Once the game board is unfolded, and the silver card 
box placed in the middle of the board in the appropriate 
space, the surrounding area (a space roughly 300m in 
diameter) will undergo dramatic anomalous spatial 
changes. Observers will see the space appear to fall 
away, as if the viewpoint of observers outside of the area 
of effect has become a bird’s eye view of a space much 
larger than the affected area. This observed space will 
mimic the current game board, only on a much larger 
scale and typically built into an arena setting. 


Within the affected space, the primary players will find 
themselves seated around a flat, crystalline surface 
suspended above the aforementioned game board 
arena, while their game piece representatives will be at 
the starting positions on the game board below. The start 
of the game is typically accompanied by music and 
fireworks, and a voice announcing the beginning of a 
new game. Once the game has begun, nothing can be 
passed through the spatial distortion surrounding the 
game arena. Secondary players who are killed or die in- 


game will appear outside of the distortion shortly after 
their death, unharmed. Primary players will remain within 
the anomaly for the duration of the game. 


Gameplay 
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After the introduction has finished, the game begins. 
Each player starts the game by drawing seven cards 
from the silver box in the middle of the board, and end 
each turn by drawing one. If a player has more than ten 
cards in their hand at the end of a turn, they must discard 
one by returning it to the silver box. There are several 
types of cards that can appear in the box, and each 
affects the game in different ways: 


¢ Green Cards - are cards that influence the 
environment of the board. These can range from 
obstacles that can be used against other players, 
to introducing other environments and the hostile 
entities within them to the board, to traps and 
mazes, etc. 

¢ Blue Cards - are companion cards. Companion 
cards “equip” a companion to the game piece 
player, who will follow the player until the card’s 
time limit expires, the companion is killed, or the 
player is killed. Companions can perform different 
tasks and have different abilities to assist their 
player, or hinder other players. 

¢ Red Cards - are weapon, equipment, or ability 
cards. These cards allow the player on the board 
to perform different abilities, or have access to 
different weapons and equipment. Each card lists 
the ability or weapon’s stats, strengths, 
weaknesses, limitations, etc. These cards last as 
long as the player is alive, or until some 
requirement of the card or another card are met 
(for example, running a Red Card through the card 
titled “Upgrade" will result in the Red Card 
disappearing, and another card being issued to the 


player. Additionally, if an equipment card is utilized 
(such as a trap, or reality anchor, etc.) the card is 
expended after the equipment is utilized. 

Orange Cards - are hostile or otherwise 
uncontained anomalies.2 They appear randomly 
across the board, and players often do not know 
they are nearby until they are within range of them, 
upon which the board will produce a card on that 
spot. Entities that appear as Orange Cards can be 
destroyed or contained, depending on the player’s 
equipment and chosen endgame. 

Yellow Cards - are cards that influence the way 
that the earnings of the game are distributed. At 
the beginning of each game, a incorporeal 
numerical counter appears above the game board, 
and another above each player. The counter starts 
at different values depending on the difficulty 
setting (for example, $10,000USD at normal 
difficulty), and yellow cards distribute this money 
across the players as the game progresses. 
Players who die have their “earnings” moved back 
into the central counter to be redistributed. Yellow 
cards, and the money value shown in the counters, 
have no impact on the actual win conditions of the 
game, but at the end of each game the players 
who won will have their sum, in the form of a gold 
bar of equal value engraved with the 
Wondertainment logo, distributed to them through 
the silver box in the center of the board. 

White Cards - are fortune cards. White Cards, and 
their counterpart Black Cards, are randomly 
distributed as an additional card to players at the 
beginning of their turn. White and Black cards 
must be played as soon as they are drawn, and 
while typically only affecting the player who drew 
them, can potentially affect other nearby players or 
the entire board, if applicable.3 White Cards 
provide a random instance of “good fortune”, as 
described by the card. 

Black Cards - are misfortune cards. Black Cards 


survivors of a zombie apocalypse. 


Results: SCP-423 demanifested from the journal, and was 
discovered to have added in the accounts of a character named 
Fred, who survived in a bookstore on [DATA EXPUNGED] Road in 
New York. A team has been dispatched to investigate the named 
location. 


Date: / / 

Test Material: Marvel Masterworks: The X-Men Vol 1, By Stan Lee 
(writer) and Jack Kirby (artist). The book is a trade paperback 
collection of the first 10 issues of the comic book series "The X- 
Men". 


Results: The collection now contains numerous references to Fred 
Wordsworth, one of the students of Xavier's School for Gifted 
Youngsters. This character is described as a mutant possessing the 
ability to physically enter and alter any text, but that this power has 
"made him invisible and intangible". By issue #5, the character has 
become a second-string member of the X-Men unit under the alias 
"Bookworm". The character indirectly participates in several plot 
points through utilization of his abilities, in one instance distracting a 
villain by altering nearby signs. 


