Gnomedale

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Statistics

Genetic inheritance
Score out of 100 computed from birth genes: health, gifts and hereditary gold. Earned gilding does not raise this score.
Overall worth
Overall score that also takes talents, dispositions and earned gilding into account. It can be higher than the genetic score.
Ranking
Position among the adults of the valley on screen. The rank also depends on the other residents.
Carried gene
Present without being expressed. It can be passed on to a child and expressed depending on the other parent. Visual exception: gilding marked “wearable” can already be worn.
Needs
Meals, rest, warmth, morale and health: a high gauge is good. Priority needs can interrupt a project.
Reputation
Contributions to building, care, the council and production. This is not the overall worth.

Gilding

Birth gold is genetic. Earned gilding comes from a discovered achievement: the reward is random, with a single draw per achievement and per life. Repeating the achievement does not redraw.

A “kept distinction” was earned before the achievement system. It remains available, without inventing a past achievement. Achievements and their rewards are not hereditary.

Projects and orders

Open your card, then “My projects”. Three projects can be followed; your gnome only works in one place at a time. The movement queue holds one active order and two more.

“Commitments and tracked decisions” also shows the waterside house, expeditions, the day’s programme and votes in progress. A vote does not cancel an approved house: the gnome may pause the building work to cast a ballot, eat or sleep, then carry on.

The house uses the village’s resources. Without a reachable plot on the bank, the approval stays pending and the search resumes automatically. The tracker shows progress and lets you see the building site or the finished house. A confirmed move to another village abandons this housing project; the work already done stays with the village.

The estimated journey starts from the gnome, not from the camera. It is separate from the remaining work and may change with the terrain, needs or the availability of a place.

A delegated project carries on after you disconnect, within the accepted limits. Pausing keeps the materials already gathered; cancelling does not refund those already used. Personal reserves are separate from the communal stock.

Items, pending projects and paused projects count towards the building caps. Moving house or a succession does not reset these caps.

At the workshop, planters, keepsakes and rakes can use fir, birch, hardwood or a mix. Only wood actually harvested is available; old stock without a species stays mixed. The frame and the wood used set a plain, neat or remarkable finish, fixed at the first piece of work and kept after a pause, transfer or succession. It changes neither genes nor bonuses: an equipped rake stays at +5% farming. Wood for meals and broths is used as fuel, with no finish.

A request is only confirmed once saved. If the connection drops before the reply, press the same button again without changing your choices: the workshop keeps the request identifier while the panel stays open. After reconnecting, check your projects before creating another one.

Three Pegs

Each player places three pieces on the board, then moves one piece to a free neighbouring square, horizontally or vertically. Lining up your three pieces wins the game. Three repetitions of a position, or 40 moves, make a draw.

After 60 ticks without a move, the gnome plays automatically. Leaving hands the win to the other player. There is no betting and no power reward.

Outings after an otter

Four agreements and four adults present are needed. Each brings a portion, consumed at the gathering. The otter may refuse, injure or kill a member; it goes to the initial leader if the outing succeeds. The group falls back if conditions turn against it.

The cautious approach is slower and reduces accidents. The guide follows a more distant track; the lookout warns earlier if a companion weakens. The helper can give care before leaving, with the recipient’s consent. A prepared potion is consumed on departure only if it can heal, otherwise it is kept.

Family and consent

An invitation between players needs an explicit answer: silence is not consent. A union or a family project needs the agreement of both player parents.

Moving house means losing the old home and may take you away from friends. Divorce goes through the court to allocate the home. Handing over to a child causes the current gnome’s death: this action asks for confirmation. Taking charge of a child, on the contrary, adds them to your gnomes without taking anything from the parent: they then grow up in one real day and are directed from the selector at the top right.

An outing after an otter requires four adults and may injure or kill a participant. Risks and provisions are shown before committing.