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deepfall/PLAYTEST.md
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# DEEPFALL — Live 6-Player Playtest (2026-06-19)
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A complement to the Monte-Carlo balance sweeps (`FINDINGS.md`): six **persona AI
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players** — each a different *kind* of human, each piloting a different one of the six
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Lineages and six Callings — sat at a virtual table and played a full game, making real
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in-character decisions refereed by a faithful rules engine, then reflected on the fun.
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This is the thing the bots can't measure: **how it *feels*.**
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## The table
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| Player | Archetype | Company | Final |
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|---|---|---|---|
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| **Vex** | the spoiler (competitive, denial) | Dvergar Hierophant | 🥇 84 |
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| **Rook** | the gambler (chaos, push-luck) | Sylphid Wardancer | 🥈 82 |
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| **Mina** | the min-maxer (cold optimizer) | Wisp Prospector | 🥉 75 |
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| **Pip** | the first-timer | Gnoll Reaver | 59 |
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| **Tav** | the roleplayer (story over winning) | Revenant Lorekeeper | 50 |
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| **Greta** | the cautious banker | GolemBorn Warden | 30 |
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11 rounds, clean ending on Floor 1. Top three within **9 glory** (84-82-75), 2 lead
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changes, 5 contested collapses, 2 Worthy Ends.
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## The verdict
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**avgFun 7.3/10 · 6 of 6 would play again.** The game is *fun* — its problems are
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balance and clarity, not fun. The drama landed exactly where it was designed to:
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- **Rook's round-8 Last Stand** — Maw one tick away, zero loot, stands up and declares
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anyway, rides the Hall collapse to 22 glory while a rival is swallowed for nothing:
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*"The Maw blinked first."* Their favorite moment of the night. **The three-exit triangle
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produces real table theatre.**
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- **Pip (the newbie) literally screamed** when a Den he'd half-forgotten he was holding
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paid out 10 glory at collapse. *"I did not understand what happened. Everyone looked at
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me. Worth it."* **The collapse-scoring surprise is delightful even when you don't fully
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get the rules.**
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- **Tav (the roleplayer)** stood in a burning Library as the floor fell and walked out
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with 24 glory of "ancient marginalia." The theme carries.
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## What it caught (and how it maps to the bot data)
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**1. The careful line is under-rewarded — and it feels *unfair*, not just weak.**
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Greta never lost a crew and finished *last*: *"The scoring punishes the careful and
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rewards the reckless. That is not a game, that is a bad lesson."* Mina played the
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provably-optimal cash-out line, found it **joyless** (*"that's not daring, that's
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invoicing"*), and still lost to riskier players. Even **the winner, Vex**, flagged it:
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*"Rook got eaten twice and still finished two points behind me — that gap is not
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satisfying."* → This is exactly the sim's `CashOut`-strategy weakness (2.8%) and the
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open Cash-vs-Worthy *substitution* finding — now confirmed from **three independent human
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angles**, with the emotional weight the win-rate number can't convey.
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**2. Humans hit the feel-bad 6× where the bots hit it 0×.** The Monte-Carlo bots cash out
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defensively and almost never get Taken without a Last Stand (0.00/game). But the
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*gambler*, the *roleplayer*, and the *newbie* walked into the silent death **six times**
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this game. Rook and Tav independently demanded the same thing: *"Every death deserves a
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punchline."* **This is the headline meta-finding: the live-agent playtest caught a problem
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the perfect-play simulator structurally hid.**
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**3. The deep-collapses-first geometry confuses newcomers.** Pip, round 5: *"Nobody told
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me the floors count DOWN. I thought it went up. Why does it go down. WHO DESIGNED THIS."*
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Got caught thinking he had five turns when he had one. → The fun-critic predicted exactly
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this ("richest = doomed first" fights loss-aversion intuition); the playtest makes it a
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hard **component requirement**.
