A game of TK is a cooperative imaginative experience. There is a fine line to be balanced between using realistic measurements and precision to determine the outcome of an action, and keeping the game simple enough so as not to hinder the fluidity of gameplay with excessive details.
The game introduces the notion of scale, an abstract measurement applied to five different types of values:
  • Quality - this measures the construction of a physical item; is it poorly crafted, or built by a master?
  • Range - this measures the distance between two objects; are they adjacent to each other, or so far away they could not even see each other?
  • Rarity - this measures the likelihood of finding a physical item; is it commonly found in all shops, or only found under heavy guard by a wealthy collector?
  • Size - this measures the physical dimensions of an object; is it small enough to hold in your hand, or so enormous it can be seen over the treetops?
  • Time - this measures the turn of the clock; does an event happen in mere moments, or do its effects last for days?
Each of the scales is different, however each is made up of a number of levels. Each level has a name and a description that is abstract, but coupled with grounded examples. Effects in the game that deal with any of the scales will refer to a standard level within that scale (e.g., an effect might target "all nearby characters"); any effect that might modify a scale will do so by increasing or decreasing the level of that scale (although the lowest and highest levels listed are the boundaries of this modification).
For example, an effect that targets "all nearby characters" is using the range scale; a prior effect that says "increase the range of your next effect..." would consequently change the first effect to "all far characters".