Notes: SCP-423 was found to have altered certain instances of text 
within in the artwork, but was completely unable to affect other 
instances upon request. Investigation has revealed that all 
susceptible text was added by the comic's letterer (exclusively 
responsible for the addition of all text found in a comic) rather than 
the inker (exclusively responsible for finalizing artwork). Further 
study is recommended. 


Date: / / 

Test Material: the poem /ncident by Countee Cullen, depicting 
Cullen's experiences with anti-black racism, as a child visiting 
Baltimore. 


Results: The ninth line of the poem is changed from "I saw the 
whole of Baltimore" to "Fred showed me all of Baltimore". 


are more rare than White Cards, but their effect on 
the game is typically more severe. Black Cards, 
like their White Card counterparts, must be used 
as soon as they are drawn, and are expended 
after their use. 

Purple Cards - are Wondertainment cards. These 
are very rare,4 and have random effects on the 
outcome of the game. Typically, Purple cards 
insert a random Wondertainment product into the 
game, typically with exaggerated properties or 
abilities.5 


For examples of game cards used in testing, see 
Addendum 3301.3. 


On the outside of the game board is a slider pointing to 
different difficulty settings. This slider can be moved 
before the game has begun, but retracts into the board 
afterwards. The difficulty settings are as follows: 


Neutralized Mode: All entities and artifacts are 
replaced with plush versions of themselves. No 
entity does any damage to anything else. Lullaby 
music plays across the board. The game mode 
lacks a win condition, and just ends after all of the 
players have fallen asleep. 

Thaumiel Mode: Entities have reduced damage 
and players are not “killed”, only “knocked out”. 
Certain win conditions are removed. Blood and 
gore are no longer visible, and nudity is no longer 
possible, as all players have an unremovable 
skintight bodysuit beneath their lowest layer of 
clothes. 

Safe Mode: The baseline game setting. 

Euclid Mode: Entities do more damage, are more 
resistant to attack, and have more health. Players 
become unable to view the movements and plays 
of other players. 

Keter Mode: Same as Euclid Mode, only entities 
are faster as well. 


¢ Maksur Mode: Same as Keter Mode, only players 
start with a gunshot wound to a random part of 
their body. 

* Apollyon Mode: Two random, hostile supreme 
divine beings appear on the map after the fourth 
turn. Players may start the game blind. 


The game is played in a team vs. team format, where 
each two person team competes against every other two 
person team. Every player begins at their “containment 
facility”, a starting point and base of operations on their 
side of the board. Within the facility, each player has 
several spaces for “equipment”, which they can swap out 
at the beginning of their turn with cards from their hand, 
in order to equip different items to their “piece”. Typically, 
there are two “weapon” spaces, three “equipment” 
spaces, two “ability” spaces, and one “companion” 
space. Playing any card into that space “equips” their 
piece with the item, ability, or companion. If an item, 
ability, or companion is lost, the physical card will 
disappear as if made of smoke. Additionally, some cards 
will increase the overall number of equipment slots 
(notably the card “Big Bag o’ Taters” will increase the 
number of equipment and weapon slots from 2/3 to 4 / 
5). 


At the beginning of each turn, the primary player will 
select one card, and make equipment additions or 
subtractions if necessary.6 Afterwards, the player will roll 
two six-sided dice. The number that is rolled corresponds 
with a radius within which the secondary player may 
move, or take an action. If the secondary player has a 
ranged ability or weapon, they may move to the edge of 
their movement radius and use it, so long as the target is 
within range. 


From this point on, the game proceeds in any number of 
variations. Based on the cards drawn by the primary 
players, and the actions taken by the secondary players, 
any number of outcomes are possible, depending on 


which victory condition the players choose to seek. 
Victory Conditions 
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There are several victory conditions that players may 
choose to seek during the course of the game. The 
following describes conditions needed to reach each end 
game: 


¢ MR. FINDER: Buried on each game board is a 
hidden anomalous item, denoted by a golden W 
mark on it. This item is typically protected by 
anomalous entities, a hazardous location, or a 
dangerous meme or powerful antimeme. 
Individuals who search for clues, discover the 
location of the item, survive its protections and 
safely return it to their containment facility will 
become MR. FINDER, and win the game. 


¢ MR. COLLECTOR: This victory condition only 
becomes available if a Purple Card is drawn. If any 
player is able to contain the Wondertainment 
product and return it to their containment facility, 
they will become MR. COLLECTOR, and win the 
game. 


