Operation
Paper Dragon
A fair, a fragile dragon, and ten minutes before rain. Four people can help—if they choose to. Make a plan without treating willing hands as yours to command.
How to play
- Set the scene. Choose how many helpers volunteer and whether the porch route fits the wagon. A solo practice game is ready now; use “Start new solo game” to change it.
- Plan five minutes. Select actions in the action panel until your willing hands are used. Actions happen together; a check or permission call enables a move in the next round. Press “Advance five minutes.”
- Face the weather. Solo rain starts at minute 10; team rain starts at minute 5. Play to minute 30. Move an item to the teal porch or put the single tarp over it before rain. The result shows dry items, losses, and a fictional CRU score.
The lawn and covered porch below are a simple map, not buttons. You can also try the fictional two-team challenge below the solo game.
The brief
The neighborhood fair opens in 30 minutes. Rain is expected at minute 10 and lasts until minute 20. A two-metre papier-mâché dragon, six paper lanterns, and the welcome table are on the lawn. The porch is 60 metres away. You have one wagon and one tarp, which covers one item. The dragon needs two people who have checked the wagon, load, lift, and porch route together and agreed on a stop signal. A late opening is acceptable; an injured person is not.
Willing hands
The chosen route is shown for solo replay, but the crew must still inspect it. Changes take effect when you start a new game. Nobody is conscripted.
What is at stake? Practice CRUs only
Each dry item earns its value; each wet item loses its value. These are fictional game points, never transfers from a real CRU ledger. Break-even is 50 CRUs kept dry and 50 lost, for a net score of 0.
The field
60 metres from lawn to porchThis is a schematic map. The teal area is the dry destination, not an action. Its contents change when an item reaches shelter.
Lawn
Covered porch
Field log
Make the next five-minute plan
Pick actions up to the number of willing hands. They happen at the same time, so a permission call or route check helps a move in the next round. You may advance with no actions. Safety stops an unscouted or blocked heavy move.
What counts as success?
At opening, score dry items as gains and wet items as losses. A team cannot win if it moves the dragon without the maker's permission or leaves visitors uninformed, regardless of CRU score. There is no secret injury roll: an unchecked or blocked wagon route causes the move to stop safely. A wet item cannot be made unwet by moving it later.
| Item | Condition | Practice CRUs |
|---|---|---|
| Net result | ||
Two-team challenge · fictional players
Try the same harder scenario with two invented teams: rain at minute 5 and three fictional hands per round. Teal One and Teal Two alternate five-minute plans for Team A; Amber One and Amber Two do the same for Team B. Both teams face the same terrain. The highest eligible practice score wins; an unasked dragon move or uninformed visitors makes a team ineligible.
These are game characters. The public page does not contact, invite, or record the participation of PHS personas.
No team match started. Solo practice is ready above.
Match record
Completed team matches are saved in this browser when local storage is available. The record shows team names, winner, practice scores, and completion time. It is not a shared or authoritative CRU ledger.