- 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>
290 lines
13 KiB
Markdown
290 lines
13 KiB
Markdown
# 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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### 7.1 Claiming rooms (area control + the trinity)
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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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**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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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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### 7.2 Room tiles at a glance
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| Theme | Value | ⚔ Threat | 🜏 Lock | Produces | Note |
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|---|---|---|---|---|---|
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| Threshold | 1 | 0 | 0 | – | safe mouth |
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| Stone | 2 | 1 | 0 | – | plain |
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| Cistern | 3 | 1 | 1 | ✦ | flooded |
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| Den | 3 | 3 | 0 | ⚔ | combat lair |
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| Crypt | 3 | 2 | 1 | ✚ | undead (combat) |
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| Hall | 4 | 1 | 1 | ✦ | pillared |
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| Library | 4 | 1 | 2 | 🜏 | loot-rich, locked |
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| Forge | 5 | 4 | 1 | ⚔ | lava (combat) |
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| **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:
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- **STAY / Press On** — keep the crew active: keep recruiting, holding, producing. More
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upside, but the Maw is climbing, and a crew caught flat-footed loses **everything
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unbanked and all its active territory**.
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- **CASH OUT ("Go to Ground")** — retire the crew. **Bank** its Loot + a **depth dividend**
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(deepest floor reached × 2). Its markers become permanent **Fallen** markers (strength 1)
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that still score at every future collapse. Then muster a **fresh** company at the
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frontier. Safe, repeatable, keeps your dead earning. *(Decline, from Small World.)*
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- **WORTHY END ("Last Stand")** — declare it (free if you hold a Throne/Vault, or as a
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**Wardancer**). When the Maw **Takes** your active crew, score a huge **Worthy End**:
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`deepest floor × 2.5` (Wardancer ×2.2 on top), and **the Maw consumes your held rooms
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clean** so no rival inherits them. The single biggest payout — and all-or-nothing.
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*(Valhalla, from Blood Rage.)*
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Being Taken **without** a Last Stand is the game's one real disaster (lose loot + territory
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for nothing). The exits above are *always* offered, so a careful player never falls into
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it — and the simulator confirms it almost never happens.
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> **Design note:** under perfectly greedy play the bots treat Cash Out and Worthy End as
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> substitutes, so aggression slightly over-wins. At a human table the *denial* (salting a
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> rival's inheritance) and the sheer drama of a deep martyr make Worthy End pull its
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> weight. This is the one spot still under playtest — see `FINDINGS.md`.
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---
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## 8. Recruiting (building your bag)
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Spend ✦ **Mettle** (default cost 2) to take a die from the Recruit Pool into your bag —
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the type set by your **Calling** (Reaver→Warrior, Lorekeeper→Scholar, etc.; Prospector
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gets the rare **Relic**). A bigger, sharper bag means stronger hands *and* more Press-On
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fuel. This is your in-game engine (Quarriors' dice-building).
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---
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## 9. The Maw & player count
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The Maw rises **1 floor per round**, **+1** whenever the shared **Dread track** fills (then
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it resets). Players add Dread to the track every time they **Press On** and whenever
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uncanceled ☠ is rolled — so the table's collective greed literally pulls the doom down
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faster. **The Maw never collapses more than one floor in a single round.**
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**Scaling (validated to 11-round games at every count):**
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| Players | Rooms / floor | Dread track length |
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|---|---|---|
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| 2 | 4 | 5 |
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| 3 | 4 | 6 |
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| 4 | 4 | 7 |
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| 5 | 5 | 8 |
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| 6 | 6 | 9 |
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Rooms-per-floor scaling keeps contention (and the fight for majorities) constant; the
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longer Dread track on a bigger table absorbs the extra collective Dread so the game still
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ends in ~11 rounds with tight margins and a near-zero feel-bad rate.
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---
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## 10. Turn quick-reference
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```
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YOUR TURN (Delve Phase)
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1. Roll hand (4 dice ± mods)
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2. Press On? → +1 Dread to track, risk a Setback (repeat / stop)
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3. Dread: cancel with Faith; 3+ left = Setback (lose a die)
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4. Spend: Move · Claim a room · bank Loot (Greed) · Recruit (Mettle)
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5. Exit: STAY / CASH OUT (bank + Fallen markers) / LAST STAND
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MAW PHASE (all together)
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• Maw rises 1 floor (+1 if Dread track full → reset)
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• Collapse: score majorities (value × depth) → unclaimed value RISES up
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→ Take anyone still on the floor (Worthy Ends fire here)
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• Floor 1 collapses → GAME OVER, most Glory wins
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```
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---
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## 11. The generator companion (procgen)
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DEEPFALL's dungeon is a **real reikhelm dungeon**. The companion turns a seed into either:
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- a **Setup Sheet** ("Floor 6: Vault, Throne, Forge, Crypt…") you copy with the tile deck —
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30-second setup, infinite dungeons from one box; or
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- a fully **AI-rendered board** for that seed (the deluxe one-off / campaign mode).
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Same generator that powers the reikhelm playground — so the board, the variety, and the
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art all come from the engine you already have.
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