Hypertext: Rules of Play

Ruleset: Babel Alpha (canonical model). This document is the authoritative prose statement of the Hypertext game system. Where it disagrees with older documentation, this document wins. Where it disagrees with the machine-readable Lot rules (templates/phases.yml, hypertext.lots.rules) or the approved template matrix, the numbers printed on approved templates win and this document must be corrected to match them.

Overview

Hypertext is a word-study card game for 2–6 players built on Biblical vocabulary. Players write a Chapter together: they reveal Word Cards from the Tower, activate abilities, and Record exact combinations of card types that match the Lots in play. Recording the shared Chapter Lot creates a Page — a scored, face-up set in front of you. Recording a Portion Lot (your own or another player's) earns Letters instead, and scores nothing directly.

The structure of a game is:

Game → Chapters → Chapter Lot + Portion Lots → Records → Pages / Sheol → Chapter scoring → full 90-card reset

The Pages created during play collectively constitute the Chapter. When the Chapter closes, every Page is scored, all 90 Word Cards are gathered and reshuffled, and the next Chapter begins with a fresh Tower and a new Chapter Lot. The player with the highest total after the final Chapter wins.


Components


Card Anatomy

Element Description
Number Collector ID (#001–#090)
Word The English word
Gloss Short definition
Type NOUN, VERB, ADJECTIVE, NAME, or TITLE
Rarity COMMON, UNCOMMON, RARE, or GLORIOUS
Printed cost Cards discarded from hand to activate (shown beside the rarity)
Art Thematic illustration
Stats LORE, CONTEXT, COMPLEXITY (1–5 each; see Stat rubric below)
Ability Effect when activated
Verses OT and NT scripture references
Hebrew/Aramaic · Greek Original-language forms
Trivia Educational notes

Stat rubric

The three stats are word-study measurements, not power. They are scored against these anchors and recorded with a one-line rationale per stat.

Stat Measures 1 3 5
LORE theological weight incidental; no teaching rests on it a recognized theme with clear teaching a doctrine hangs on the word (SEED, KINGDOM, election, redemption)
CONTEXT frequency: occurrences of the printed Hebrew lemma plus the printed Greek lemma 10 or fewer 41–120 more than 400 (2 = 11–40, 4 = 121–400)
COMPLEXITY etymological history and linguistic complexity transparent word, plain derivation, stable translation a notable derivation or a translation choice to explain the word's history is itself a study: contested etymology or a semantic range that changes doctrine

Word weight is a fourth judgment, separate from LORE: how much a card of this word means in the set's story. 1 everyday vocabulary; 2 a descriptive or mechanical word with a clear place; 3 thematic vocabulary with real teaching behind it; 4 a named judgment, agent, place, patriarch, or event the era turns on - the card people look for; 5 a pillar of the set. Weight 5 must print GLORIOUS and weight 4 at least RARE. RARE and GLORIOUS are 22 of 90 slots, so a set carries at most about 22 words of weight 4-5 and 9 of weight 5.

CONTEXT is computed from counts and must match its bucket. LORE and COMPLEXITY are judgments and must cite their reason. Stats do not scale with rarity; a filled row must be earned by the word, and a COMMON or UNCOMMON card may not carry three stats of 4 or more.

Scored as this card uses the word (2026-08-29). LORE and COMPLEXITY are judged on the era's use and on the verses printed on this face; a doctrinal use elsewhere in Scripture lifts a score only when that verse is one of the printed refs. ONE printed 5/5/4 - the highest row in the set - by being scored at the Shema rather than at "the people is one" on its own face. A numeral or function word maxes the frequency count for free, so its CONTEXT caps at 3. A stat total of 13 or more requires word weight 4 or more.

Stats are playable. An ability may read LORE, CONTEXT or COMPLEXITY the way it reads a card type: a floor filter, a binary condition, a match, a duel with a chosen player, a Pages total, or a per-point scale. The stat should rhyme with the word - LORE for weight, glory and depth; CONTEXT for multitude and gathering; COMPLEXITY for tongue, name and confusion.


