How Rolls Work
Each room offers three approaches: Strength, Intellect, or Dexterity. You roll a d20, add your stat, and compare to the difficulty. Every room favours one approach (lowest difficulty, modest gold), tolerates one, and resents one (highest difficulty, best gold — and failing the resented approach hurts double). A natural 20 doubles your gold. A natural 1 always fails, no matter your total. You always pass through rooms — failing just costs you resources.
Some penalties are shared between Stamina and Sanity: a shared penalty splits in half — and when it's odd, whichever pool is currently larger absorbs the extra point.
The tower notices patterns. Use the same approach three times in a row and its difficulty starts climbing (▲, +1 per repeat, up to +4) until you use a different one. Floors do not reset this. The tower's memory is long.
Fate Tokens 🎲
Spend 1 Fate to reroll any die — once per roll, keep the new result. Fate tokens also let you reroll new item drops once.
Stamina
Your physical endurance. Lost on physical challenges.
Sanity
Your mental fortitude. Lost on psychological challenges.
Collapse (either pool)
Hitting zero mid-floor triggers a collapse: the tower retains half your gold and one random equipped item, and sends you back to the previous floor's altar with the emptied pool refilled to half. The tower takes pity: all checks are easier (▼) while you re-climb the floor where you fell.
Run Ends
If Stamina or Sanity hits zero on Floor 1: your run ends immediately. If both hit zero at the same time: your run ends with no score recorded. Against the Warden: either stat reaching zero ends your run immediately.
Gold
Earned by successfully passing rooms (and doubled on a natural 20). Spend it at the Altar that waits at the end of each floor: buy items, or heal Stamina and Sanity. What you don't spend counts toward your score.
Score
Final score = Gold + (Stamina remaining × 2) + (Sanity remaining × 3)