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**4. Contests feel flat.** Mina and Vex both noted that piling markers into a room is a
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free hedge and ties split evenly: *"two markers beats four markers because the split is
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flat — that is irrational"* (Mina); *"flooding a room should be a genuine gamble"* (Vex).
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## Changes made (and re-validated in the sim)
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| Change | Why | Knob |
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|---|---|---|
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| **Desperate Strike** — a no-Last-Stand Take salvages ⅓ of unbanked loot | Rook & Tav: a silent death shouldn't be a humiliating zero | `taken_salvage_frac = 0.33` |
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| **Extraction bonus** — flat +3 glory per crew retired alive | Greta: reward surviving the delve, not just dying deep | `cashout_extraction_bonus = 3.0` |
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Re-sweep (1000 seeds): the strategy band tightened — WorthyEnd **46.7 → 42.5%**, the
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safe/engine lines lifting (PressOn 25.8 → 31.9, CashOut 2.8 → 3.7); 6-player victory
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margin fell to **9.5%** (even tighter top-of-table). Pacing, combo spread, and the
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0.00-feel-bad-for-bots all held.
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## Recommended next (not yet built)
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- **Marker-weighted contest shares** (Mina) — split a contested room's Glory in proportion
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to marker strength, and hand every contestant a Dread token (Vex) so piling in is a real
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gamble. The cleanest fix for finding #4, and it further differentiates Warden.
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- **The "Maw eats NEXT" indicator** (Pip) — a big, unmissable physical marker on the next
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floor to collapse. A *component* fix for the onboarding cliff; folded into the rulebook.
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- **The deeper Cash-vs-Worthy fix** (finding #1) — the flat extraction bonus helps but
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doesn't fully solve it. The real lever (per `FINDINGS.md`) is making *denial* score for
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you, or paying Worthy End on *cumulative* depth dived. The next prototype.
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## The bottom line for 6 humans
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It **scales** — a clean 11-round game with a tight 3-way finish and real lead changes —
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and it **delivers the fantasy**: the gambler got their blaze of glory, the newbie got their
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scream, the roleplayer got their story, the spoiler got their win by playing the table.
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With the survival incentive, the Desperate Strike, and a big "Maw-eats-next" marker, this
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is a table-ready 6-player game. The one thing still worth a design pass before a print run
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is making the *careful* player feel as clever as the reckless one feels alive.
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deepfall/RULEBOOK.md
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# DEEPFALL — Rulebook
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*Reikhelm, the deep hold, is sinking into the Maw. Delve fast, hold ground, and know
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when to die. The deepest grave is the brightest glory.*
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**Players:** 2–6 · **Time:** 45–75 min · **Ages:** 12+
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> This is the playtest rulebook. Every number here is grounded in the DEEPFALL balance
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> simulator (`deepfall-sim`); see `FINDINGS.md` for what the data said and `DESIGN.md`
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> for the deeper why. Where the sim used continuous coefficients, this rulebook rounds
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> them to clean tabletop integers.
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---
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## 1. The idea & how you win
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You lead a **delve-company** plundering a collapsing megadungeon. Beneath the deepest
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floor waits **the Maw**, a rising hunger that devours the hold one floor at a time, **from
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the bottom up** — so the richest, deepest rooms are doomed *first*.
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You don't win by surviving. You win by **Glory**, and the surest fortunes come from
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spending a company deliberately: send a crew quietly **to ground** with its loot, or hurl
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it into a **Worthy End** at the bottom and let the Maw take it gloriously. Nobody is ever
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eliminated — a dead crew becomes Glory and silent territory, and you muster a fresh one.
