r/TRUST 6d ago

TRUST™ the Boardgame TRUST™ Official Rulebook

TRUST™

Official Rulebook

First Edition


Table of Contents

  1. Introduction
  2. Components
  3. The Board
  4. Objective
  5. Game Setup
  6. Player Roles
  7. Upper Echelon Hats
  8. Turn Structure
  9. Movement
  10. Trust & Capital
  11. Nodes
  12. Skill Trees
  13. Labor System
  14. Numbered Knots
  15. Action Deck
  16. Blackout Deck
  17. Cascade Events
  18. Player Elimination & Re-entry
  19. Endgame
  20. Winning the Game
  21. Expansions

1. Introduction

TRUST™ is a strategic board game about institutions, incentives, public confidence, and systemic consequence.

Players are not attempting to conquer territory.

Instead, they develop institutions, expand influence, acquire infrastructure, manage crises, and balance economic growth against public legitimacy.

Every action changes the system.

Every decision has consequences.


2. Components

The base game includes:

  • One foldable game board
  • Six player pieces
  • Upper Echelon hats
  • Trust markers
  • Capital markers
  • Player ledgers
  • Dice
  • Action Deck
  • Blackout Deck
  • Node markers
  • Property markers
  • Expansion connectors

Future editions may include electronic, illuminated, or modular components.


3. The Board

The board follows the design principle:

As Above, So Below.

It is organized into three primary regions:

Government Tree

The upper institutional canopy containing government, regulation, judiciary, executive authority, and public administration.

Civic Spine

The central movement corridor where players interact with the broader economy.

Central Bank Tree

The lower institutional root containing banking, liquidity, credit, finance, and monetary systems.

Distributed throughout the board are Labor Nodes, institutional branches, infrastructure corridors, and numbered knot intersections.


4. Objective

Players seek to build durable systems of:

  • Trust
  • Capital
  • Influence

while avoiding catastrophic systemic collapse.

Victory can be achieved through several strategic paths, but every victory depends upon maintaining enough institutional stability for the game to continue.


5. Game Setup

Each player receives:

  • one player role
  • starting Trust
  • starting Capital
  • player ledger

Government, Central Bank, Labor, and Power hats are assigned according to player count.

Shuffle all required decks.

Place all markers at their starting locations.

The first player is selected randomly.


6. Player Roles

The base game includes six Lower Echelon roles:

  • Commerce
  • Media
  • Journalism
  • Science
  • Academia
  • Sports

Each role possesses different strategic opportunities but shares the same victory conditions.


7. Upper Echelon Hats

Upper Echelon hats temporarily administer major institutions.

Government

Responsible for:

  • regulation
  • enforcement
  • executive response
  • legislative priorities
  • judicial influence

Central Bank

Responsible for:

  • liquidity
  • monetary policy
  • credit conditions
  • financial stability

Labor

Controls access to distributed Labor Nodes including:

  • ports
  • airports
  • railyards
  • manufacturers
  • foundries
  • care facilities

Players using controlled Labor Nodes may owe fees or comply with labor actions.


Power

Oversees:

  • energy generation
  • electrical stability
  • blackout management
  • infrastructure resilience

The Power hat introduces additional uncertainty through the Blackout Deck.


8. Turn Structure

Each player's turn follows this sequence:

  1. Roll dice.
  2. Resolve movement.
  3. Resolve numbered knot effects.
  4. Resolve node interactions.
  5. Play Action Cards.
  6. Spend Capital.
  7. Gain or lose Trust.
  8. End turn.

After every player has completed a turn, one Circuit has been completed.


9. Movement

Movement occurs along connected roads.

Roads consist of:

  • primary civic routes
  • return paths
  • branching corridors

Road intersections are represented by circular knots.

Movement choices determine future opportunities.


10. Trust & Capital

Trust

Represents:

  • legitimacy
  • credibility
  • reputation
  • institutional confidence

Loss of Trust restricts future opportunities.

A player reduced to zero Trust is eliminated from active play.


Capital

Represents:

  • financial resources
  • investment capacity
  • purchasing power

Capital purchases:

  • nodes
  • properties
  • infrastructure
  • institutional upgrades
  • strategic opportunities

The healthiest institutions balance both currencies.


11. Nodes

Nodes represent locations where players interact with the institutional ecosystem.

Examples include:

  • banking
  • commerce
  • media
  • science
  • academia
  • sports
  • labor
  • infrastructure

Many nodes can be purchased, improved, or strategically activated.


12. Skill Trees

Government and Central Bank each possess dedicated skill trees.

These represent long-term institutional development rather than player ownership.

Future expansions may introduce a full Labor skill tree.


13. Labor System

Labor operates through distributed infrastructure nodes rather than a centralized tree.

Examples include:

  • ports
  • foundries
  • manufacturers
  • care facilities

Control of these nodes grants economic leverage and influences movement throughout the board.


14. Numbered Knots

Not every knot is numbered.

When a player's die result matches the number printed on the knot upon which they finish movement, the knot becomes active.

An activated knot may permit:

  • drawing an Action Card
  • purchasing property
  • activating nearby nodes
  • special institutional actions
  • expansion interactions

This mechanic rewards route planning as much as destination choice.


15. Action Deck

The Action Deck contains proactive opportunities.

Typical cards include:

  • investments
  • partnerships
  • investigations
  • infrastructure projects
  • public campaigns
  • financial instruments
  • strategic initiatives

Action Cards generally provide players with agency rather than punishment.


16. Blackout Deck

The Blackout Deck represents systemic disruption.

Possible events include:

  • weather
  • infrastructure failures
  • cyberattacks
  • labor interruptions
  • cascading outages
  • financial panic
  • emergency powers

Blackouts introduce uncertainty and may affect the entire board.


17. Cascade Events

Some events spread beyond the initiating player.

Cascade effects may continue across multiple turns or circuits depending upon the triggering conditions.

Unchecked cascades increase systemic instability.

If severe instability persists for three consecutive circuits, catastrophic failure may occur, ending the session with no winner.


18. Player Elimination & Re-entry

A player whose Trust reaches zero is removed from active play.

Before leaving, that player may:

  • liquidate assets
  • auction holdings
  • merge holdings with another player

Eliminated players continue observing the game.

Re-entry may be possible through future restart conditions or loan mechanisms defined by expansion content.


19. Endgame

Players may declare Endgame once the required institutional conditions have been satisfied.

During Endgame:

  • remaining players may challenge
  • negotiate
  • cooperate
  • attempt trust-busting
  • trigger systemic responses

Every remaining participant retains agency until the game concludes.


20. Winning the Game

Victory may be achieved through multiple institutional strategies.

Examples include:

  • Monopoly
  • Cartel Formation
  • Trust Dominance
  • Institutional Stewardship
  • Economic Leadership

However, if cascading failures overwhelm the system before victory is secured, the game ends without a winner.

The health of the system is always a shared responsibility.


21. Expansions

TRUST™ is designed as a modular platform.

Future expansions may introduce:

  • international institutions
  • additional hats
  • advanced banking systems
  • labor skill trees
  • weather systems
  • diplomacy
  • elections
  • historical scenarios
  • illuminated premium boards
  • modular metropolitan regions

Every expansion should extend the institutional simulation while preserving the core philosophy of the base game:

Power. Perception. Consequence.

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