ENDGAME CARD

The numbers (say out loud early, never explain again)

The Clock

1Deceleration burn. Loose objects shift. Crew nervous — an incident is on the log.
2Arrival announcements; lockdown tightens. Crew confined to quarters — the corridor to the landers fills with the people who live there.
3Docking checklist runs itself. Preliminary manifest transmits groundside — edits only half-work after. Put one armed threat on screen.
4COMMIT POINT. Undock / drop / answer ground control. All choices lock. Run epilogues.

Advance on schedule AND as a 3-Threat/Despair spend.

Exit 1 — Befriend the rescuers (the seat that isn't there: 6 people, O2 for 5)

Epilogue: six heartbeats, counting breaths. Warmest ending; heaviest debts.

Exit 2 — Take the rescue ship

Epilogue: free, fueled, flying — pilot dead, deceived, or biding time. Coldest ending; cleanest escape. The hull is still flagged.

Exit 3 — Mudhopper down (free, but grounded)

Epilogue: alive, unowned, stuck. Strongest Session 2 hook.

Exit 4 — Stay aboard (beat the manifest)

Epilogue: they rewrote their line in the ledger. Boldest ending; Session 2 starts inside the company town.

Cross-cutting