Ran an observed 6-player game with persona AI players (one per Lineage/Calling) via a Workflow (72 agents): avgFun 7.3/10, 6/6 would replay, tight 84-82-75 finish. PLAYTEST.md captures the session + designer's assessment. Findings the Monte-Carlo bots structurally missed: - the careful/safe line feels UNFAIR, not just weak (banker finished last and resented it) — three human angles confirm the sim's Cash-vs-Worthy substitution finding - humans hit the no-Last-Stand feel-bad 6x where rational bots hit it 0x - deep-collapses-first geometry confuses newcomers (component fix) Fixes (re-validated, 1000 seeds): WorthyEnd strategy 46.7 -> 42.5%, safe lines lifted, 6p margin to 9.5%. - Desperate Strike: a no-Last-Stand Take salvages 1/3 unbanked loot - Extraction bonus: +3 glory per crew retired alive - RULEBOOK: "Maw eats NEXT" indicator as a component rule Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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DEEPFALL — Rulebook
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.
Players: 2–6 · Time: 45–75 min · Ages: 12+
This is the playtest rulebook. Every number here is grounded in the DEEPFALL balance simulator (
deepfall-sim); seeFINDINGS.mdfor what the data said andDESIGN.mdfor the deeper why. Where the sim used continuous coefficients, this rulebook rounds them to clean tabletop integers.
1. The idea & how you win
You lead a delve-company plundering a collapsing megadungeon. Beneath the deepest floor waits the Maw, a rising hunger that devours the hold one floor at a time, from the bottom up — so the richest, deepest rooms are doomed first.
You don't win by surviving. You win by Glory, and the surest fortunes come from spending a company deliberately: send a crew quietly to ground with its loot, or hurl it into a Worthy End at the bottom and let the Maw take it gloriously. Nobody is ever eliminated — a dead crew becomes Glory and silent territory, and you muster a fresh one.
The game ends when the Maw eats Floor 1. Most Glory wins.
2. Components
| Component | Count | Notes |
|---|---|---|
| Room tiles | ~48 deck | 10 themes (Threshold → Throne); each shows value, ⚔ threat, 🜏 lock, produce icon |
| Floor strips (or trays) | 6 | The dungeon, top (Floor 1) to bottom (Floor 6) |
| The Maw marker + Dread track | 1 | The doom clock |
| Delve dice | 7 types | Recruit / Warrior / Scholar / Priest / Rogue / Champion / Relic (see §5) |
| Dice bags | 1 per player | Your bag is your engine |
| Lineage cards | 6 | Your "race" half |
| Calling cards | 6 | Your "class/faction" half |
| Player mats | 1 per player | Party, held rooms, Mettle, hand |
| Control markers + Fallen (skull) markers | per player | Claim rooms / mark your dead |
| Mettle & Loot tokens, Glory track, Denizen rep tracks | shared | The economy |
The six dice faces: ⚔ Steel · 🜏 Cunning · ✚ Faith · 💰 Greed · ✦ Mettle · ☠ Dread.
3. Setup
-
Build the dungeon. Stock the six floor strips, rooms-per-floor = number of players (so a 4-player game has 4 rooms per floor, a 6-player game has 6). Draw room tiles weighted richer with depth: Floor 1 is mostly Threshold/Stone; Floor 6 holds the Throne and the Vaults. (Easiest: use the reikhelm Generator Companion — give it a seed and it prints the exact layout. Every game, a new dungeon.)
-
Depth track. Each floor has a Depth Value printed beside it:
Floor 1 2 3 4 5 6 Depth Value ×1 ×2 ×2 ×3 ×3 ×4 A room's Glory at collapse = its tile value × its floor's Depth Value. (A Vault, value 6, on Floor 6 is worth
6 × 4 = 24.) -
The Maw starts just below Floor 6. Set the shared Dread track to 0; its length is 3 + number of players (see §9).
-
Draft your company. Each player takes one Lineage + one Calling (deal 2 of each, keep 1 of each, or draft) and builds their starting dice bag as printed on the Lineage card.
-
Give each player their markers, a player mat, and 0 Glory. Seed the shared Recruit Pool with dice of each recruitable type. Pick a first player; pass the marker clockwise each round.
4. The company: Lineage × Calling
Two halves smash into one identity. Each grants an advantage and a cost — no free builds.
