Rules & responsibilities
SideQuest guide & rulebook.
Getting in, holding invites, strikes, trading, witnessing, fair play and your privacy: every rule of WarTable Human, in one place.
Each batch can set its own terms · This page always has the current rules
The object
Climb the ladder.
Every member plays the same game: measure what you can, raise your HOQ, and climb from Common toward Optimal Human.
01
Common
02
Rare
03
Epic
04
Legendary
05
Optimal Human
- 1.1
Your HOQ is your score
Stat XP for who you are and Impact XP for what you build, brought together in one number that rewards breadth across the four dimensions.
- 1.2
Rarity is your tier
It rises as more of your attributes grade Strong or better, and the top tiers need that strength in more than one dimension. Earned, never bought.
- 1.3
No source, no XP
Every stat is scored against a published benchmark for your sex, and your age where the research splits it. A stat without a source earns nothing.
- 1.4
Gaps never count against you
An attribute you haven't measured is an open slot, never a zero. Anything below average holds your card at Common.
Getting in
By invitation only.
There's no public signup. Every card comes through an invite, and every new card goes live in a wave.
- Invite or drop
- Confirm 18+
- Claim your card
- Activation wave
- Live
- 2.1
Two ways in
An invite from a member, or a drop from WarTable. Drops go out online, to the waitlist first, and as QR codes left somewhere real: a gym, an event, a meetup.
- 2.2
One invite, one person
Every invite is a single-use link or code. Once it's claimed, it's gone.
- 2.3
18+ comes first
You confirm you're an adult before anything is created.
- 2.4
Claim, then the wave
Claiming reserves your card. Cards go live in activation waves, and every wave has a cap. Waves run when we call them, not on a schedule, and we tell you when yours is live.
- 2.5
Every drop runs its own way
A drop can be capped, open for a short window, or tied to a place, in any mix. No two run quite the same.
- 2.6
No invite yet
Claim your Player Card to join the waitlist. If a member sent you an invite link, it's saved with your request.
Holding invites
Your invites.
Members hold a few invites at a time. How many depends on your tier, and on the people you bring in.
- 3.1
A fresh set each month
Your invites refill at the start of every month. Unused ones don't carry over.
- 3.2
Rank up, earn more
Your refill follows your current tier. Climb a tier and next month brings more; drop one and it brings fewer.
- 3.3
Invite well, earn more Coming
When the people you invite keep progressing, stay clean and show up for others, your refill grows. When they stall or cause trouble, it shrinks. Their tier, their health and what they've disclosed never count.
- 3.4
Balanced by design
Each refill is split between invites for men and invites for women, so the Mesh stays balanced.
- 3.5
Witnessing can bring someone in
Someone who isn't a member yet can witness your stat, scan your code and claim a card on the spot. That uses one of your invites.
- 3.6
Your count is always in view
You always see how many invites you hold, and how many strikes you carry.
Strikes
You vouch for who you invite.
Every invite traces back to whoever sent it. If someone you brought in is banned for conduct, that's a strike against you.
Clear
Your full refill
Strike one
Docked for the month
Strike two
Invites lost
Counted over any 12 months · Never costs XP
- 4.1
Strike one
Your invites are docked for the month.
- 4.2
Strike two
A second strike within 12 months, and you lose your invites.
- 4.3
Strikes expire
A strike more than a year old no longer counts. If you lost your invites at strike two, they come back when that strike expires.
- 4.4
Invites only
A strike never takes XP, your tier or anything else on your card. It only touches your invites.
- 4.5
Every invitee counts the same
Someone who joins by witnessing your stat counts like anyone else you invite.
Playing with others
Trade, witness, quest.
Your card is how you meet people here, and some XP only comes from showing up for them.
- 5.1
Trade to mesh
A trade is a handshake. Their card joins your deck, and you see each other's live stats and who's online, if they've chosen to show it.
- 5.2
Witness a stat
When someone goes for a PR, the people there can sign off on it, and their word backs the number. In person counts most. If you can't get there, you can apply to witness virtually.
- 5.3
Side quests earn Impact XP
Witness a stat, get witnessed, and bring good people. Activities, group gatherings and mentorships are coming.
- 5.4
Find your people
Search members by tier, interests and stats. Hidden fields never match, so nobody finds you by what you keep sealed.
- 5.5
Meet and date, if you opt in
Opting in to meet, or to date, is your call. Members only, 18+, with block and report on every profile.
Fair play
Keep it honest.
Every number here has a name next to it. The game only works if the numbers are real.
- 6.1
Fake a sign-off, lose Rep
A witness who signs off on something false, or anyone caught being deceitful, loses Reputation, one of the attributes in the Conduct lens.
- 6.2
Every stat shows how it was measured
Confidence says whether a number was self-reported, from a wearable, witnessed, from a clinic or scan, or from a lab. It never changes your XP.
- 6.3
Block and report
Block anyone, any time. Reports go to a real person on our team.
Your card, your keys
You decide what shows.
Transparency is the point of the game, and you still hold the keys to every field.
- 7.1
Nothing by surprise
Before your card goes live, you see exactly what will show, sensitive records included, and hide whatever you want.
- 7.2
Hide any field, any time
Anyone who wants to see it has to ask. Your HOQ and tier always show; what's behind them is up to you.
- 7.3
Transparency counts what you show
It's the share of your card other members can see without asking. Hiding a field never reveals which one. Every achievement badge needs a minimum of Confidence and Transparency.
- 7.4
Members only
Cards are seen by signed-in members. Nothing is published to the open internet.
- 7.5
Encrypted
Your record is encrypted, and we never train AI models on it.
Responsibilities
What every member agrees to.
- I'm 18 or older.
- My numbers are real, and I show where they came from.
- I only sign off on what I saw.
- I invite people I'd stand behind.
- I respect what other members keep hidden.
Your card is waiting.
Cards go out in waves, by invitation. Get on the list, and we'll reach out when yours is ready.
18+ · Invite only · Waitlist