How to play & deck guide
ENOUGH ROOM · 1–4 players · About 5–10 minutes A cooperative pocket puzzle about making space for different needs. Exactly ten cards; no dice, tokens, writing or phone needed. SET UP Set DAYLIGHT aside. Shuffle the nine inhabitants and deal them face up into a 3 × 3 grid. Read every card's need. Put DAYLIGHT beside the grid with 1 facing it. “Touching” always means sharing an edge, never a diagonal. The grid stays 3 × 3 throughout. HELP SOMEONE Choose an inhabitant whose need is not met. Swap the positions of any two inhabitants—not necessarily the one you chose. Your chosen inhabitant's entire need must now be met. If not, undo the swap and try another; an undone attempt does not use a move. Other needs may become unmet: that is allowed. TOGETHER / SOLO With 2–4 players, the person to your left chooses whom you help; you choose the swap. Everyone may discuss. If the chosen inhabitant cannot be helped with one swap, choose another together. After a legal swap, play passes left. Solo players make both choices. Choose a starting player together. COUNT AND FINISH DAYLIGHT shows the next move. Rotate to the next number after each legal swap; flip after 4 to use 5–8 on the shared rules back. The nine inhabitant backs also carry those numbers, but only DAYLIGHT counts moves. Check all nine needs before advancing: everyone wins immediately when all are met, even in the initial deal or on swap eight. If any need is unmet after swap eight, reshuffle and try again. Never advance beyond 8. Nobody is eliminated. AN EXAMPLE THAT WORKS SUN · TREE · BIRD STONE · HOME · MOON FOX · WATER · SEED This is one solution, not a required arrangement. Rotations, reflections and other arrangements can work. OPTIONAL CHALLENGE Start DAYLIGHT at 3 for six moves. For learning, ignore the countdown and explore what each swap changes. All rules are printed on the shared backs, DAYLIGHT and the pack. The illustrated wrapper is thematic, not a diagram of a solved grid.
