produce:
high travel cost
low strategic value
too consistently.
65. Surprise Without Unfairness
One design objective should be:
Players may be surprised by what they discover, but should rarely feel that the game punished them arbitrarily for information they could not possibly have obtained.
The design should distinguish:
interesting uncertainty
from:
unavoidable hidden punishment
This is particularly important for a family-oriented game.
66. Avoid Mandatory Blind Guessing
Do not routinely present:
three completely indistinguishable hidden Locations
one contains major reward
one contains catastrophic punishment
with no meaningful information.
Prefer giving players:
- signals,
- geography,
- thematic clues,
- scouting tools,
- risk categories.
The decision should contain some reasoning.
67. Hidden Information and Randomness
Remember the original rule:
Randomness should create the puzzle, not decide whether the chosen action succeeds.
Hidden content follows the same principle.
Good:
You do not know exactly what is at the Location.
You decide whether exploration is worth the cost.
Once there, your chosen interaction behaves predictably.
Less desirable:
You spend several actions reaching the Location.
Roll a die.
On 1–3 nothing happens.
68. Default Exploration Model
Use the following as the initial default implementation:
Map:
known
Location identities:
known
Local content:
mostly hidden
First visit:
automatically reveals local content
Knowledge:
shared by team
Revealed information:
persistent
Remote scouting:
supported through capabilities
Global/observable Situations:
visible immediately
Signals:
partial information before full reveal
This should be treated as the baseline to test.
69. Optional Exploration Variants
The engine should remain capable of supporting:
explicit Explore action
partly unknown map
Character-specific knowledge
multiple levels of scouting
moving hidden entities
re-concealed information
but these should not complicate the default implementation.
70. Required Engine Review
Review the current implementation for assumptions such as:
all Situations are globally visible
all Location contents are visible
legal actions may reveal hidden identities
bots receive authoritative state
scenario generation creates content only when visited
Refactor where necessary.
71. Required Data Model Additions
Introduce or refine concepts equivalent to:
visibility policy
knowledge state
exploration state
signal information
reveal conditions
Exact naming should fit the existing architecture.
Avoid unnecessary parallel models if equivalent abstractions already exist.
72. Suggested Visibility Model
A possible conceptual schema:
type VisibilityPolicy =
| "local"
| "signaled"
| "observable";
type KnowledgeState =
| "unknown"
| "signaled"
| "revealed";
Example content:
id: stranded-scientist
location: research-module
visibility:
policy: signaled
signal:
label: distress-signal
reveal:
- location
- urgency
fullReveal:
trigger: character-enters-location
This is illustrative rather than mandatory syntax.
73. Reveal Conditions
Content may specify reveal conditions such as:
Character enters Location
Character performs Explore
remote Scout effect
specific Skill used
specific Item used
round reached
other Situation resolved
scenario event occurs
Keep the initial set small.
Avoid arbitrary scripting for ordinary cards.
74. Information Revealed by Signals
A signal should explicitly control which fields are visible.
Possible fields:
category
urgency
Location
rough difficulty
required capability hint
potential reward type
This prevents accidental all-or-nothing information design.
75. Physical Compileability
All knowledge states must remain physically representable.
Examples:
| Engine state | Physical representation |
|---|---|
| unknown content | face-down card / unrevealed draw |
| signaled content | generic signal card / partial-information card |
| revealed content | face-up content card |
| explored Location | revealed local content / optional Location state |
| remote scouting result | reveal or replace card |
| persistent knowledge | card remains face up |
Do not require a digital fog-of-war system for normal play.
76. Physical Simplicity Check
Before adding an information mechanic, ask:
Can players represent this by revealing, replacing, moving or turning a card?
Will they remember what is known?
Can the information state be reconstructed after the table is disturbed?
Does it require separate notes?
Does it require remembering something that is no longer visible?
Prefer visible physical state.
77. UI Changes
The web simulator should visually distinguish:
unknown content
signaled content
revealed content
without exposing hidden debug information.
Designer/debug mode may optionally show the true content.
Player mode must not.
78. Scenario Inspector
Extend the existing Scenario Inspector to show:
true hidden content
visibility policy
current knowledge state
reveal conditions
signal payload
This should help designers understand:
what exists,
versus:
what the team currently knows.
79. Replay UI
When replaying a game, support at least two perspectives:
Player View
Shows only information available at that historical moment.
Designer View
Shows authoritative hidden state.
This is useful for evaluating whether a decision was reasonable given available knowledge.
80. LLM Playtesting
LLM agents should be specifically evaluated for how they handle uncertainty.
Possible review questions:
Did the agent overvalue unknown opportunities?
Did it ignore useful signals?
Did it behave as if it knew hidden information?
Did scouting meaningfully change its decisions?
Was the signal information sufficient for a reasoned choice?
81. Human Playtesting
Add exploration-specific questions:
Did players understand what was known and unknown?
Was a face-down card interpreted correctly?
Did players find exploration exciting or frustrating?