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**The game ends when the Maw eats Floor 1. Most Glory wins.**
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---
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## 2. Components
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| Component | Count | Notes |
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|---|---|---|
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| **Room tiles** | ~48 deck | 10 themes (Threshold → Throne); each shows value, ⚔ threat, 🜏 lock, produce icon |
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| **Floor strips** (or trays) | 6 | The dungeon, top (Floor 1) to bottom (Floor 6) |
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| **The Maw marker** + **Dread track** | 1 | The doom clock |
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| **Delve dice** | 7 types | Recruit / Warrior / Scholar / Priest / Rogue / Champion / Relic (see §5) |
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| **Dice bags** | 1 per player | Your bag is your engine |
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| **Lineage cards** | 6 | Your "race" half |
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| **Calling cards** | 6 | Your "class/faction" half |
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| **Player mats** | 1 per player | Party, held rooms, Mettle, hand |
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| **Control markers** + **Fallen (skull) markers** | per player | Claim rooms / mark your dead |
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| **Mettle & Loot tokens**, **Glory track**, **Denizen rep tracks** | shared | The economy |
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The six dice **faces**: ⚔ **Steel** · 🜏 **Cunning** · ✚ **Faith** · 💰 **Greed** · ✦ **Mettle** · ☠ **Dread**.
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---
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## 3. Setup
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1. **Build the dungeon.** Stock the six floor strips, **rooms-per-floor = number of
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players** (so a 4-player game has 4 rooms per floor, a 6-player game has 6). Draw room
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tiles weighted richer with depth: Floor 1 is mostly Threshold/Stone; Floor 6 holds the
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Throne and the Vaults. *(Easiest: use the **reikhelm Generator Companion** — give it a
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seed and it prints the exact layout. Every game, a new dungeon.)*
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2. **Depth track.** Each floor has a **Depth Value** printed beside it:
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| Floor | 1 | 2 | 3 | 4 | 5 | 6 |
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|---|---|---|---|---|---|---|
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| **Depth Value** | ×1 | ×2 | ×2 | ×3 | ×3 | ×4 |
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A room's **Glory at collapse = its tile value × its floor's Depth Value.** (A Vault,
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value 6, on Floor 6 is worth `6 × 4 = 24`.)
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3. **The Maw** starts just below Floor 6. Set the shared **Dread track** to 0; its length
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is **3 + number of players** (see §9).
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4. **Draft your company.** Each player takes one **Lineage** + one **Calling** (deal 2 of
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each, keep 1 of each, or draft) and builds their **starting dice bag** as printed on the
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Lineage card.
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5. Give each player their markers, a player mat, and 0 Glory. Seed the shared **Recruit
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Pool** with dice of each recruitable type. Pick a first player; pass the marker
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clockwise each round.
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---
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## 4. The company: Lineage × Calling
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Two halves smash into one identity. Each grants an **advantage** and a **cost** — no free
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builds.
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### Lineages (the "race" — sets your starting bag + a passive)
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| Lineage | Advantage | Cost |
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|---|---|---|
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| **Dvergar** | Ignore 1 point of a room's ⚔ threat when claiming | −1 ✚ Faith (courts Dread) |
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| **Wisp** | Draw +1 die every hand | Bigger hand rolls more ☠ Dread |
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| **Revenant** | Convert leftover ☠ Dread into ✦ Mettle (peril as fuel) | Cannot cancel Dread with Faith |
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| **Gnoll** | +Loot when you claim a **combat** room (Den/Forge/Crypt/Throne) | −1 ✚ Faith |
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| **Sylphid** | +1 Move and +1 🜏 Cunning | Fragile: a Setback sheds an extra die |
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| **Golem-born** | Never lose dice to a Setback | −1 hand size (rigid) |
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### Callings (the "class/faction" — special + recruit pool)
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| Calling | Special | Recruits |
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|---|---|---|
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| **Reaver** | Pillage: gain Loot every time you claim a room | Warrior (cheap) |
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| **Lorekeeper** | Open **Vaults solo** — no trinity needed | Scholar |
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| **Wardancer** | Free **Last Stand**; Worthy End **×2.2**; +1 marker strength; +1 Move | Champion |
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| **Hierophant** | Cancel +1 Dread; heal Setbacks; +25% held-room production | Priest |
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| **Warden** | Your control markers count **double** for majority | Champion |
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| **Prospector** | Cheaper recruits; +1 hand; can find **Relic** dice | Relic |
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6 × 6 = **36 companies.** They are deliberately *spicy, not flat* — Dvergar and Reaver run
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a touch strong, Wardancer a touch swingy — but the sim confirms **every combo is viable**
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(no dead picks).
