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Author SHA1 Message Date
c2420f8cd6 docs(deepfall): rulebook + 6-player scaling (sim-validated)
- RULEBOOK.md: full playtest rules — turn flow (Delve + communal Maw
  phase), the three exits, claiming/trinity, dice, generator companion.
- 6-player support: rooms-per-floor = player count, Dread-track length
  = 3 + players. deepfall-sim --players diagnostic confirms ~11-round
  games with tight margins and 0.00 feel-bad from 4 to 6 players.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 23:33:28 -06:00
277c158378 feat(deepfall): board-game design + balance-by-bot simulator
DEEPFALL: a tabletop game mashing up 9 loved games (SmashUp, Dragon
Rampage, Blood Rage, Catan, EverQuest, Daggerfall, Eye of the Beholder,
Quarriors, SmallWorld). Core fusion = SmallWorld decline + Blood Rage
glorious death -> three exits (Cash Out / Press On / Worthy End) under a
rising Maw that collapses a reikhelm dungeon floor-by-floor.

- deepfall-core: pure deterministic engine (vendored ChaCha8, 11 tests)
- deepfall-sim: balance-by-bot sweeps -> CSV/JSON
- analysis/analyze.py: stdlib ASCII heatmap (no deps)
- DESIGN.md (rules + post-critique revisions), FINDINGS.md (9-iteration
  balance journey), README.md
- reikhelm-core/examples/sample_dungeon.rs: dumps a real generated board

Method: adversarial design critics -> build -> simulate -> tune. 9
iterations compressed combo spread 77.8 -> 32.5 pts (all 36 combos
viable). Fixed deep-content lockout (value rises with the Maw), the
multi-collapse feel-bad (1 collapse/round cap; feel-bad now 0.00/game),
and dead combos. Open finding: Cash-Out and Worthy-End are substitutes
for a glory-maximizing bot.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 22:49:33 -06:00