Lineages (the "race" — sets your starting bag + a passive)
| Lineage | Advantage | Cost |
|---|---|---|
| Dvergar | Ignore 1 point of a room's ⚔ threat when claiming | −1 ✚ Faith (courts Dread) |
| Wisp | Draw +1 die every hand | Bigger hand rolls more ☠ Dread |
| Revenant | Convert leftover ☠ Dread into ✦ Mettle (peril as fuel) | Cannot cancel Dread with Faith |
| Gnoll | +Loot when you claim a combat room (Den/Forge/Crypt/Throne) | −1 ✚ Faith |
| Sylphid | +1 Move and +1 🜏 Cunning | Fragile: a Setback sheds an extra die |
| Golem-born | Never lose dice to a Setback | −1 hand size (rigid) |
Callings (the "class/faction" — special + recruit pool)
| Calling | Special | Recruits |
|---|---|---|
| Reaver | Pillage: gain Loot every time you claim a room | Warrior (cheap) |
| Lorekeeper | Open Vaults solo — no trinity needed | Scholar |
| Wardancer | Free Last Stand; Worthy End ×2.2; +1 marker strength; +1 Move | Champion |
| Hierophant | Cancel +1 Dread; heal Setbacks; +25% held-room production | Priest |
| Warden | Your control markers count double for majority | Champion |
| Prospector | Cheaper recruits; +1 hand; can find Relic dice | Relic |
6 × 6 = 36 companies. They are deliberately spicy, not flat — Dvergar and Reaver run a touch strong, Wardancer a touch swingy — but the sim confirms every combo is viable (no dead picks).
5. The dice
Your bag holds delve dice. Each is a d6; the types differ only in their face mix:
| Die (color) | ⚔ | 🜏 | ✚ | 💰 | ✦ | ☠ |
|---|---|---|---|---|---|---|
| Recruit (grey) | 1 | 1 | 1 | 1 | 1 | 1 |
| Warrior (red) | 3 | – | – | 1 | 1 | 1 |
| Scholar (blue) | – | 2 | 1 | 1 | 1 | 1 |
| Priest (white) | – | 1 | 2 | 1 | 1 | 1 |
| Rogue (green) | 1 | 1 | – | 2 | 1 | 1 |
| Champion (gold) | 2 | 1 | 1 | 1 | 1 | – |
| Relic (purple) | – | – | 1 | 3 | 2 | – |
6. A round
A round has two phases.
Phase A — The Delve (players take turns, clockwise)
Speed tip: roll your opening hand during the previous player's turn, so your turn is decisions, not dice-fishing. With 5–6 players this keeps downtime low.
On your turn:
- Draw & roll a hand from your bag (default 4 dice, ± Lineage/Calling).
- Press On? (push-your-luck) You may draw & roll another hand for more symbols — as many times as you dare, stopping whenever you like. But every Press On feeds the Maw (add a Dread to the shared track), and rolling too much ☠ risks a Setback.
- Resolve Dread. Cancel ☠ with ✚ Faith one-for-one (Hierophant cancels one extra; Revenant converts instead — see its card). If 3 or more ☠ remain, suffer a Setback: return your lowest die to the box (Golem-born ignores this; Sylphid loses an extra; Hierophant heals one).
- Spend your symbols in any order:
- Move between floors. You get 1 Move free (± Lineage/Calling); buy extra Moves with 🜏 Cunning or ✦ Mettle (1 each).
- Claim a room on your current floor (see §7).
- Loot: each 💰 Greed banks Loot, worth more the deeper you are.
- Recruit: spend ✦ Mettle to add a die of your Calling's type to your bag (§8).
- Choose your exit (see §7.3): Stay, Cash Out, or declare a Last Stand.
Phase B — The Maw (everyone, together — the big moment)
- Advance the Maw. The Maw rises 1 floor automatically each round, +1 more if the shared Dread track is full (then reset it). (It never eats more than one floor per round — see §9 — so "one floor away" is always an honest warning.)
- Collapse the floor it reaches:
- Score it. For each room, whoever has the most marker strength takes its Glory
(
tile value × Depth Value). Ties split, rounding down. Warden markers count double; Fallen markers count as 1. - Value rises. Half the value of every unclaimed room rises to the floor above as refugee plunder (add a plunder token). This is why the top floors swell into the richest finale — never abandon the shallows.
- The Maw takes the floor, and anyone still on it (see §7.3).
- Score it. For each room, whoever has the most marker strength takes its Glory
(
- Pass the first-player marker. New round.
The game ends the instant Floor 1 collapses.
7. The heart of the game
7.1 Claiming rooms (area control + the trinity)
To claim a room you must, across this turn, produce:
- ⚔ Steel ≥ the room's threat (fight through the monsters), and
- 🜏 Cunning ≥ the room's lock (crack the mechanism).
Vaults also demand the trinity: you must have rolled at least one ⚔, one 🜏, and one ✚ this turn (the EverQuest holy trinity, made literal) — unless you're a Lorekeeper.
Place a control marker; its strength = 1 + extra symbols you poured in (Warden ×2). Didn't quite make it? Your Steel/Cunning carry over as assault progress — keep chipping at the same room next turn. A near-miss is never a total loss.
Holding a room makes it produce each turn (a Forge throws Steel, a Library Cunning, a Vault Greed) — your engine grows on the ground you keep, right up until the Maw takes it.
7.2 Room tiles at a glance
| Theme | Value | ⚔ Threat | 🜏 Lock | Produces | Note |
|---|---|---|---|---|---|
| Threshold | 1 | 0 | 0 | – | safe mouth |
| Stone | 2 | 1 | 0 | – | plain |
| 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 |
| Throne | 7 | 5 | 2 | 💰 | boss (combat), deepest |
7.3 The three exits (this is the game)
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.