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---
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## 5. The dice
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Your bag holds delve dice. Each is a d6; the types differ only in their face mix:
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| Die (color) | ⚔ | 🜏 | ✚ | 💰 | ✦ | ☠ |
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|---|---|---|---|---|---|---|
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| **Recruit** (grey) | 1 | 1 | 1 | 1 | 1 | 1 |
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| **Warrior** (red) | 3 | – | – | 1 | 1 | 1 |
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| **Scholar** (blue) | – | 2 | 1 | 1 | 1 | 1 |
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| **Priest** (white) | – | 1 | 2 | 1 | 1 | 1 |
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| **Rogue** (green) | 1 | 1 | – | 2 | 1 | 1 |
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| **Champion** (gold) | 2 | 1 | 1 | 1 | 1 | – |
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| **Relic** (purple) | – | – | 1 | 3 | 2 | – |
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---
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## 6. A round
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A round has two phases.
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### Phase A — The Delve (players take turns, clockwise)
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> *Speed tip:* roll your opening hand during the previous player's turn, so your turn is
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> decisions, not dice-fishing. With 5–6 players this keeps downtime low.
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On your turn:
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1. **Draw & roll** a hand from your bag (default **4 dice**, ± Lineage/Calling).
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2. **Press On?** *(push-your-luck)* You may draw & roll **another** hand for more symbols
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— as many times as you dare, stopping whenever you like. **But every Press On feeds the
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Maw** (add a Dread to the shared track), and rolling too much ☠ risks a **Setback**.
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3. **Resolve Dread.** Cancel ☠ with ✚ Faith one-for-one (Hierophant cancels one extra;
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Revenant converts instead — see its card). If **3 or more ☠ remain**, suffer a
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**Setback**: return your lowest die to the box (Golem-born ignores this; Sylphid loses
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an extra; Hierophant heals one).
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4. **Spend your symbols** in any order:
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- **Move** between floors. You get **1 Move** free (± Lineage/Calling); buy extra Moves
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with 🜏 Cunning or ✦ Mettle (1 each).
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- **Claim a room** on your current floor (see §7).
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- **Loot:** each 💰 Greed banks Loot, worth more the deeper you are.
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- **Recruit:** spend ✦ Mettle to add a die of your Calling's type to your bag (§8).
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5. **Choose your exit** (see §7.3): **Stay**, **Cash Out**, or **declare a Last Stand**.
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### Phase B — The Maw (everyone, together — the big moment)
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1. **Advance the Maw.** The Maw rises **1 floor** automatically each round, **+1 more** if
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the shared **Dread track** is full (then reset it). *(It never eats more than one floor
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per round — see §9 — so "one floor away" is always an honest warning.)*
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2. **Collapse** the floor it reaches:
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- **Score it.** For each room, whoever has the most marker strength takes its Glory
|
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(`tile value × Depth Value`). Ties split, rounding down. **Warden** markers count
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double; **Fallen** markers count as 1.
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- **Value rises.** Half the value of every **unclaimed** room **rises to the floor
|
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above** as refugee plunder (add a plunder token). *This is why the top floors swell
|
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into the richest finale — never abandon the shallows.*
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- **The Maw takes the floor**, and anyone still on it (see §7.3).
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3. Pass the first-player marker. New round.