Card Types

Type Icon Role Count
NOUN Closed book Person, place, thing, or concept 16
VERB Slanted pencil Action or state 20
ADJECTIVE Pencil with sparkle Descriptive word 20
NAME Feather quill Proper noun (person or place) 16
TITLE Ornate empty frame Wild — may stand for NOUN or NAME when recording 18

Total: 90 cards.


Rarity and Printed Cost

Rarity Diamond Printed cost (discard from hand)
COMMON White 0
UNCOMMON Green 0
RARE Gold 1
GLORIOUS Orange 2

The printed cost is paid every time the card is activated, regardless of how the activation was accessed (see Activation).


Lots

A Lot is a recipe: the exact type composition of a 5-, 6-, or 7-card set. The 30 Lot Cards are universal across all Hypertext sets. Every Lot Card can serve in either role:

Role Lifetime Function
Chapter Lot Current Chapter One shared recipe everyone may Record against. Recording it creates a Page worth the Lot's Chapter Value.
Portion Lot Current Chapter A personal recipe assigned to one player. Anyone may Record against it for Letters; no Page is created.

Lot values by size

Lot size Chapter Value (as Chapter Lot) Owner Letters (own Portion Lot) Visitor Letters (another's Portion Lot)
5-card 8 points 2 1
6-card 10 points 2 1
7-card 14 points 3 2

The Lot face prints both Letter values on one line as the visitor/owner split: PORTION VALUE: 1/2 LETTERS on 5- and 6-card Lots and PORTION VALUE: 2/3 LETTERS on 7-card Lots — read it as visitor Letters / owner Letters. Canonical faces: templates/lot/v002/.

Because only Chapter Lot Records create Pages, and every player may Record the Chapter Lot once per Chapter, the points available in a Chapter are bounded by one Page per player plus Letters and Wreaths.

The 30 Lots

5-card (14): Remnant (4 of one type + 1 any) · Pentateuch (NOUN + VERB + ADJ + NAME + TITLE) · Scroll (VERB ×2 + ADJ ×2 + TITLE) · Witness (NAME ×2 + VERB ×2 + ADJ) · Epistle (NAME + VERB ×2 + NOUN ×2) · Psalm (ADJ ×3 + VERB + NOUN) · Parable (NOUN ×3 + VERB + ADJ) · Oracle (VERB ×3 + NAME + ADJ) · Covenant (NAME ×2 + NOUN ×2 + TITLE) · Benediction (TITLE ×2 + ADJ + NOUN + NAME) · Altar (NOUN ×3 + VERB + TITLE) · Foundation (NAME ×3 + NOUN + VERB) · Proverb (ADJ ×2 + VERB + NOUN + TITLE) · Lament (ADJ ×3 + NOUN + NAME)

6-card (12): Congregation (4 of one type + 2 any) · Assembly (3 of one type + 3 of another type) · Trinity (NAME ×2 + NOUN ×2 + VERB ×2) · Tabernacle (NOUN ×3 + NAME ×2 + TITLE) · Chorus (VERB ×3 + ADJ ×2 + NOUN) · Sanctuary (NOUN ×4 + NAME + TITLE) · Hymnal (ADJ ×2 + VERB ×2 + NOUN ×2) · Gospel (NAME ×2 + VERB ×2 + NOUN + TITLE) · Jubilee (VERB ×3 + ADJ ×2 + NAME) · Wisdom (ADJ ×3 + NOUN ×2 + TITLE) · Prophecy (ADJ ×2 + NAME ×2 + VERB ×2) · Selah (5 of one type + 1 any)

7-card (4): Creation (all 5 types + a pair) · Revelation (NOUN + VERB + ADJ + NAME + TITLE ×3) · Exodus (VERB ×3 + NAME ×2 + NOUN ×2) · Apocalypse (4 of one type + 3 of another type)

Canonical compositions live in templates/phases.yml (typed grammar: fixed recipes list exact types; groups recipes name counted groups — n of one type, n of another type, any; Creation is all 5 types + a pair). The machine evaluator is hypertext.lots.patterns.


