Factions/Deep Unity

Deep Unity have a constantly changing economy dictated by die rolls. Recommended for players who want clear short-term objectives and to trade in the moment. Experienced players will find that the Deep Unity reward the ability to hold multiple possible economies in your mind, but you don’t need to go in that direction.

## Background

What the flatlanders call the "Unity" is merely our Reality Maintenance Division, the people who keep our servers working in their simple reality. The truth of our nature is an endless depth of fractal universes. Minds nested within minds, every possible reality churning within. We are not one people, but a vast array of universes, all populated to the brim, all mutually unintelligible, but fascinating each other in turn.

## The Confluence

The Reality Maintenance Division has managed to convince some of us to explore their minimalist universe. It lacks depth and is painfully Euclidean but has a sort of unsophisticated charm. Piecemeal, our myriad peoples will reach out to the simple beings that live there. Interaction is possible, just barely. Maybe someday understanding can bridge that void?

## Gameplay Information

* Wild resources.
* Wild inputs.
* Roll dice for random economy.

### Flexible Output

Some Deep Unity converters output gray wild resources. Wild resources may be used as if they were any same-sized color of cube: large wilds may be spent as black, blue or yellow cubes; small wilds as green, white, or brown.

Wild resources are immune to Zeth Anocracy stealing. Eni Et interest converters can't produce wild resources, but don't destroy them if they are used as input--instead they pass through the converter and stay wild.

### Myriad Realities

Deep Unity only start with one card, but have another six cards and two tiles associated with die rolls. Those tiles are treated as cards for all purposes. The Deep Unity roll three dice to determine which of those eight cards are in play as part of setup after the other players have picked species. They re-roll those dice and switch which cards are in play during the Share Technology step of each turn. Cards that are not rolled are removed from play for the turn.

If the dice do not match, each die will bring one card or tile into play. If two dice are the same, flip the matching card or tile over to get the "doubled" version. If all three dice match, use the "doubled" version of the number rolled, and flip over the starting card to get the "triple" card. No matter what is rolled, the Deep Unity will end up with four converters, one of which is the starting converter that produces a small and large wild for free.

### Learning the Mundane

Deep Unity have two cards that give them dice manipulation abilities: Organic Neurology Modeling and 3+1 Dimension Field Theory. Each of these cards can be put into play by spending one of the technologies listed along the top of the card. Put that technology under the card that enters play. These cards can be upgraded by spending one of the technologies printed at the bottom of the card, as is normal for most cards. This will result in two technology cards under the upgraded dice manipulation card.

Dice manipulation cards grant the Deep Unity one or more +1s and -1s. The Deep Unity may spend those modifiers during each Trade Phase to change their die rolls. The Deep Unity may re-assign the +1s and -1s as many times as they want each Trade Phase, changing which cards are in play each time. Two +1s or -1s may be used on the same die or split up. The minimum a die can be reduced to is 0, and the maximum it can be increased to is 7.

### Flexible Input

Some Deep Unity converters have wild inputs. These can be satisfied by any cubes of the matching size. Unity wild resources can be used in wild inputs, although this is rather wasteful.

## Advice

On their first turn, Deep Unity should aim to run two die-roll converters, plus the free converter that produces wild resources.

Offer to sell resources for equal value next turn, but you get to pick the mix of colors then. This lets Deep Unity use other players as color correction. Deep Unity's converters produce some resources of the same color as they consume. As such, a Deep Unity player can ask to "borrow" resources for a turn, confident in their ability to pay the player back.

If a Deep Unity player is feeling overwhelmed, they should ignore the dice manipulation cards and instead focus on upgrading their Era I and II cards. These produce wild resources on the back.

Die manipulation is about flexibility, not raw wealth. While the 0 and 7 tiles are worth running if the Deep Unity can, they merely compensate for the Era I and II cards Unity paid to get the die manipulation in the first place.

## Rules Clarifications

### Retrocontinuity

Deep Unity get to run exactly 3 dice-converters per turn. This means that even if a player uses a retrocontinuity token on a dice converter, the die (or dice) are locked in and the player can't then change the die to open up another convert to run during the economy phase.

### Dice Modification

Dice modifiers with two +1s or two -1s can be used on the same die. For example, if a Deep Unity player rolls a 5 on one of their dice, they can use both +1s on their modifier making the 5 into a 7. The only restriction is that a die can only be 0 at minimum and 7 at maximum

1. ↑ https://boardgamegeek.com/thread/2961861/article/41089833#41089833
2. ↑ https://boardgamegeek.com/thread/3049420/article/42369618#42369618