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The game ends the instant **Floor 1 collapses.**
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---
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## 7. The heart of the game
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|
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### 7.1 Claiming rooms (area control + the trinity)
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|
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To **claim** a room you must, across this turn, produce:
|
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- **⚔ Steel ≥ the room's threat** (fight through the monsters), **and**
|
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- **🜏 Cunning ≥ the room's lock** (crack the mechanism).
|
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|
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**Vaults** also demand the **trinity**: you must have rolled at least one ⚔, one 🜏, *and*
|
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one ✚ this turn (the EverQuest holy trinity, made literal) — unless you're a **Lorekeeper**.
|
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|
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Place a **control marker**; its **strength = 1 + extra symbols you poured in** (Warden ×2).
|
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Didn't quite make it? Your Steel/Cunning **carry over as assault progress** — keep chipping
|
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at the same room next turn. A near-miss is never a total loss.
|
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|
||||
Holding a room makes it **produce** each turn (a Forge throws Steel, a Library Cunning, a
|
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Vault Greed) — your engine grows on the ground you keep, right up until the Maw takes it.
|
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|
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### 7.2 Room tiles at a glance
|
||||
|
||||
| Theme | Value | ⚔ Threat | 🜏 Lock | Produces | Note |
|
||||
|---|---|---|---|---|---|
|
||||
| Threshold | 1 | 0 | 0 | – | safe mouth |
|
||||
| Stone | 2 | 1 | 0 | – | plain |
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||||
| Cistern | 3 | 1 | 1 | ✦ | flooded |
|
||||
| Den | 3 | 3 | 0 | ⚔ | combat lair |
|
||||
| Crypt | 3 | 2 | 1 | ✚ | undead (combat) |
|
||||
| Hall | 4 | 1 | 1 | ✦ | pillared |
|
||||
| Library | 4 | 1 | 2 | 🜏 | loot-rich, locked |
|
||||
| Forge | 5 | 4 | 1 | ⚔ | lava (combat) |
|
||||
| **Vault** | 6 | 2 | 2 | 💰 | **needs trinity** |
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||||
| **Throne** | 7 | 5 | 2 | 💰 | boss (combat), deepest |
|
||||
|
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### 7.3 The three exits (this is the game)
|
||||
|
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Every turn, every crew faces the same choice. This triangle *is* DEEPFALL:
|
||||
|
||||
- **STAY / Press On** — keep the crew active: keep recruiting, holding, producing. More
|
||||
upside, but the Maw is climbing, and a crew caught flat-footed loses **everything
|
||||
unbanked and all its active territory**.
|
||||
- **CASH OUT ("Go to Ground")** — retire the crew. **Bank** its Loot + a **depth dividend**
|
||||
(deepest floor reached × 2). Its markers become permanent **Fallen** markers (strength 1)
|
||||
that still score at every future collapse. Then muster a **fresh** company at the
|
||||
frontier. Safe, repeatable, keeps your dead earning. *(Decline, from Small World.)*
|
||||
- **WORTHY END ("Last Stand")** — declare it (free if you hold a Throne/Vault, or as a
|
||||
**Wardancer**). When the Maw **Takes** your active crew, score a huge **Worthy End**:
|
||||
`deepest floor × 2.5` (Wardancer ×2.2 on top), and **the Maw consumes your held rooms
|
||||
clean** so no rival inherits them. The single biggest payout — and all-or-nothing.
|
||||
*(Valhalla, from Blood Rage.)*
|
||||
|
||||
Being Taken **without** a Last Stand is the game's one real disaster (lose loot + territory
|
||||
for nothing). The exits above are *always* offered, so a careful player never falls into
|
||||
it — and the simulator confirms it almost never happens.
|
||||
|
||||
> **Design note:** under perfectly greedy play the bots treat Cash Out and Worthy End as
|
||||
> substitutes, so aggression slightly over-wins. At a human table the *denial* (salting a
|
||||
> rival's inheritance) and the sheer drama of a deep martyr make Worthy End pull its
|
||||
> weight. This is the one spot still under playtest — see `FINDINGS.md`.
|
||||
|
||||
---
|
||||
|
||||
## 8. Recruiting (building your bag)
|
||||
|
||||
Spend ✦ **Mettle** (default cost 2) to take a die from the Recruit Pool into your bag —
|
||||
the type set by your **Calling** (Reaver→Warrior, Lorekeeper→Scholar, etc.; Prospector
|
||||
gets the rare **Relic**). A bigger, sharper bag means stronger hands *and* more Press-On
|
||||
fuel. This is your in-game engine (Quarriors' dice-building).
