# DEEPFALL > *Reikhelm, the deep hold, is sinking into the Maw. Delve fast, hold ground, and > know when to die. The deepest grave is the brightest glory.* A tabletop game design + a **balance-by-bot** simulator, built as a self-contained experiment in the `reikhelm` repo (sibling to `combat/`). It mashes up nine games the designer loves and tries to keep their best parts while filing off their worst. The dungeon you delve is not invented — it is a real **reikhelm** dungeon (`reikhelm-core`'s room/theme/graph model), so a physical printing could ship seeded, reproducible boards straight out of the generator. --- ## The one-paragraph pitch You are rival **delve-companies** racing into a collapsing megadungeon. Each company is a **Lineage × Calling** smash-up (your race × your class/faction) that defines a **bag of dice** you build mid-game. You push your luck rolling that bag to descend, fight, crack vaults, and seize **rooms** — which score for whoever holds them **when their floor collapses**. The **Maw** devours the dungeon from the bottom up, so the richest deep rooms die *first* and the clock is brutal. Every party faces one decision, over and over: **cash out** (send them "to ground" — they keep their territory as silent dead and you draft a fresh party), **press on** (greedy, keep the engine, risk the Maw), or **go for a Worthy End** (dive suicidally deep and let the Maw take you in a blaze for the single biggest payout in the game). Most glory wins. ## The nine games, and what we took / what we fixed | Game | What we **kept** | What we **filed off** | |---|---|---| | **Smash Up** | Two-half faction mashup; control rooms (bases) that score at a breakpoint | The "take-that" hand hate & swing — conflict here is *positional*, never "discard your stuff" | | **Small World** | Race×Power combo drafting; **the Decline mechanic** (its single best idea) | Crowded-map turn-order tyranny — the Maw, not opponents, is the pressure | | **Blood Rage** | Card-drafted strategy per age; **escalating doom (Ragnarök)**; **dying is glorious** | Coin-flip combat reveals — outcomes here are dice you *build* and *mitigate* | | **Quarriors** | **Dice-bag building**; in-game engine growth; push-your-luck | "Dice gods hate me" whiffs — the Decline safety valve + Faith mitigation soften variance | | **Dragon Rampage** | Push-your-luck **escape** tension; one escalating shared threat | Player elimination — nobody is ever out; a dead party becomes glory | | **Catan** | Tile **production** when you hold ground; spatial placement | The robber feel-bad & resource starvation — the Maw is the only "robber," and it's fair to all | | **EverQuest** | Holy-trinity **party comp** (Steel/Cunning/Faith); faction reputation; loot chase | The grind & downtime — turns are fast, simultaneous-ish, no camping | | **Daggerfall** | **Custom class** via Lineage×Calling with advantages **and** disadvantages; procedural world; faction web | Sprawl & getting lost — bounded floors, a shared revealed board | | **Eye of the Beholder** | Grid dungeon of room tiles; party of four; **mechanism puzzles** gate the best loot | Mapping tedium — the board is shared and revealed, not memorized | The **load-bearing fusion**: *Small World's Decline + Blood Rage's glorious death.* That one combination kills the runaway leader, abolishes player elimination, and inverts loss-aversion — three of these games' worst problems, solved at once. ## Layout (mirrors `combat/`) ``` deepfall/ README.md — this file DESIGN.md — the full rules + the simulation model (the spec the sim implements) Cargo.toml — self-contained workspace (does not touch the root reikhelm graph) configs/default.json — the tunable balance table; editing it IS the balance act deepfall-core/ — pure, deterministic, headless game engine (ChaCha8, no I/O) deepfall-sim/ — batch harness: runs sweeps → CSV/JSON analysis/ — Python (pandas/matplotlib) over the exported data ``` ## Build & run ```bash cd deepfall cargo test # engine determinism + rules tests cargo run -p deepfall-sim -- --out out # run the balance sweeps → out/*.csv, out/*.json python analysis/analyze.py out # (optional) plots → out/plots/*.png ``` ## What the simulator is for It is not the game — it is a **truth serum** for the design. Bots play the three exit strategies (Cash-Out, Press-On, Worthy-End) plus an adaptive Balanced bot, across all 36 Lineage×Calling combos, thousands of seeded games. We read the data to answer the only questions that matter for a design like this: 1. **Is there a dominant strategy?** (We want a rock-paper-scissors band, not a king.) 2. **Are any Lineage×Calling combos broken?** (Asymmetry should be *fair*, not solved.) 3. **Does the Maw end the game in a satisfying window?** (~8–14 rounds.) 4. **Is it a runaway?** (Margin of victory should be tight.) 5. **How often does a party die for *nothing*?** (The feel-bad rate — keep it low.) 6. **Is the Decline *decision* real?** (Do winners vary their cash-out timing, or is there one provably-correct moment?) See `DESIGN.md` §"Simulation model" for exactly how the sim abstracts the rules, and the committed sweep notes for what the data actually said.