Each of the four decks on the sidebar are drawn from during play. For specific rules, see the rules section. Each card indicates what effect it may have and how to use it depending on what phase of play you are in.

The Social cards represent aspects of society that describe either the government style, the social events/issues going on, or the major aspects of the social identity. Each drawn at the start of a round is used as a basic descriptor for the culture of that era. Those drawn during a round are used to stir up changes and add interest to the scenes. Generally any aspect of these cards only last for the duration of the round.
Sickle cards are representative of tools and innovations. The more of these that are listed on everyone's sheet, the more options are opened up to players both in what they can play out and in terms of potential shifts in the rules. Unless something acts to remove existing innovations, any effect related to the Sickle cards remains for the rest of the game.
The Structure cards can only be drawn once the innovation for building has been drawn from the Sickle deck. Structure cards allow for a broader variety of scene locations and until they are in place, players may only choose to be in utterly wild locations and communal living areas that are non-structural such as caves, or sleeping groves.
Wild cards are the most unpredictable. Situationally, some may be either positive or negative. Many throw a wrench into current events and whenever they are drawn at the start of a round before anyone has acted, they represent the recent past. When drawn within a round, they represent a current event that should play central in how the beings are developing and what the characters are reacting to.
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