|
||||
|
||||
---
|
||||
|
||||
## 9. The Maw & player count
|
||||
|
||||
> **Component rule (playtest-critical):** the Maw marker must **loudly flag the next floor
|
||||
> to collapse.** New players reliably forget the dungeon collapses *bottom-up* and think
|
||||
> they have more time than they do — give the Maw a big, unmissable "EATS THIS FLOOR NEXT"
|
||||
> pointer. (See `PLAYTEST.md`, finding #3.)
|
||||
|
||||
The Maw rises **1 floor per round**, **+1** whenever the shared **Dread track** fills (then
|
||||
it resets). Players add Dread to the track every time they **Press On** and whenever
|
||||
uncanceled ☠ is rolled — so the table's collective greed literally pulls the doom down
|
||||
faster. **The Maw never collapses more than one floor in a single round.**
|
||||
|
||||
**Scaling (validated to 11-round games at every count):**
|
||||
|
||||
| Players | Rooms / floor | Dread track length |
|
||||
|---|---|---|
|
||||
| 2 | 4 | 5 |
|
||||
| 3 | 4 | 6 |
|
||||
| 4 | 4 | 7 |
|
||||
| 5 | 5 | 8 |
|
||||
| 6 | 6 | 9 |
|
||||
|
||||
Rooms-per-floor scaling keeps contention (and the fight for majorities) constant; the
|
||||
longer Dread track on a bigger table absorbs the extra collective Dread so the game still
|
||||
ends in ~11 rounds with tight margins and a near-zero feel-bad rate.
|
||||
|
||||
---
|
||||
|
||||
## 10. Turn quick-reference
|
||||
|
||||
```
|
||||
YOUR TURN (Delve Phase)
|
||||
1. Roll hand (4 dice ± mods)
|
||||
2. Press On? → +1 Dread to track, risk a Setback (repeat / stop)
|
||||
3. Dread: cancel with Faith; 3+ left = Setback (lose a die)
|
||||
4. Spend: Move · Claim a room · bank Loot (Greed) · Recruit (Mettle)
|
||||
5. Exit: STAY / CASH OUT (bank + Fallen markers) / LAST STAND
|
||||
|
||||
MAW PHASE (all together)
|
||||
• Maw rises 1 floor (+1 if Dread track full → reset)
|
||||
• Collapse: score majorities (value × depth) → unclaimed value RISES up
|
||||
→ Take anyone still on the floor (Worthy Ends fire here)
|
||||
• Floor 1 collapses → GAME OVER, most Glory wins
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 11. The generator companion (procgen)
|
||||
|
||||
DEEPFALL's dungeon is a **real reikhelm dungeon**. The companion turns a seed into either:
|
||||
- a **Setup Sheet** ("Floor 6: Vault, Throne, Forge, Crypt…") you copy with the tile deck —
|
||||
30-second setup, infinite dungeons from one box; or
|
||||
- a fully **AI-rendered board** for that seed (the deluxe one-off / campaign mode).
|
||||
|
||||
Same generator that powers the reikhelm playground — so the board, the variety, and the
|
||||
art all come from the engine you already have.
|
||||
|
|
@ -19,6 +19,8 @@
|
|||
|
||||
"cashout_depth_dividend": 2.0,
|
||||
"cashout_min_bank": 12.0,
|
||||
"cashout_extraction_bonus": 3.0,
|
||||
"taken_salvage_frac": 0.33,
|
||||
"worthy_factor": 2.5,
|
||||
"worthy_held_bonus": 0.0,
|
||||
|
||||
|
|
|
|||
|
|
@ -47,6 +47,12 @@ pub struct Config {
|
|||
pub cashout_depth_dividend: f64,
|
||||
/// The Cautious bot Cashes Out once its bankable value clears this bar.
