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This is Exits & Corners™

You are already playing.

This surprises people.

It shouldn’t.

But it does.

\/\ THE GAME

Become harder to corner.

\/\ THE LANGUAGE

Corner = a situation with no clean exits.

Exit = any capability that creates one.

Box = the system closing in around you.

(Look at everything like this. It helps. Try it.)

\/\ THE RULES (IMPORTANT, UNFORTUNATELY)

1. Corners form when you have no exits.

2. More exits = fewer corners.

3. Many small exits beat one big move.

4. Exits compound over time.

5. Corners can be imposed.

\/\ FIRST MOVE (NO STRATEGY REQUIRED)

Find one place you feel cornered.

Add one exit.

Start small.

Suspiciously small.

\/\ HOW TO PLAY (IF YOU INSIST ON A STRATEGY)

Repeat.

Steadily.

Until exits are everywhere.

\/\ ENDGAME

There is no final level.

No cinematic escape.

No applause.

Just fewer corners.

Eventually:

You become Uncornerable.
Exits everywhere.

\/\ STRANGE BUT TRUE

Players who play long enough report:

“Feels like freedom.”

This happens when you become hard to corner.

\/\ THAT’S IT

Exits & Corners™

More assembly than advertised.

Try not to lose.

Paul (Private) †
Broadcasting from an Undisclosed Location
TheExitLetter.com

\/\ END OF INSTRUCTIONS (FOR NOW) /\/

GAME NOTES

<1> You don’t need more “freedom.”

You need more exits.

<2> THE BIG MISUNDERSTANDING:

Most players imagine one big escape (an off-grid move, for example).

The game doesn’t work like that.

You build exits everywhere until corners stop forming.

It is entirely possible to own three goats and an off-grid cabin…

…and still be cornered by a single bank account.

<3> Convenience is often a well-decorated corner.

<4> Failure to prepare exits in advance may result in corners.