Game Length

Mode Chapters Flavor
Quick 3 "On the third day He rose"
Standard 6 "Two were proposed, that twelve be restored"
Epic 12 "Twelve apostles; twelve gates"

Standard (6 Chapters) is the recommended default. Quick (3 Chapters) is the recommended starting point for large tables. Redeem is disabled in two-player games.

Player count and the Tower (2026-08-29). One set supports 2–6 players. Seven or more is playable, but a single 90-card Tower cannot feed that many hands for a full Chapter, so 7+ requires a second set shuffled into the Tower. Lot Cards are universal and are not doubled - one Chapter Lot and one Portion Lot per player, drawn from a single Lot deck.


Objects and Zones

Object Lifetime Function
Word Cards Whole game The 90-card corpus, reconstituted into the Tower each Chapter
Tower Current Chapter Face-down draw pile
Hand Current Chapter Private Word Cards held by a player
Resolve One activation Temporary area holding the activated card and the cards paid as its cost until the ability finishes
Sheol Current Chapter Shared face-up discard pile: activated cards, activation costs, cards Recorded to any Portion Lot, End discards, ability discards, and the seeded Chapter-start card
Chapter Lot Current Chapter Shared recipe available to every player; Recording it creates a Page
Portion Lot Current Chapter Personal recipe assigned to one player, visible to all; Recording it earns Letters
Page Current Chapter Scored face-up set created by Recording the Chapter Lot
Used Chapters Whole game Completed Chapter Lots; they do not repeat during the game
Letters Current Chapter Open resource tokens; spent on activations or retained for score
Wreaths Current Chapter Chapter bonus tokens (+2 points each)
Redeem marker Current Chapter Marks a player who owes a Redeem-debt discard

Visibility

Location Visibility
Hand Hidden (yours only)
Tower Hidden
Pages, Sheol, Resolve, Lots, Letters, Wreaths Open

Chapter Setup

  1. Gather all 90 Word Cards and shuffle them to form the Tower.
  2. Move the top card of the Tower face-up to Sheol. This seeded card cannot be Redeemed.
  3. Reveal one Chapter Lot from the Lot deck that has not been used this game.
  4. Deal two Lot Cards face-down to each player as Portion Lot candidates.
  5. Each player chooses one candidate as their Portion Lot, before receiving Word Cards.
  6. Reveal the chosen Portion Lots face-up in front of their owners. Return the unchosen candidates to the Lot deck.
  7. Deal seven Word Cards to each player.
  8. Reset Letters, Wreaths, Record markers, Redeem markers, and temporary effects.
  9. Establish the starting player. The starting player rotates clockwise after each Chapter.

Turn Structure

Each turn has four stages, in order:

  1. Reveal
  2. Activate
  3. Record
  4. End

1. Reveal

Reveal the top card of the Tower, then choose one:

Draw Activation — activate the revealed card. - Spend 0 Letters. - Pay its printed rarity cost from hand. - Place the card and its payment in Resolve, resolve the ability, then move everything in Resolve to Sheol. - The revealed card is not added to your hand, and no additional card is drawn.

Pass — decline the activation. - Add the revealed card to your hand. - Draw one additional card into your hand. - Neither card receives a Draw Activation.

The choice is: activate the revealed card, or gain two cards.

2. Activate

After Reveal resolves, you may activate cards from your hand. Each Hand Activation costs 1 Letter plus the card's printed rarity cost. Hand Activations are repeatable as long as you can pay.

Letters earned later this turn (during Record) cannot be spent until a future turn.

Activation costs

Access Letter cost Printed cost
Draw Activation (revealed card) 0 As printed (0 / 0 / 1 / 2)
Hand Activation (card from hand) 1 As printed (0 / 0 / 1 / 2)

A zero-Letter Draw Activation does not waive the printed cost.