|
||||
pub cashout_min_bank: f64,
|
||||
/// Cash-Out flat bonus per crew retired "with boots on" — a survival incentive the
|
||||
/// 6-human playtest demanded (the careful banker finished last and felt cheated).
|
||||
pub cashout_extraction_bonus: f64,
|
||||
/// Fraction of unbanked loot salvaged when Taken with **no** Last Stand — the
|
||||
/// "Desperate Strike" so a silent death isn't a humiliating zero (playtest ask).
|
||||
pub taken_salvage_frac: f64,
|
||||
/// Worthy-End spike = `worthy_factor * deepest_floor` (+ optional held bonus).
|
||||
pub worthy_factor: f64,
|
||||
/// Extra Worthy-End credit per point of held room value. **0 by default** to
|
||||
|
|
@ -97,6 +103,10 @@ impl Default for Config {
|
|||
// shallow parties) and cratered to a 1.8% win rate; banking richer hauls
|
||||
// before retiring makes the safe line viable.
|
||||
cashout_min_bank: 12.0,
|
||||
// Playtest-driven (2026-06-19): reward surviving the delve, and give a silent
|
||||
// death a small consolation. See PLAYTEST.md.
|
||||
cashout_extraction_bonus: 3.0,
|
||||
taken_salvage_frac: 0.33,
|
||||
// v2 (iter 3-4): 4 -> 2.5. At 4 the generic Worthy End (any deep party on a
|
||||
// Throne) made the WorthyEnd strategy a 45% king; lowering the base while
|
||||
// raising the Wardancer multiplier (now 2.2x) shifts the payoff onto the
|
||||
|
|
|
|||
|
|
@ -542,7 +542,9 @@ impl Game {
|
|||
/// Cash Out: bank loot + depth dividend, convert held markers to Fallen, retire.
|
||||
fn cash_out(&mut self, pi: usize) {
|
||||
let party = self.players[pi].party.take().unwrap();
|
||||
let raw = party.unbanked + self.cfg.cashout_depth_dividend * party.deepest as f64;
|
||||
let raw = party.unbanked
|
||||
+ self.cfg.cashout_depth_dividend * party.deepest as f64
|
||||
+ self.cfg.cashout_extraction_bonus;
|
||||
let banked = raw * self.comeback_mult(pi);
|
||||
self.players[pi].glory += banked;
|
||||
self.players[pi].cashouts += 1;
|
||||
|
|
@ -598,7 +600,12 @@ impl Game {
|
|||
}
|
||||
}
|
||||
} else {
|
||||
// The one true feel-bad: lose unbanked loot and all active territory.
|
||||
// Taken with no Last Stand. Still the worst exit (territory lost, no depth
|
||||
// dividend), but a "Desperate Strike" salvages a fraction of unbanked loot so
|
||||
// it isn't a humiliating zero — the playtest's most-requested change.
|
||||
let salvage = party.unbanked * self.cfg.taken_salvage_frac;
|
||||
let cm = self.comeback_mult(pi);
|
||||
self.players[pi].glory += salvage * cm;
|
||||
self.players[pi].takes_no_laststand += 1;
|
||||
for (d, ri) in &party.held {
|
||||
let fi = Self::floor_idx(*d);
|
||||
|
|
|
|||
|
|
@ -32,6 +32,15 @@ fn main() {
|
|||
None => Config::default(),
|
||||
};
|
||||
|
||||
// `--players N` runs a quick player-count scaling diagnostic instead of the full
|
||||
// sweeps (used to ground the rulebook's 6-player rules in data).
