In the green and golden forests of the alpine slopes lies Bethel Woods, an orphanage once explored by creative young minds pushing the boundaries of space and time, gravity and light.
But when a disturbing force invades the world, Bethel Woods becomes a distant memory, lost in the thicket of the forest.
Now a group of young men, bearing the orphanage's crest, return to finish the work they started long ago. But they must work diligently to repair and restore the machines scattered throughout the forest, before a disturbing force finds the technology and destroys the world's only chance for survival.
Players begin by collecting all the workers from one of the six machines surrounding the orphanage, then move clockwise or counterclockwise around the board, dropping a worker on each machine and repairing malfunctions as they occur. There are 4 types of malfunctions, each with a corresponding type of worker to fix it. All malfunctions that players repair are added to their personal pool of "knowledge".
To win, players must send 6 of the 12 workers to Bethel Woods Orphanage with increasing amounts of knowledge to build the "Daydreamer" (a machine that will save the orphanage's inhabitants from imminent collapse). The first worker needs only one piece of knowledge of his type, the second needs 2, the third needs 3, and so on.
Players must also use their acquired knowledge to discover spies, hidden in each of the Machines. Players can only discover a spy on the last Machine on which they place a worker each turn.
After each turn, three random malfunctions are drawn and added to the various Machines. If a Machine has more than 3 Malfunctions and/or Spies, it goes into a critical state. All of this makes the task of maintaining the Machines and building the Daydreamer even more difficult. In addition, any turn in which at least one machine goes into critical state results in the placement of a spy.
Players lose the game if at the end of a player's turn there are 4 critical Machines. They may also lose immediately if there are 6 spies on the board or if there are not enough malfunctions when they are placed.