BIDD - Bid. Build. Take the Pot.← BACK TO THE TABLE

THE HOUSE CODEX · REVISION 02

Rules of
the district.

01

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.

02

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.

Launch DistrictCulture plays return a launch rebate.
Network DistrictFirst infrastructure penalty is absorbed.
Creator DistrictMarketplace events earn a creator premium.
Trading DistrictEarn routing income on each pass.
Credit DistrictMortgage releases cost 5% less.
Liquidity DistrictAuctions return a 10% broker rebate.
Access DistrictAssets receive a 15% Market Close premium.
Prime DistrictHeadquarters collect a closing premium.
03

Pressure

Risky actions add Heat. Unpaid obligations become debt, trigger asset recovery, and may place a boss in Receivership—restricted, but never removed early.

04

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.

TABLE CARDS

Strategy dossier

Cold Storage · Insider Alpha · Diamond Hands · Exit Liquidity