Round & Revel / Cooperative resource management
Common Reserve
Three actions remain, and tomorrow’s delivery is already waiting in view.
Original authored print-and-play game. Time is a planning estimate; this edition has not had a live group playtest.
Good for: A small group wanting open discussion and a persistent shared-resource problem.
What you need
- One copy of twelve delivery cards, cut apart; use eight per session
- One reserve sheet, three public action references and one session record
- Pencil and eraser, or resource counters: up to six each labeled WATER, FUEL and FIBRE
- One current-player marker; a plain paper square marked TURN is enough
How to play
Keep the reserve useful
You share a storehouse of WATER, FUEL and FIBRE for a fictional garden gathering. Eight deliveries will request supplies, and each closes one gathering source while it is current. Before each delivery, the group gets exactly three actions in total. Players take those actions in continuous clockwise order, discussing openly. Spend carefully and use the next delivery’s preview to prepare. There are no individual resources, private roles or separate scores.
Prepare the queue
Shuffle all twelve delivery cards without reading their order. Put four aside face down, leaving an eight-card session deck. Reveal its first two cards into CURRENT and NEXT spaces. Keep the other six hidden in order. Start the reserve at 2 WATER, 2 FUEL and 2 FIBRE. Each resource has its own capacity of six. Choose a first player and give them the TURN marker. Mark delivery 1 and action 1.
The preview is public
Read CURRENT’s three demand numbers and its CLOSED SOURCE aloud. The closure lasts through this delivery’s three action turns only. NEXT is visible for planning, but its closure does not apply yet. No one may inspect later cards or the four unused cards. Cards describe game supplies, not practical instructions about fuels or gardening. The current player can ask the group for suggestions but makes the final legal choice for that action.
Gather as one action
Choose WATER, FUEL or FIBRE, except the resource named as CURRENT’s CLOSED SOURCE. Add exactly two units of that resource to the reserve, then discard any excess above six in that resource. Other stocks do not change. Gathering one instead of two is not a separate option; an excess may simply be lost to the cap. A closed source cannot be gathered even if you are short of its delivery demand.
Exchange or wait
Instead of gathering, spend exactly two units of one resource to gain exactly two units of a different resource. You must already have the two you spend. The received resource may be the closed source: an exchange uses the reserve rather than that gathering source. Apply its six-unit cap immediately and discard excess. You cannot split either side between types, exchange one unit, or combine exchange with gathering. Waiting, changing nothing, is also a legal action.
Only three actions
After an action, pass TURN clockwise and mark the next action box. After the third, resolve the current delivery before anyone acts again. The next delivery begins with the player now holding TURN; do not reset to the same person each round. Thus two players alternate who gets two actions in a delivery, while four players rotate the person who sits out its action turns. Everyone may still discuss every decision. There are always twenty-four actions in a complete session, independent of player count.
Make the delivery
For each resource, send the smaller of the requested number and the number currently in reserve. Subtract those sent units immediately. You must send all available requested units even if another type is missing; supplies already dispatched do not return. Count the missing units across all three types. A complete delivery earns 2 shared points. Exactly one missing unit earns 1. Two or more missing units earn 0. Record points and shortages; every supplied card requests five units total.
Advance and finish
Discard the resolved card face up. Move NEXT into CURRENT and reveal one new card as NEXT if the deck has any. For delivery eight, CURRENT stands alone. Keep leftover stock and continuous turn order. After the eighth delivery, total the eight scores for 0–16 points. Sixteen means every demand was supplied; otherwise use the shortage log to discuss the tightest moments. Nobody wins individually, and leftover stock adds no points. Difficulty varies with the order; perfect completion is not promised for every random sequence.
Keep a clear ledger
All decisions and quantities are public. Before passing TURN, another player checks that no stock is negative or above six. Correct an arithmetic error from the written ledger whenever the earlier amounts are known. An illegal gather from a closed source noticed before the next action is undone and replaced by a legal action. If an older state cannot be reconstructed, agree a correction and finish as practice. Never turn a shortage into imaginary borrowed supplies.
Access and replay
Read the two visible deliveries aloud and use large number tallies instead of tiny counters. A helper may record the action chosen by the current player. There is no compulsory clock. For a different session, restore all twelve cards and shuffle again. For a controlled comparison, record the eight card IDs afterward and replay that same sequence with the same information preview, recognizing that you now know the future. The game has been checked mechanically, not tested with a live group.
A worked example
CURRENT requests 3 WATER, 1 FUEL and 1 FIBRE and closes WATER. Starting from 2 of each, action one exchanges 2 FUEL for 2 WATER, reaching 4 WATER, 0 FUEL, 2 FIBRE. Action two gathers 2 FUEL. Action three gathers 2 FIBRE. The reserve is now 4,2,4. Delivering 3,1,1 leaves 1,1,3 and earns 2 points.
A different delivery requests 1 WATER, 3 FUEL and 1 FIBRE. With stock 2,2,2, send 1,2,1, leaving 1,0,1. One fuel unit is missing, so earn 1 point. The delivered water and fibre are spent even though the delivery was incomplete.
Printable materials
Print the twelve delivery cards once, single-sided, and cut apart. Print the reserve, action references and session record once. Keep the session deck and unused cards face down; CURRENT and NEXT stay visible. Counters are optional because the reserve can be recorded in pencil.
Seed Tent
DEMAND: WATER 3; FUEL 1; FIBRE 1.
CLOSED SOURCE while CURRENT: WATER. Exchanges may still obtain this resource.
