Winter Arc: Lock In

Hold the charge against the pull, and keep the overflow off the card

Press at the week. Release at the top of the bar. Not past it.

Twelve weeks of the winter arc, one hold each. The task card is the doing, the gym, the pages, the early hour, and the hold is the charge, the press that fills the bar while the pull drags it back, the screen and the night and the junk, the three that sit on the bar. Fill it and the week gets lit on the calendar above, the small square of the proof. Hold past the top of the bar and the week burns out, the red square and the burnout on the card, the one that costs more than the skip it protects. The first weeks pull soft, the middle pulls hard, and the energy is the hand, the one that the doing spends and the release refills. The card is the receipt: the lit squares, the burnout count, and the ending, the held one, the squeezed one, or the pulled one.

Week
1
Lit
0
Burnout
0
Press Start the Run to draw the first task
Charge0%
Energy100

Your Winter Arc Report

About Winter Arc: Lock In

Winter Arc: Lock In is a twelve week run built on the lane that moved the new you off the new year, the one that says the lock in gets built in the last three months, the months the light gets short and the day ends early, and the ending early is where the hour opens. Each week is one hold against one pull: the task card is the doing, the gym and the pages and the early hour, and the pull is the three, the screen and the night and the junk, the icons that sit on the charge bar and drag it back. The win is the majority of the twelve lit, and the two endings that look alike are the ones the burnout count tells apart, the held one and the squeezed one, the many squares with the low count and the many squares with the high one, the two the card keeps side by side.

How to Play

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