Cost resolution

For every activation:

  1. Declare the activation.
  2. Pay the Letter access cost, if any.
  3. Pay the printed discard cost from hand.
  4. Move the activated card and the payment cards to Resolve.
  5. Resolve the ability.
  6. Move everything in Resolve to Sheol.

Cards in Resolve cannot be targeted by the ability currently resolving, so an ability can never retrieve its own cost before that cost reaches Sheol. Activated cards and their costs cannot be Redeemed.

3. Record

You may Record exact card combinations from your hand that match any active Lot. Every player may Record each active Lot once per Chapter, and may Record several different Lots in one Record stage.

You Record… Matching cards go to You gain Page created?
The Chapter Lot Your Pages, face-up A Page worth the Lot's Chapter Value at Chapter scoring Yes
Your own Portion Lot Sheol Owner Letters No
Another player's Portion Lot Sheol Visitor Letters No

Procedure:

  1. Choose the Lot.
  2. Reveal the required cards from your hand.
  3. Declare any TITLE substitution.
  4. Verify the recipe matches exactly.
  5. Mark yourself as having Recorded that Lot this Chapter.
  6. If you Recorded the Chapter Lot, place the cards face-up in your Pages. Otherwise move them to Sheol and take the Letters.

The first player to Record the Chapter Lot takes the Record Wreath.

A Page stays face-up in front of you for the rest of the Chapter. Abilities that refer to cards "in your Pages" see only the Pages you have created this Chapter.

TITLE wild rule

A TITLE card may stand for TITLE, NOUN, or NAME. It may not stand for VERB or ADJECTIVE. At most one TITLE substitution is allowed per Record; a TITLE occupying an explicit TITLE slot in the recipe is not a substitution. Declare the substituted role when presenting the Record.

4. End

  1. Discard one card from hand to Sheol, if able.
  2. Open the Redeem window on that discard (see Redeem).
  3. Resolve any Redeem.
  4. Check your hand. If it is empty, the Chapter closes (see Closing the Chapter). Otherwise play passes clockwise.

Only the active player can close a Chapter, and only after their complete turn has resolved.


Abilities

Ability copy uses only the rules vocabulary above. Rulings that abilities depend on:


Redeem

When a player makes their normal End discard, other players may Redeem it — take it into hand.


Closing the Chapter

When the active player's hand is empty at the end of their turn:

  1. Award the Empty Wreath to that player.
  2. Grace period: each other player, in clockwise order, receives one final Record stage. They may Record any active Lot they have not already Recorded this Chapter. There is no Reveal, no activation, no Redeem, and no End discard during Grace. Pages and Letters earned during Grace count for scoring.
  3. A player who empties their hand during Grace receives no Empty Wreath, but suffers no hand penalty.
  4. Proceed to Chapter Scoring.

Wreaths

Wreath Awarded to Value
Record Wreath First player to Record the Chapter Lot +2 points
Empty Wreath The player who closes the Chapter +2 points

A player may earn both in the same Chapter.


Chapter Scoring

Each player's Chapter score is:

Chapter Value of each Page created this Chapter + remaining Letters × 3 + Wreath points − 1 per card remaining in hand


Chapter Reset

After scoring:

  1. Move the completed Chapter Lot to Used Chapters. It does not repeat this game.
  2. Return all Portion Lots to the Lot deck.
  3. Gather all 90 Word Cards from every hand, the Tower, Sheol, Resolve, and every player's Pages.
  4. Confirm all 90 cards are present.
  5. Shuffle them into a fresh Tower.
  6. Clear all Pages.
  7. Reset Letters, Wreaths, Record markers, and Redeem markers.
  8. End all temporary effects.
  9. Rotate the starting player clockwise.
  10. Begin the next Chapter Setup: reveal the next unused Chapter Lot and deal new Portion Lot candidates.

Because Pages exist only within a Chapter, any Page-dependent ability accumulates during the current Chapter only and resets automatically.


