Effects Types and Syntax (spell speeds/effect usage):
In Frenopolis, spell speeds, usage frequency, and stack interactions are abstracted on a per-effect and per sentence basis. This is generalized into a small set of symbols which can be mixed and matched to define effect (Influence) mechanics on an effect and sentence level.
Sentence Level Syntax:
Normal "." (period) "resolve FILO"
Condition "-" (dash) "continue if true"
Instant ":" (colon) "resolve immediately"
For example, all effects which involve targeting will have a ":" (colon) syntax, meaning that the target must be chosen immediately upon being added to the Thread.
Effect Level Syntax (Effect Types):
Shapes:
Triangle = Tap effect (reduce stat by 1 as cost)
Circle = Non-tap effect (no cost)
Colors:
Black = Once during your turn.
White = Once during NOT your turn.
Black+White = Once during ANY turn.
Modifier:
Lightning= Quick effect (only Quick other effects can respond).
For example, an effect that has a ":" (colon) cannot be responded to before it resolves, however you can prevent a person adding a ":" effect to the thread by first adding a lighting bolt (Quick) effect to the thread. This is like adding a spell speed 3 effect to the chain so the other player can't add a spell speed 2 effect. The main difference is that in Frenopolis, there are effects which resolve immediately upon being added to the Thread. Instant-Quick (colon lightning bolt) effects are impossible to respond to or stop (but very rare and expensive).
By mixing these basic shapes and colors, 12 different effect types are produced. You only need to know the meaning of 5 symbols to produce these. A quick reference for these is provided on the starter playmat.
For the Thread resolution syntax, there are only 3 symbols, colon (instant resolution), dash (condition), and period (FILO).
By knowing only 8 symbols, 48+ different interactions can be described.