To people in the Fifth World knowledge about people matters most: knowledge in the sense of "I know that person."
When you play with the Knowledge bundle, each player has a Knowledge sheet with space for twelve people. This represents the limit on the number of people you can know. If you already know twelve people and want to get to know a thirteenth, you'll need to choose one of the people you already know and erase them from your sheet to make room. You can only get to know a person if you know her name.
For each of these persons, you have eight slots — two for each suit. These reflect different areas of knowledge: knowing about her spirit, knowing her emotions, knowing about her physical body, and knowing her mind. If you learn one thing for each suit you know her. When you encounter someone that you know, reveal a card from the needs deck. That eliminates one possibility, making it easier for you to guess her need.
If you learn a second thing about her for each suit, then you know her well. When you encounter someone that you know well, reveal two cards from the needs deck, making it even easier to guess her need. You still might get it wrong, though, since occasionally even the people you know best of all can surprise you.
When you add a Knowledge sheet to a character (either because you've created a new character or because you just unlocked the Knowledge bundle and haven't played the character with the new rules yet), you can write down four things you know for each dot on your aging track.
You can write down something as knowledge when it becomes established as fact in the game. Mostly that requires asking questions. Conclusions or judgments that you draw from the answers to questions don't count as knowledge, though. Neither does anything situational that could change in a day or two. It must tell you something about that person that will remain true for at least some time to come.
You can also use a successful appeal to get to know a person. Learn something about the domain of that person's life that matches the suit of her need. For example, a person with spiritual needs can reveal something to you about her spirit, and a person with emotional needs can reveal something to you about her emotions.
When your character appears in an encounter and someone else learns something, you can spend awareness to learn it, too.
If one player’s character encounters another and makes a successful appeal, she can teach one piece of knowledge for each moment of awareness she spends. The other character can then learn those pieces of knowledge by spending a moment of awareness for each one.
People that you know can help you. If she doesn’t belong to any player and appears in an encounter with you, describe how she helps and then mark the circle below the first column of things you’ve learned about her. She’ll give you a moment of awareness. If you know her well, you can mark the circle below the second column of things you know about her to gain her help a second time.
If you know another player’s character you can use this benefit when you help her. That means that after spending awareness on her behalf, you'll gain awareness, meaning that you can effectively help her for free (so long as you have the awareness to spend to begin with). If you know her well, you can do this twice per game.
Changes to Setup
The knowledge bundle adds a new option to setup: when you choose cards for your characters (step #5), each player can spend a moment of awareness to take a card for a person that she knows something about. This allows her to choose which card represents that person and add her to the game from the beginning. Having already spent a moment of awareness before the first encounter, she begins play with one less moment of awareness than she would normally have.