# Step Away Final Operating Rhythm v2.3

## Elevator pitch

Step Away is a social awareness card game about noticing crisis, staying with someone, and making help real before the moment is lost. It is not therapy. It is a playable rehearsal for ordinary people who might one day matter at exactly the right moment.

## Run the table

Open the app, choose a case, read the opening, then let the physical deck carry the table decisions. The app runs the pressure, progress, crisis windows, archive, and sharing. Players choose interventions, not magic fixes. They notice, stay, reduce pressure, bring help closer, and protect the hour.

After the case, debrief with three questions:

1. What did we notice too late?
2. Which necessary move felt hardest to make?
3. What would this look like in real life without pretending we are clinicians?

## Spread rhythm

Every play session should create three things, a table moment, a shareable case result, and one teaching hook.

Weekly rhythm:

- Monday, post one card and one sentence about what it teaches.
- Wednesday, post one case result or short case extract.
- Friday, invite one table, group, cafe, workplace, or friend circle to try it.
- Weekend, run one case and capture one shareable outcome.

Do not market it like a generic mental health product. Market it as, could you spot the moment before it became the moment?

## Profit rhythm

Keep the core morally clean. Free or cheap app access, paid physical product, paid workshops, paid case packs, paid facilitator packs.

Profit ladder:

- Free, app, starter cases, public awareness play.
- Low cost, print and play deck, official printed deck, supporter edition.
- Mid tier, themed case packs, workplace pack, college pack, men's group pack, family and friends pack.
- High tier, facilitated sessions, training evenings, organisation licensing, custom case packs.

Clean line, Step Away does not sell rescue. It sells rehearsal, language, and social readiness.

## Teach rhythm

Teach in this order:

1. Premise, ordinary intervention, not clinical treatment.
2. Table role, players are a support network trying to keep someone connected.
3. Card logic, cards are human moves, not powers.
4. App logic, the app runs pressure and archive, the table chooses interventions.
5. Debrief, the game lands when people name what they hesitated to do.

## Milestone copy

First print, Step Away has moved from idea to table. This is the first physical print of a card-led awareness system about noticing crisis, staying present, and making help real.

First table, the game did what it was built to do. It made people slow down, notice the small signs, argue over the human move, and feel the weight of acting before the moment became unreachable.

First public share, the table becomes the message. A finished run becomes a readable story of what was noticed, what was missed, what helped, and what almost came too late.

First 10 cases, 10 rehearsals in noticing, staying, asking, supporting, and making help real. Not 10 lectures. Not 10 posters. 10 playable conversations.

First paid release, the core remains awareness-led. The paid version supports better printing, stronger cases, easier facilitation, and more tables actually getting the game in front of people.

## Final deploy instruction

Print the deck. Upload the launch pack. Change the admin password. Run one full case yourself. Publish one share link. Then stop tinkering and put it in front of people. The next version should only come from real table friction, not perfection hunting.
