WarTable / Human
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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.

  1. 01

    Common

  2. 02

    Rare

  3. 03

    Epic

  4. 04

    Legendary

  5. 05

    Optimal Human

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  1. Invite or drop
  2. Confirm 18+
  3. Claim your card
  4. Activation wave
  5. Live
  1. 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. 2.2

    One invite, one person

    Every invite is a single-use link or code. Once it's claimed, it's gone.

  3. 2.3

    18+ comes first

    You confirm you're an adult before anything is created.

  4. 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.

  5. 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.

  6. 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.

  1. 3.1

    A fresh set each month

    Your invites refill at the start of every month. Unused ones don't carry over.

  2. 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. 3.3

    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.

  4. 3.4

    Balanced by design

    Each refill is split between invites for men and invites for women, so the Mesh stays balanced.

  5. 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.

  6. 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.

  1. Clear

    Your full refill

  2. Strike one

    Docked for the month

  3. Strike two

    Invites lost

Counted over any 12 months · Never costs XP

  1. 4.1

    Strike one

    Your invites are docked for the month.

  2. 4.2

    Strike two

    A second strike within 12 months, and you lose your invites.

  3. 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. 4.4

    Invites only

    A strike never takes XP, your tier or anything else on your card. It only touches your invites.

  5. 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.

  1. 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.

  2. 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.

  3. 5.3

    Side quests earn Impact XP

    Witness a stat, get witnessed, and bring good people. Activities, group gatherings and mentorships are coming.

  4. 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. 5.5

    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.

  1. 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.

  2. 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.

  3. 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.

  1. 7.1

    Nothing by surprise

    Before your card goes live, you see exactly what will show, sensitive records included, and hide whatever you want.

  2. 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.

  3. 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.

  4. 7.4

    Members only

    Cards are seen by signed-in members. Nothing is published to the open internet.

  5. 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.

Back to WarTable Human

18+ · Invite only · Waitlist

Limited drops

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Cards go out in limited drops. Leave your name and we'll email you when yours is ready.

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