# Cinder Vault design and simulation log

Status: selected for a first paper playtest on 2026-08-16.

This log records design iteration, reproducible pacing-model output, and two
complete abstract walk-throughs. The model is not a Magic rules engine and its
percentages are not empirical win rates. Paper games remain the authority.

## Inputs and boundary

The four immutable inputs are the selected 60-card `planned.txt` lists for
Mathise, Delina, Vrondiss, and Wyll with Inspiring Leader. The preserved pod
review gives them identical 23-land structural bands, ordinary turns-seven-to-
nine finishes, 14–16 explicit d20 cards, seven or more early development
pieces, and zero current Game Changers or intentional deterministic combos.

Exact-list probability and sequencing review established these useful bounds:

- Raw two-through-four-land opening hands occur about 77% of the time before
  the free multiplayer mulligan.
- By turn two, 70–77% have seen an early development card and 80–89% have seen
  at least one interaction or protection card.
- Across the party, realistic live interaction is roughly three to six cards
  by turn three and four to eight by turn five.
- Gross attack potential moves from approximately 6–20 in round four to
  30–80 in round seven. Ordinary blockers reduce those bands substantially.
- A target near 110–130 combined Vitality and blocking pressure is appropriate
  for a round-eight median attempt, provided excess damage cannot skip stages.

The local model samples those envelopes, development stumbles and surges,
Encounter pressure metadata, public Reserve cadence, collective blocks,
interaction budgets, vitality gates, Doom, and Room pressure. It does not
simulate individual cards, mana colors, stack ordering, or exact combat.

Reproduce the selected rules-closed comparison from the repository root. The
earlier loop percentages below are historical outputs from superseded timing
models and are retained to show why the design changed.

```powershell
python .\sites\d20-adventurers-pod\scripts\simulate-dungeon.py `
  --runs 10000 --seed 1729 `
  --revision latest --fail-on-target
```

## Loop 1 — hostile Archenemy skeleton

Initial contract:

- 50 shared life.
- Collapse at Doom 8.
- Every Dungeon turn included a full creature combat.
- Adventurers could not block for one another.
- Room setup added immediate pressure.

The first small batch was effectively unwinnable: the party commonly died in
round three before any five-mana commander or substantial combat engine could
matter. This was an action-economy failure, not a reason to shave one damage
from individual cards.

The structural correction retained two Dungeon casting windows per round but
made only the second a full assault. That gives Mathise and other interactive
decks two stack decisions without doubling every Monster's damage. The party
also gained collective blocks, 60 shared life, and the Doom-10 clock.

The historical hostile-loop comparison produced only a **1.3%** clear rate and
**8.2%** boss reach, with a round-five median ending. It is rejected.

## Loop 2 — cooperative party raid

Second contract:

- 60 shared life and Doom 10.
- Two Dungeon turns but one Dungeon combat per round.
- Any adventurer creature may block the assault on Focus.
- 115 gated Dungeon Vitality: 20 Gate, 25 Hall, 30 Furnace, and two 20-point
  boss phases.
- A real 30-card Encounter library and face-up four-card Reserve.
- Monsters, Hazards, and Tactics use normal Magic zones and interactions;
  Rooms and gates remain scenario objects.

This solved the premature-kill problem and preserved Wand of Wonder, Aetherize,
Wild Magic Surge, Wizard's Spellbook, theft, sweepers, counterspells, and
Ancient Dragon combat triggers. The initial global shuffle, however, allowed
late Furnace or boss threats on turn one and created high-variance early
collapses.

The next pass added `minimum_stage` to every Encounter. A global shuffle then
overcorrected: several future threats could clog Reserve and produce empty
Dungeon turns. A pre-stacked chapter attempt avoided the clog but buried the
boss chapter beneath twenty earlier cards. Loop 4 retains separate face-down
chapters and places each new chapter on top only when its stage opens.

Room-generated Minions also received population checks. The Gate stops making
Cinderlings at three Dungeon creatures, the Hall stops making Reflections at
four, and the boss converts a full board's spawn into a temporary combat bonus.
This prevents two lair rolls per round from becoming an unbounded army.

With one setup-damage packet still enabled, the historical 10,000-run loop-2
model produced:

| Metric | Result |
| --- | ---: |
| Clear rate | 60.4% |
| Boss reached | 72.2% |
| Clear before round 6 | 0.0% |
| Median ending round | 9 |
| Median life in successful runs | 15.5 |
| Median Dungeon Vitality in failed runs | 70 |

This is playable, but setup damage is narratively flat and punishes a new room
before the party can read it.

## Loop 3 — provisional first-playtest contract

This pass added no-damage setup, one assault per round, vitality gates, a
targetable Heartbound boss, public Reserve, and deterministic target and block
orders. Its original 10,000-run output appeared to pass at 73.2% clears and
80.5% boss reach.

