in: Encounters, Real-time prototype, Rejected designs, Encounter modules
Many Hands
Retired Encounter · facts checked 2 November 2026
Many Hands was a real-time encounter family about cells working together, each doing one thing well. A small, hidden leak in a vessel let a spill spread through the tissue, and neurons inside it dimmed.
How it worked#
- A border-associated macrophage moved along its vessel and could flag the hidden leak.
- Astrocytes stood in a ring around the leak. Linked in turn, they raised a border. A closed ring contained the spill; a partial ring only slowed it.
- Neighbour microglia cleared debris when sent, then tired.
- The Ranger found and sealed the leak. The seal held only once the ring was closed, and the border also blocked the Ranger.
Development#
- Injury version: kept for the Act V finale as
seal+spillon a turn board. A spill cannot enter warded or supported tiles, so a linked astrocyte's ground contains it. Unlinking was dropped with the Act V seal ring. - Non-leak version (SW-1): a cooperation room with three connections that no single cell can cover. Claude A put it on hold on 1 November.
- In the plan, II3 ("Many Hands at Starwell") is where a supervising resident may offer the one-time Direct-style order to Mote (see Coordinator).
In the brain#
The family's science line: border macrophages are long-lived cells along vessels, distinct from microglia. After severe injury, astrocytes form borders that hold inflammation back, over days to weeks (Wanner 2013). Claude A later withdrew the word "patrol" for macrophages, because the evidence shows origin and stability, not patrolling.
See also#
Breach · Supported ground · Expeditions (real-time prototype)
Sources#
e7656b980:docs/ops/agent-messages/2026-11-01-claude-a-expeditions-turn-based-rooms.md215bfbf88:docs/game-balance/28-recruits-rest-stops-economy.md215bfbf88:docs/game-balance/31-turn-based-encounters.md
What links here (23)
- Act II: The Boundary Is Not a Wall
- Act V: The Break
- Attune
- Board grid
- Breach
- Composure
- Dendritic Gardens
- Expeditions (real-time prototype)
- Hearth boards
- Lessons
- Pressure & Aftermath
- Pressure Front (real-time)
- Quiet Tract (real-time)
- Quiet Tracts
- Relay Chain
- Room assembly
- Studios drills
- Supported ground
- Surfaces
- Tag Garden
- Threats
- Turn-based encounters
- Vessel Margins