# Operating the Cinder Vault

Instructions for a fifth player, a rotating Dungeon caller, and the optional
Dungeon Director variant.

## Recommended first test: deterministic automa

The balance baseline uses no hidden Dungeon decisions. A fifth player may
narrate and operate it, or the adventurers may rotate the caller role. The
caller reads cards, moves counters, rolls the Dungeon d20, and applies the
protocol below; the caller does not choose a nastier legal line.

If there is no fifth player, the adventurer immediately clockwise from the
Focus adventurer operates the Dungeon for that turn. If that would be the
Focus adventurer, use the next player clockwise. Rotate freely if somebody is
resolving a complicated stack, but never change the prescribed result.

## Before the game

Create a working copy of the
[`playtest-session-template.md`](playtest-session-template.md) notebook. It
follows the script below phase by phase and keeps round-one ambush damage,
automa ambiguities, deck contributions, and the final debrief in one record.

1. Put the four Rooms in their fixed order and the two boss phases beneath the
   final Room.
2. Shuffle the Encounter cards within their four minimum-stage chapters. Make
   stage 1 the Encounter library, keep stages 2–4 face down in the Chapter
   zone, then place the top two stage-1 cards face up in Reserve, oldest left.
3. Create four tapped Depth land tokens under Dungeon control and put the
   trackers where every player can read them.
4. Read the shared-life, vitality-gate, collective-blocking, and Dungeon-roll
   rules aloud.
5. Tell the party that Reserve is public information. The operator never sees
   adventurer hands.

## The operator's script

Say these lines in order each Dungeon turn:

1. **“The Dungeon readies.”** Untap and resolve upkeep abilities. On the first
   Dungeon turn of the round, create one tapped Depth land token; it enters
   without being played.
2. **“The seal opens.”** Only if Sealed: reveal and set up the next stage, then
   shuffle its chapter and put that chapter on top of the Encounter library.
3. **“The vault chooses its focus.”** Roll the Dungeon d20, name the initiative
   position and adventurer, then read the current Room's lair result.
4. **“The vault remembers.”** Draw the top Encounter face up into Reserve.
5. **“The oldest threat moves.”** Cast the leftmost legal Reserve card. Announce
   every target and mode before passing priority.
6. **“The denizens attack.”** Skip this line on the first Dungeon turn of the
   round. On the second, turn every able Dungeon creature toward Focus.
7. **“The vault closes.”** Resolve end-step text and discard Reserve down to
   four, oldest first.

This consistent narration is functional: it gives the stack-comfortable pilot
a clear response window and prevents the operator from skipping a step.

## Focus and target selection

During setup, set Focus to Lead. The single Dungeon d20 replaces Focus using
the current initiative order:

- 1–5: position one
- 6–10: position two
- 11–15: position three
- 16–20: position four

The roll never changes because of target legality, and Focus remains until the
next Focus roll. When a specific Dungeon spell or ability cannot legally target
Focus, try the remaining adventurers clockwise in initiative order without
rerolling. Dungeon attacks still go to Focus even when a spell or ability could
not target that player.

Encounter cards use one of these printed target labels:

- **Commander:** a legal designated commander controlled by Focus; otherwise
  use Anchor.
- **Anchor:** Focus's legal nonland permanent with greatest mana value.
- **Vanguard:** the party's legal creature with greatest power.
- **Focus Vanguard:** Focus's legal noncommander creature with greatest power.
- **Focus's two Vanguards:** Focus's two legal creatures with greatest power,
  choosing two whenever able.
- **Party nonlegendary Vanguard choice:** choose the party's nonlegendary
  creature with greatest power. This is a choice rather than a target only
  when the Encounter text says “choose.”
- **Engine:** the party's legal permanent with a repeatable activated or
  triggered ability, then greatest mana value.
- **Supply:** the party's legal artifact or enchantment with greatest mana
  value.
- **Weak point:** Focus's legal permanent with lowest mana value.

Break target ties in this order: nontoken before token, higher printed mana
value, English card name alphabetically, then earlier initiative position.

## Modes, costs, and sacrifices

When the Dungeon controls an object:

- “May” means yes unless doing so directly reduces Dungeon Vitality, destroys
  Vhal-Kez, or sacrifices the active Room objective.
- Choose the first legal printed mode unless the Encounter metadata names a
  mode protocol.
- Use the printed automa value for X. Without one, X is zero.
- The Dungeon never pays optional mana or life. It pays mandatory nonmana
  costs if able, using a token first and then its lowest-mana-value permanent.
- When it must discard, discard the oldest legal Reserve card.
- When it must sacrifice, sacrifice the lowest-mana-value token, then the
  lowest-mana-value nontoken. Break ties alphabetically.
- If the primary instruction has no legal object, use the card's printed
  fallback. If neither can happen, leave the card in Reserve and cast the next
  oldest castable card.
- A card marked `second-dungeon-turn` is not castable during the first Dungeon
  turn. Leave it in Reserve and use the next oldest castable card.

