A threat gets passed around: "if we don't build it, they will." Every toss adds heat. Here you hold it for up to twenty years, one year at a time. Tossing it on heats it. Holding it brings more hands. Holding it together sets it down on shared ground, where it can cool and be planted, but only when enough hands are there.
A teaching instrument, not a forecast. The numbers come from a small model with its assumptions in the open. Nothing staked, nothing sent. "I don't know" is always a legal move.
A walk ends when the potato is planted (set down together long enough), when it burns, when it gets through hot and half-held (Adolescence), when one hand ends up keeping it and the ring has let go (Lock-in), or after twenty years still in the air.
Each move is one year of the same model the other games use. The small print under a move is what would happen if every remaining year were that move, walked 400 times from here: a property of that path, not a prediction. No single move plants it; the way there is a sequence.
Your own sequence of moves, from the same start, with a hundred different years of luck. Beside it, a hundred walks that toss it on every year. One of these is the walk you had. None of them is a forecast.
Your way
Toss it on, every year
The odds are conditional, and you are part of the condition.
The sequel to the recursive.eco hot potato ad, with its scenes and colours. The model is the Walk's (dashboard, table, story): every assumption is a number you can change there. PlayfulProcess. Code Apache-2.0, content CC BY-SA 4.0. Other games.