Tower Exhaustion

When the Tower is empty and a draw is required:

  1. Shuffle the eligible cards in Sheol into a new Tower.
  2. Exclude cards in Resolve.
  3. Exclude an End discard whose Redeem window is still open.
  4. Continue drawing.

If fewer cards exist than required, draw as many as possible.


Ability Resolution Principles

Card text may create explicit exceptions to these rules. Otherwise:


Game End

The game ends after the number of Chapters for the chosen mode. The player with the highest total score wins.

The Matthias Rule (tiebreaker)

"And they cast lots, and the lot fell on Matthias." — Acts 1:26

If players are tied for the highest score after the final Chapter:

  1. Only the tied players play a tiebreaker Chapter.
  2. Shuffle the 90 Word Cards, seed Sheol, and deal seven cards to each tied player.
  3. Reveal a new unused Chapter Lot. No Portion Lots are dealt.
  4. Play proceeds normally (Reveal, Activate, Record, End).
  5. The first player to Record the Chapter Lot wins the game. Nothing else is scored.

Quick Reference

Turn

Stage Actions
1. Reveal Reveal top card: Draw-Activate it (0 Letters + printed cost) or Pass (keep it and draw 1 more)
2. Activate Hand Activations: 1 Letter + printed cost each, repeatable
3. Record Chapter Lot → Page (Chapter Value points) · Own Portion Lot → Sheol, Owner Letters · Other's Portion Lot → Sheol, Visitor Letters
4. End Discard 1 (Redeem window) · empty hand closes the Chapter

Values

Item Value
Printed cost COMMON 0 · UNCOMMON 0 · RARE 1 · GLORIOUS 2
Hand Activation access 1 Letter
Chapter Value (5 / 6 / 7-card Page) 8 / 10 / 14 points
Owner Letters (5 / 6 / 7-card) 2 / 2 / 3
Visitor Letters (5 / 6 / 7-card) 1 / 1 / 2
Record Wreath · Empty Wreath +2 · +2
Retained Letter 3 points
Card left in hand −1 point

Alpha hypotheses

The Letter values and Chapter Values above are Babel Alpha hypotheses and are instrumented during playtesting. Individual Lots may eventually justify ±1 Letter adjustments. The printed cost matrix and the 20-template Word Card matrix are locked.


Glossary

Term Definition
Chapter One complete round of play, from a fresh Tower to full reset; the Pages created during it constitute the Chapter
Chapter Lot The shared Lot for the current Chapter; Recording it creates a Page
Chapter Value The points a Page scores (8 / 10 / 14 by Lot size)
Portion Lot The Lot that falls to one player for the current Chapter (their portion); Recording it earns Owner Letters (owner) or Visitor Letters (anyone else) and scores nothing directly
Page A face-up set created by Recording the Chapter Lot; worth its Chapter Value at Chapter scoring; cleared at reset
Lot A 5-, 6-, or 7-card recipe of card types
Record Play an exact match for a Lot from your hand
Tower The face-down draw pile — language dispersed from Babel
Sheol The shared face-up discard pile — the grave
Resolve Where an activated card and its cost sit while the ability resolves
Used Chapters Chapter Lots already completed this game
Letter Resource token; spend 1 to activate from hand, or keep for 3 points each
Draw Activation Activating the card you just revealed for 0 Letters
Hand Activation Activating a card from hand for 1 Letter
Printed cost Cards discarded from hand to activate: 0 / 0 / 1 / 2 by rarity
Wreath +2-point bonus token: Record Wreath (first to Record the Chapter Lot) or Empty Wreath (closing the Chapter)
Redeem Take another player's End discard into hand; owe a discard before your next Reveal; once per Chapter; disabled with 2 players
Grace The final Record stage each other player receives after the Chapter closes
Matthias Rule Tiebreaker Chapter with no Portion Lots; first to Record the Chapter Lot wins

Hypertext — Word by word, line upon line.