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.