Did they feel punished by hidden information?
Did signals provide enough information?
Did players use scouting abilities?
Did exploration change route planning?
Did children understand the difference between:
"nothing is there"
and
"we do not know what is there"?
This distinction is especially important.
82. Main Risk — Too Much Uncertainty
The game already contains:
limited Effort
map topology
Character specialization
inventory
Vehicle logistics
operational state
Situation timing
Exploration should add richness without obscuring everything.
A useful target is:
Players should usually have a mix of known priorities and uncertain opportunities.
Do not make the whole board unknown.
83. Main Risk — Information Becomes Mandatory Chore
Scouting should not become:
always scout every Location before moving.
If that is universally optimal, the system creates repetitive overhead.
Balance scouting through:
Effort cost
limited range
once-per-round capability
opportunity cost
partial information
Sometimes scouting should be useful.
Sometimes moving directly should be better.
84. Main Risk — Exploration Is Always Optimal
Similarly, optional unknown Locations should not always contain enough value that players must explore all of them.
The intended decision is:
sometimes explore
sometimes ignore
sometimes scout first
sometimes return later
The simulator should explicitly test this.
85. Main Risk — Exploration Is Never Worth It
The opposite failure mode is equally problematic.
If the main Objective always dominates optional exploration, hidden content becomes decorative.
Track:
exploration rate
opportunity engagement
success correlation
strategy diversity
and adjust content incentives accordingly.
86. Updated Physical Gameplay Model
With this addendum, a typical board may look conceptually like:
[LOCATION A] [LOCATION B] [LOCATION C]
revealed revealed unexplored
[Situation] [Signal ?]
● A ● B
[LOCATION D] [LOCATION E] [LOCATION F]
unexplored revealed unexplored
[Vehicle]
● C
Only the visible state is physically represented.
The hidden authoritative world exists in:
scenario setup
deck order
face-down cards
87. Updated Strategic Pillars
The game now combines:
SPACE
Where can we go?
TIME
What can we accomplish before things change?
CAPABILITY
Who can do what?
INVENTORY
Who carries what?
MOBILITY
How can Characters and Items move?
STATUS
Who or what is currently operational?
INFORMATION
What do we actually know?
The strategic depth should emerge from interactions between these pillars rather than additional rule layers.
88. Updated Core Principle
The previous principle:
Location determines access. Character determines capability. Cooperation connects the two.
should now become:
Location determines access.
Knowledge determines what the team can plan around.
Character determines capability.
Mobility determines how capabilities can be repositioned.
Cooperation reconnects knowledge, location and capability.
89. Updated Narrative Principle
A Situation does not need to appear because the team entered the Location.
Narratively:
The Situation may already have existed. Exploration merely makes it part of the team's known world.
This should remain the conceptual distinction even when the physical implementation draws the card only upon arrival.
90. Implementation Priorities
Apply this addendum incrementally.
Priority 1 — Observation audit
Verify that hidden information is genuinely excluded from player/agent observations.
Priority 2 — Visibility model
Introduce:
LOCAL
SIGNALED
OBSERVABLE
or equivalent.
Priority 3 — Knowledge state
Support:
UNKNOWN
SIGNALED
REVEALED
for relevant world content.
Priority 4 — First-visit discovery
Implement the baseline:
first Character visit
→ reveal local hidden content
Priority 5 — Persistent shared knowledge
Revealed information remains visible to the team.
Priority 6 — Signals
Allow partial information without full Situation reveal.
Priority 7 — Scouting capability
Allow Skills/Items/Assets to reveal information remotely.
Priority 8 — Scenario generation
Preassign hidden content independently of exploration.
Priority 9 — Analytics
Add exploration and information metrics.
Priority 10 — Optional advanced geography discovery
Only after the baseline model works, experiment with hidden map topology.
91. Non-Goals
Do not currently introduce:
complex fog-of-war
memory-based hidden information
large decks of clue tokens
per-player note taking
mandatory secret objectives
constant re-hiding of content
random success checks for exploration
procedurally generated content that cannot be reproduced
92. Final Design Constraint
The exploration system should satisfy all of the following:
The world can exist independently of player presence.
Players do not automatically know everything in the world.
Discovery has strategic value.
Information is physically visible once acquired.
Exploration does not require another currency.
Hidden information does not dominate player agency.
The same system works in physical and digital play.
AI agents operate only on information they are legitimately allowed to know.
93. Target Experience
The game should naturally produce conversations such as:
"We know something is happening on the western island, but we do not know what."
"Do we send someone there, or use the drone first?"
"The main objective is east, but this signal expires next round."
"We discovered a shortcut here last game; this time the Location contained something completely different."
"Now that we know what is there, we should send the Character with the right Skill."
This adds exploration and curiosity without requiring another major rules subsystem.
The intended result is:
A world that feels larger than the visible cards because some of its state exists beyond the team's current knowledge, while every important discovery still becomes a simple, tangible change on the physical table.