¢ MR. GENOCIDE: Any player that directly kills 
every other player in the game will become MR. 
GENOCIDE, and win the game. This victory 
condition becomes unobtainable if any players are 
killed by means other than by the hand of anyone 
seeking the MR. GENOCIDE’ victory condition. 


¢ MR. ESCHATOLOGY: Any player who is able to 
summon three “supreme divine beings” will 
become MR. ESCHATOLOGY, and will win the 
game. Divine beings (i.e. Mr. God, A Very Angry 
Star, The Boy in the Pit, The Gate Guardian) do 
not fulfill the requirements of the MR. 


ESCHATOLOGY win condition; they must be 
“supreme” (i.e. DEER, The Starfish, A Clockwork 
God, The Serpent, The Eel, Mary Nakayama, etc.). 


MR. COALITION: If a player is somehow able to 
destroy every anomalous artifact or entity, they 
become MR. COALITION and win the game. To 
become MR. COALITION, the winner does not 
actually have to destroy every single anomalous 
artifact or entity, they must only have destroyed 
the majority of the artifacts or entities, and all 
artifacts and entities must be destroyed.8 


MR. CONTAINMENT: Any player who contains 
more than half of the anomalies on the board (as 
denoted by their Orange Cards) and returns them 
to their containment facility becomes MR. 
CONTAINMENT, and wins the game. 


MR. FOUNDATION: Any player who contains 
every entity and artifact, as well as every other 
player, becomes MR. FOUNDATION, and wins the 
game. Individuals winning under the condition of 
MR. FOUNDATION also receive $50,000USD 
upon completion of the game. Can only be 
completed on Safe Mode difficulty or higher. 


MR. SURVIVOR: If a player is the last player 
standing, and has not met any other win 
conditions, that player becomes MR. SURVIVOR, 
and wins the game. 


Additionally, the game manual claims that there are 
many other secret victory conditions to go alongside 
those listed above. The existence of these secret 
conditions means that some games may end suddenly 
and without warning, when a player meets an 
unexpected condition.9 


Rules 


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The structure of THE FOUNDATION allows for a variety 
of gameplay styles and approaches to the different goals 
of the game. In order to seemingly aid this effort, there 
are very few enumerated rules to the game. The 
following are the rules of the game, exactly as described 
in the manual: 


* No hits below the belt. 

¢ Targeting will result in a 15 yard penalty and a loss 
of downs. 

Drink your Ovaltine. 

¢ Suspend your disbelief a little bit. 

This isn’t a game for children, so kids who play it 
are really cool. 

¢ Leave your loyalties at the door. 

¢ Buy Wondertainment products. 


Addendum 3301.3: Game Cards 


The following are examples of cards used within SCP-3301. While 
not all cards appear to carry relevant information, many appear to be 
references to anomalies within Foundation containment, or 
Foundation personnel. As previously mentioned in this document, 
the full scale of this breach of information security is part of an 
ongoing investigation. 


Several statistics are utilized within the card system, each 
corresponding to a certain attribute that players have. The statistics 
are listed below: 


¢ ATK: Attack power. A value that determines the amount of 
damage a player can do to another player or an entity. Since 
entities cannot be contained until their health has reached 0, 
this is arguably the most important statistic. All players start 
with 6 ATK. 

¢ DEF: Defense. A value that influences the amount of damage 
a player takes after being attacked. All players start with 6 
DEF. 

¢ HP: Hit Points. A value that determines how much damage a 


player can sustain before dying. Can be replaced with cards 
that increase health, such as medicines or vampiric cards. All 
players start with 10 HP. 

¢ SPD: Speed. A value that determines which entity in an 
encounter can attack or defend first, and how often they can 
do so. All players start with 8 SPD. 

¢ ACC: Accuracy. A value that determines how likely a given 
attack is to striking a target. All players start with 8 ACC. 


The game manual mentions other non-enumerated statistics that 
players can add to or subtract from, such as Smooth Talking, 
Memetic Resistance, Ethics, etc. While there are cards that may 
affect these stats, the only known way to gauge their level is by 
asking an entity with limited or full omniscience, such as A Librarian. 


+ Green Cards 
Card Title: Darkness Between Dimensions 
Subtitle: A Red Reality 
Type: Land 


Description: Spawns a machine that, after a 
random amount of time, will transport anything 
nearby into the Darkness Between 
Dimensions. Players in the Darkness Between 
Dimensions can be saved by divine grace, or 
with the item “Scranton’s Grappling Hook’. 
After a random amount of time, players will be 
returned to the board. They will come back... 
squishier. 


Card Title: Babel’s Spire