|
||||
if let Some(n) = arg_value(&args, "--players").and_then(|s| s.parse::<usize>().ok()) {
|
||||
for pc in [4usize, 5, 6, n].iter().copied().collect::<std::collections::BTreeSet<_>>() {
|
||||
diagnose_players(&cfg, seeds, pc);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
fs::create_dir_all(&out).expect("create out dir");
|
||||
println!("DEEPFALL sweeps seeds={seeds} out={out} config={}", cfg_path.as_deref().unwrap_or("<default>"));
|
||||
println!("{}", "=".repeat(72));
|
||||
|
|
@ -203,6 +212,69 @@ fn strategy_sweep(cfg: &Config, seeds: u64, out: &str) -> StratOut {
|
|||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------
|
||||
// Player-count scaling diagnostic
|
||||
// ---------------------------------------------------------------------------------
|
||||
|
||||
fn diagnose_players(base: &Config, seeds: u64, players: usize) {
|
||||
// Linear board scaling: rooms-per-floor = player count (keeps rooms-per-capita and
|
||||
// thus contention roughly constant). Maw dread-push is scaled by 4/players so the
|
||||
// larger table's extra collective Dread doesn't crash the game length.
|
||||
let mut cfg = base.clone();
|
||||
cfg.rooms_per_floor = players as u32;
|
||||
cfg.maw_dread_push = base.maw_dread_push * 4.0 / players as f64;
|
||||
|
||||
let mut sum_rounds = 0u64;
|
||||
let (mut rmin, mut rmax) = (u32::MAX, 0u32);
|
||||
let mut sum_margin = 0.0;
|
||||
let mut seat_wins = vec![0u64; players];
|
||||
let mut feelbad = 0u64;
|
||||
let mut worthy = 0u64;
|
||||
let mut cashout = 0u64;
|
||||
let mut games = 0u64;
|
||||
|
||||
for seed in 0..seeds {
|
||||
let roster: Vec<(Strategy, Option<(Lineage, Calling)>)> =
|
||||
(0..players).map(|i| (ALL_STRATEGIES[i % 4], None)).collect();
|
||||
let r = Game::new(cfg.clone(), seed.wrapping_mul(131), &roster).run();
|
||||
games += 1;
|
||||
sum_rounds += r.rounds as u64;
|
||||
rmin = rmin.min(r.rounds);
|
||||
rmax = rmax.max(r.rounds);
|
||||
let wg = r.players[r.winner].glory;
|
||||
sum_margin += if wg > 0.0 { r.margin / wg } else { 0.0 };
|
||||
seat_wins[r.winner] += 1;
|
||||
feelbad += r.players.iter().map(|p| p.takes_no_laststand as u64).sum::<u64>();
|
||||
worthy += r.players.iter().map(|p| p.worthy_ends as u64).sum::<u64>();
|
||||
cashout += r.players.iter().map(|p| p.cashouts as u64).sum::<u64>();
|
||||
}
|
||||
|
||||
let g = games as f64;
|
||||
println!(
|
||||
"\n{players}P (rooms/floor={}, dread_push={:.3})",
|
||||
cfg.rooms_per_floor, cfg.maw_dread_push
|
||||
);
|
||||
println!(
|
||||
" length: mean {:.1} rounds ({rmin}-{rmax}) margin: {:.1}% feelbad: {:.3}/game",
|
||||
sum_rounds as f64 / g,
|
||||
sum_margin / g * 100.0,
|
||||
feelbad as f64 / g
|
||||
);
|
||||
let seat_pct: Vec<String> = seat_wins
|
||||
.iter()
|
||||
.enumerate()
|
||||
.map(|(i, w)| format!("P{i}:{:.0}%", *w as f64 / g * 100.0))
|
||||
.collect();
|
||||
let fair = 100.0 / players as f64;
|
||||
println!(" seat win% (fair={fair:.0}%): {}", seat_pct.join(" "));
|
||||
println!(
|
||||
" exits/game: cashout {:.1}, worthy {:.2}, feelbad {:.2}",
|
||||
cashout as f64 / g,
|
||||
worthy as f64 / g,
|
||||
feelbad as f64 / g
|
||||
);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------
|
||||
// Sweep 2: combo asymmetry
|
||||
// ---------------------------------------------------------------------------------
|
||||
|
|
|
|||
Loading…
Reference in a new issue