Cards without a deterministic legal action are metadata errors. Record them;
do not improvise a stronger substitute.

## Dungeon attacking

All ready Dungeon creatures attack Focus during the second Dungeon turn of the
round. The first Dungeon turn has no combat. The operator does not hold a
creature back unless it has defender, “can't attack,” or a printed automa rule
that says it remains on guard. A creature cast in the first Dungeon turn may
attack in the second; one cast in the second needs haste.

The party declares blocks with any untapped creatures it controls. The
operator assigns combat damage for Dungeon creatures using normal lethal-first
rules. When multiple legal damage assignments are equivalent, assign toward
the blocker with greatest power, then a commander, then alphabetical name.

## Dungeon blocking

The fifth player or automa controls Dungeon blockers on adventurer turns:

1. Order ready blockers by descending power, toughness, mana value, nontoken
   before token, then English name. Process them in that order.
2. Block the greatest-power attacker the blocker can destroy.
3. Otherwise block the greatest-power attacker it can legally block.
4. Prefer a commander when attacker power is tied.
5. Assign at most one blocker per attacker until each legal attacker has one;
   then double-block the greatest-power remaining attacker.
6. A creature that can block an additional attacker follows the same list
   again.

After collective blocks against Dungeon attackers are declared, order the
blockers on each attacker by greatest power, then commander, then English name,
and announce the order before passing priority. Dungeon creatures assign lethal
damage in that order.

The attacking player never selects the Dungeon's blocks. This protocol is
public and may be planned around.

## Reserve and stack handling

Reserve is a face-up ordered hand with a cleanup limit of four. Add new cards
on the right. Cast or discard from the left unless a card says otherwise.

Four is the cleanup limit, not a hard maximum. Put overflow to the right. If
two or more cards enter simultaneously, put them at the right in English-name
order. During cleanup discard from the left until four remain.

- The normal automa casts exactly one Encounter per Dungeon turn.
- A card above the current stage is not castable. Leave it in place and use the
  next oldest card whose minimum stage has been reached.
- A countered permanent or Tactic goes to the Dungeon graveyard normally.
- A Dungeon card returned to hand enters the right side of Reserve.
- Arcane Denial and other Dungeon draws add face-up Reserve cards; they are not
  cast immediately.
- If an adventurer casts a Dungeon-owned Encounter, that adventurer makes its
  legal choices. Ownership does not change.
- The operator does not conceal, reorder, or selectively forget Reserve cards.

Depths are ordinary colorless land tokens with “{T}: Add {C}.” The Dungeon
never activates that ability and has no mana pool. Other cards may count,
destroy, exile, bounce, or otherwise affect a Depth normally; a Depth token
that leaves the battlefield ceases to exist normally.

## Room and gate handling

When damage reaches a vitality floor, stop at the printed number, place Sealed,
and complete the Room transition immediately. Do not carry excess damage into
the next stage. The next Dungeon turn opens the way before rolling Focus.

Never let a removal spell target a Room, gate, tracker, or Sealed. Vhal-Kez is
the interactable boss object; Heartbound converts the first removal or lethal
event each expedition round into 8 gated Vitality loss and a tap. Reset its
marker when Lead rotates.

When Crown Unbound replaces Bound Warden, set the old phase aside as a scenario
action, clear its damage and counters, detach attached objects, and put the new
phase onto the battlefield untapped as a new object. It cannot attack during
that Dungeon turn unless it gains haste. Auras go to their owners' graveyards
as normal state-based actions; Equipment stays on the battlefield.

## With a dedicated fifth player

For the first test, the fifth player is a **Dungeon Steward** and follows the
same deterministic rules. They can provide descriptions, voices, and tactical
warnings, but not new mechanics. Their aim is a legible challenge, not a
surprise rules contest.

After at least one baseline game, the group may try **Dungeon Director** mode:

- The Director may choose any castable Reserve card instead of the oldest.
- The Director chooses legal targets, attacks, blocks, modes, and sacrifices.
- The Director never sees adventurer hands and cannot reorder the Encounter
  deck.
- The Director begins with three Omen markers. Before the draw step, one Omen
  may put one Reserve card on the bottom of the Encounter deck and draw a
  replacement. Spend each Omen once.
- No invented creatures, extra casts, changed numbers, or midgame difficulty
  adjustments are allowed.

Log Director games separately. They are expected to be harder and are not the
baseline used to tune Room or Encounter numbers.

## End-of-game log

Record at minimum:

- Doom and Party Life at the end.
- The round each vitality gate was reached.
- The first meaningful D20 turn and one signature contribution for each deck.
- Every dead Reserve card, ambiguous target, unclear block, or emergency
  ruling.
- How many Encounter spells Mathise answered or reused.
- Whether Delina borrowed or copied a Monster.
- How many Dragon Spirits Vrondiss created and used.
- Whether Wyll's myriad, melee, and Veteran Soldier scaling felt materially
  weaker against one opponent.
- A 1–5 score for clarity, agency, character identity, and difficulty, plus a
  1–5 burden score where lower is better.
