Prompt Refinery · four capitals, four sectors · PLY

RUNWAY

You have exactly one pitch per round. Spend it well. 2–4 players · 30 min · ages 8+ · 32 capital + 12 Deals + 6 Shocks + 4 table cards (54).

Thesis: This game is about building a company out of the wrong kind of capital at the wrong moment, felt as the itch to hold your best card one more round while the market gets hotter, decided by whether you lock a Sector now or spread thin and bank the diversity bonus at the end.

What is in the box

4 table cards, 32 Capital cards (four kinds — $ Cash, ◎ Network,▲ Tech, ★ Talent — numbers 1–8, each with its own color, line-mark, and printed name), 12 Deal cards, and 6 Shock cards. Board: four Sectors in a row — FinTech, Social, DeepTech, Marketplace. Deals sit beside their Sector, not on it.

How to start

Put the 4 table cards out. Shuffle the 32 Capital cards, deal 6 each, flip 3 as theBench. Shuffle the 12 Deals with the 6 Shocks; flip a Deal in play and a next Deal (tuck any Shock under the Deal it arrived with). Give everyone 8 Footholds and a Reputation marker at 0. Hype starts at 0. Youngest pitches last on the first Deal.

A turn — three phases

Pitch: play one Capital card matching the Deal's Sector, or pass (then trade 1 card for a Bench card you can see, or a blind card off the pile — a known upgrade or a gamble). Cash may pitch anywhere; Network may Ride any other Deal for 1 instead of matching it. You do not need to want to win — a small matching card still denies, since a match beats Cash on a tie.Close: once everyone has pitched once, the biggest matching number wins — a later pitch beats an earlier one on a true tie. Cash winning outside FinTech scores 1 less. If nobody could match, the Deal is Dumped: no score, no Foothold, Hype does not move. Scale: the winner draws back up, places a Foothold (a second Foothold in a Sector scores +2 at once), Hype advances, and the next Deal flips. Whoever has the fewest Reputation points pitches last next Deal — a catch-up seat.

Hype

One shared marker, 0 to 10. It advances by each closing Deal's printed Hype cost. At 5+, every reward is +1; at 10 (max), every reward is +2 instead.

Score

Reputation from Deals you win (after Hype and the Cash penalty), +1 per paid Network Ride, +2 per Sector the moment you lock it with a second Foothold, and +1 per different Sector you hold a Foothold in, added once when the 12th Deal closes.

Sample turn

Conference Badge needs Social and scores 3; Board Seat (Social, 4) is showing next. Bo pitches Network 3. Cam has neither Network nor Cash and passes, trading toward a Cash 7. Ana pitches Network 7 and wins Conference Badge for 3, locking in a Social Foothold. Board Seat comes forward; Cam's Cash 7 beats everyone else and wins it for 4 − 1 = 3 (Cash, outside FinTech). Cam was richer. Ana specialized.

2 players

Nothing changes — deck, Bench, Footholds, and scoring are the same. Turn order just alternates.

Print

9-up sheets. Every Capital kind reads by color, line-mark, and printed name — never color alone.

Live rules: https://tablepress.space/capital-run/rules/ · Shareable intro: https://tablepress.space/capital-run/ · Pitch deck for educators: https://tablepress.space/capital-run/pitch/