You find yourself in a dystopian cityscape with a few workers at your disposal to make your mark on the world. Like most people in dystopian fiction, your workers are oblivious to their situation. This world is all they've ever known, and you may use them at your whim.
In this game you start off with 2 workers. You can get more, but the more you have the greater the chance they will realise they are in a dystopian society and will leave.
The workers are dice - they are standard 6 sided dice, with a design on them that can make it a little difficult to instantly see the result. The value you role will have some importance with how and when you will place them on the board. If 1 has been rolled, this can be added to gain some resources and increase the progress of that specific group. Roll a 6 and you gain double resource, but the worker gets more intelligent and wise to their world. This is not great, so keeping your workers in the dark (and thus a little dim) is the desired outcome.
The game starts with rolling the 2 worker dice, and adding their intelligence. If this is greater than or equal to 16, then you lose a worker. These workers can be placed on the board one at a time. The only exception, is if a double is rolled, and therefore 2 workers can be placed. Workers can gain resources, commodities or be used to build a market.
A nice aspect of this game is the fluidity of the rounds. There is no start and end as such, once all your workers are placed, you have the option to bring as many back as you wish (remember, get over 16 and you lose one). Whenever a worker is returned to the pool, you need to roll it in. Get over 16, you lose it. This can lead to some strategy where you know someone is fairly high in the knowledge score, and you can bump off one of their workers to force them to lose it.
Bumping a worker just means you are going to use their space to get that resource/commodity etc. This is a good way to get your workers back to your pool to use elsewhere. You can even bump your own workers, saving you a turn in getting some of them back.
But why do all this?
The aim of the game is to play all of your Stars. Each player has 10 stars at the start. They can play stars when they complete certain tasks, such as getting a progression bar to the top, fulfilling a build, handing in artifacts etc. Once all the 10 stars have been played, the game ends there and then.
Of course, there are other elements to the game. At the start you are given a moral dilemma - which is essentially a choice between good and bad. Help a friend to escape, or hand them in? The more dystopian one will all you to play a star, then other will help to get more recruits.
Recruits give you some special abilities that you can use whenever the conditions match. This could be if a double is rolled, of you bump a worker, or are on a specific area.
The dilemma cards seemed a little pointless to me when playing, while the recruits can be very powerful if you have the right one.
I enjoyed this game enough to give it another play in the future, now i know what to expect from the game. I prefer other worker placement type games, but the fluid rounds makes this enjoyable and brings another level of strategy to the game. There is a LOT of luck involved - from the recruits at the beginning to the worker rolls. As a result, you need to be a little flexible with the strategy you wish to employ.