Take three shared actions, then dispatch up to the requested amount of every type. Score 2 if nothing is missing; 1 if exactly one unit is missing; otherwise 0.
Lantern Stall
DEMAND: WATER 1; FUEL 3; FIBRE 1.
CLOSED SOURCE while CURRENT: FUEL. Exchanges may still obtain this resource.
Take three shared actions, then dispatch up to the requested amount of every type. Score 2 if nothing is missing; 1 if exactly one unit is missing; otherwise 0.
Woven Arch
DEMAND: WATER 1; FUEL 1; FIBRE 3.
CLOSED SOURCE while CURRENT: FIBRE. Exchanges may still obtain this resource.
Take three shared actions, then dispatch up to the requested amount of every type. Score 2 if nothing is missing; 1 if exactly one unit is missing; otherwise 0.
Warm Pavilion
DEMAND: WATER 2; FUEL 2; FIBRE 1.
CLOSED SOURCE while CURRENT: FIBRE. Exchanges may still obtain this resource.
Take three shared actions, then dispatch up to the requested amount of every type. Score 2 if nothing is missing; 1 if exactly one unit is missing; otherwise 0.
Garden Booth
DEMAND: WATER 2; FUEL 1; FIBRE 2.
CLOSED SOURCE while CURRENT: FUEL. Exchanges may still obtain this resource.
Take three shared actions, then dispatch up to the requested amount of every type. Score 2 if nothing is missing; 1 if exactly one unit is missing; otherwise 0.
Evening Canopy
DEMAND: WATER 1; FUEL 2; FIBRE 2.
CLOSED SOURCE while CURRENT: WATER. Exchanges may still obtain this resource.
Take three shared actions, then dispatch up to the requested amount of every type. Score 2 if nothing is missing; 1 if exactly one unit is missing; otherwise 0.
Misting Corner
DEMAND: WATER 3; FUEL 1; FIBRE 1.
CLOSED SOURCE while CURRENT: FUEL. Exchanges may still obtain this resource.
Take three shared actions, then dispatch up to the requested amount of every type. Score 2 if nothing is missing; 1 if exactly one unit is missing; otherwise 0.
Dusk Display
DEMAND: WATER 1; FUEL 3; FIBRE 1.
CLOSED SOURCE while CURRENT: FIBRE. Exchanges may still obtain this resource.
Take three shared actions, then dispatch up to the requested amount of every type. Score 2 if nothing is missing; 1 if exactly one unit is missing; otherwise 0.
Ribbon Shelter
DEMAND: WATER 1; FUEL 1; FIBRE 3.
CLOSED SOURCE while CURRENT: WATER. Exchanges may still obtain this resource.
Take three shared actions, then dispatch up to the requested amount of every type. Score 2 if nothing is missing; 1 if exactly one unit is missing; otherwise 0.
Shared Courtyard
DEMAND: WATER 2; FUEL 2; FIBRE 1.
CLOSED SOURCE while CURRENT: WATER. Exchanges may still obtain this resource.
Take three shared actions, then dispatch up to the requested amount of every type. Score 2 if nothing is missing; 1 if exactly one unit is missing; otherwise 0.
Small Conservatory
DEMAND: WATER 2; FUEL 1; FIBRE 2.
CLOSED SOURCE while CURRENT: FIBRE. Exchanges may still obtain this resource.
Take three shared actions, then dispatch up to the requested amount of every type. Score 2 if nothing is missing; 1 if exactly one unit is missing; otherwise 0.
Closing Stand
DEMAND: WATER 1; FUEL 2; FIBRE 2.
CLOSED SOURCE while CURRENT: FUEL. Exchanges may still obtain this resource.
Take three shared actions, then dispatch up to the requested amount of every type. Score 2 if nothing is missing; 1 if exactly one unit is missing; otherwise 0.
Common reserve sheet
WATER: 2 → __________________ FUEL: 2 → __________________ FIBRE: 2 → __________________
Each type has its own capacity of six. Discard excess immediately after an action. No negative stock.
CURRENT card space: __________________ NEXT card space: __________________
Pass TURN clockwise after every action, including between deliveries.
GATHER action
Choose an open resource source. Add 2 units of that type, discarding any amount above six.
The source named CLOSED on CURRENT cannot be gathered.
EXCHANGE action
Spend 2 units of one resource to gain 2 of one different resource.
The received type may be CURRENT’s closed source. Apply the six-unit cap immediately.
WAIT action
Change no stock. Pass TURN and consume this action normally.
Eight-delivery record
| Delivery | Card ID | Three actions | Missing units | Points |
|---|---|---|---|---|
| 1 | ________ | 1 □ 2 □ 3 □ | ________ | ____ / 2 |
| 2 | ________ | 1 □ 2 □ 3 □ | ________ | ____ / 2 |
| 3 | ________ | 1 □ 2 □ 3 □ | ________ | ____ / 2 |
| 4 | ________ | 1 □ 2 □ 3 □ | ________ | ____ / 2 |
| 5 | ________ | 1 □ 2 □ 3 □ | ________ | ____ / 2 |
| 6 | ________ | 1 □ 2 □ 3 □ | ________ | ____ / 2 |
| 7 | ________ | 1 □ 2 □ 3 □ | ________ | ____ / 2 |
| 8 | ________ | 1 □ 2 □ 3 □ | ________ | ____ / 2 |
Session points: ____ / 16. Total units missing: ____. Each card requests five units; eight deliveries request forty.
After the third action, dispatch the minimum of stock and demand in every resource, even if another resource is short.
Round & Revel. First edition, October 2026. Uses only the listed printable materials and ordinary supplies.