← BACK TO THE TABLETHE HOUSE CODEX · REVISION 02
Rules of
the district.
The cycle
Roll two six-sided dice and move clockwise by their total. Resolve the business or institution where you land, then manage your estate. Passing BIDD HQ pays 200 credits. Doubles earn another roll; three consecutive doubles trigger Liquidation Court.
Every player decision uses a 60-second clock. A timeout skips the turn and records a strike; three missed turns remove that player from the game. Spectators may watch any table without occupying a seat or controlling a marker.
Ownership
Acquire unclaimed businesses or release them to public auction. Complete a color district, then build four Branches and a Headquarters evenly across its properties. Four transit assets scale rent by network size, while two infrastructure utilities charge from the dice total. Unimproved businesses can be mortgaged; developed businesses can liquidate upgrades at half cost.
Pressure
Risky actions add Heat. Unpaid obligations become debt, trigger asset recovery, and may place a boss in Receivership—restricted, but never removed early.
Market Close
Standard tables continue until one solvent empire remains. Timed tables close after 16 complete market cycles and rank players by net worth. Score combines credits, businesses, upgrades, completed districts, and protocol income; debt and Heat are deducted.
Strategy dossier
Cold Storage · Insider Alpha · Diamond Hands · Exit Liquidity