It was rejected after exact card and timing review. Unopened boss cards were
buried below twenty earlier cards; temporary combat Tactics could be spent in
the no-combat window; newly cast and tapped creatures attacked too early in the
model; Heartbound reset every turn; three mandatory-target spells could not
legally reach their fallbacks; and Wyll's land catch-up package was blank
against a landless Dungeon. The passing percentage was therefore not a valid
paper-rules baseline.

## Loop 4 — selected rules-closed first-playtest contract

The fourth pass closes those gaps:

- Stage 1 alone starts as the library. Each later chapter is shuffled onto the
  top when its stage opens, so the Furnace and boss actually use their cards.
- Mirror the Vanguard, Claim the Vanguard, and No Safe Ground are castable by
  the automa only in the second Dungeon turn. Creatures obey tapped status,
  haste, summoning timing, and attack tapping in the model.
- Mandatory-target fallbacks are real printed modes. Encounter cards have
  generic mana costs and color characteristics, so player-cast effects work.
- Heartbound removes 8 Vitality only once per expedition round and the boss
  phase exchange has explicit new-object, attachment, and attack timing.
- Four starting Depth land tokens and one new Depth per round keep Wyll's
  white catch-up package live without virtual opponents or usable Dungeon mana.
- The Dungeon remains one opponent. Myriad, melee, and Veteran Soldier are an
  explicit first-paper-test watch rather than a global rules patch.

The rules-closed 10,000-run comparison, seed 1729:

| Metric | First-playtest target | Result |
| --- | ---: | ---: |
| Clear rate | 55–75% | 73.4% |
| Boss reached | at least 80% | 81.1% |
| Clear before round 6 | at most 5% | 0.0% |
| Median ending round | 7–9 | 8 |
| Median life in successful runs | at least 8 | 16.9 |
| Average Mathise answers | observation only | 2.89 |
| Average Delina answers | observation only | 2.19 |
| Average Vrondiss answers | observation only | 2.02 |
| Average Wyll answers | observation only | 2.30 |
| Gated Vitality share: Mathise | 15–35% watch band | 19.2% |
| Gated Vitality share: Delina | 15–35% watch band | 29.0% |
| Gated Vitality share: Vrondiss | 15–35% watch band | 21.1% |
| Gated Vitality share: Wyll | 15–35% watch band | 30.6% |

This is the selected first paper baseline. Both clear and boss-reach rates sit
near their acceptance boundaries, which is useful: the first real game can
move either result meaningfully. The model's 1.29 pressure calibration converts
coarse Encounter values into shared-life loss; it is not a hidden multiplier
players apply at the table.

### Local simulation engine v3 audit

The selected result above was rerun after strengthening the local simulator
without adding hands, mana, or a Magic rules engine. Version 3 now records the
actual Focus adventurer, applies delayed disruption to that profile, returns
destroyed Encounter permanents to the Dungeon graveyard, recycles that
graveyard into an empty library, and exposes structured event traces,
per-Encounter activity, gate distributions, loss causes, table-load metrics,
confidence intervals, paired-seed parameter sweeps, and per-run JSON Lines.

Across the same 10,000 seeds, the clear rate is **73.4%** with a **72.6–74.3%**
95% Wilson interval. Bound Warden is reached in **81.1%** of runs and Crown
Unbound in **78.7%**. Party-Life defeat accounts for **26.5%** of all runs;
only seven runs reach a Doom loss in this abstraction. The median gate rounds
remain 5, 6, 7, 8, and 8.

The maximum visible Reserve is three in every baseline run because the model
does not synthesize adventurer-caused draws, bounces, or unusual copy chains.
The maximum modeled non-Depth permanent count averages 6.29 and has a 90th
percentile of nine after including setup, lair, boss, and grouped token
objects. With the ordinary Depth lands included, total Dungeon permanents peak
at 15.08 on average and 17 at the 90th percentile. The Encounter library
averages 0.40 graveyard recycles per run. Reserve
overflow and cleanup therefore remain explicit paper-play observations rather
than invented probabilities. See `simulation-guide.md` for commands and
interpretation.

A one-variable sensitivity pass used 5,000 common seeds per value. Each cell
below is clear rate / boss reach; these are diagnostics, not proposed rule
changes.

| Layer | Lower | Baseline | Upper |
| --- | ---: | ---: | ---: |
| Dungeon pressure 1.22 / 1.29 / 1.36 | 78.4% / 84.7% | 73.4% / 80.9% | 67.2% / 77.0% |
| Party attack 0.95 / 1.00 / 1.05 | 71.6% / 79.9% | 73.4% / 80.9% | 74.1% / 81.4% |
| Party defense 0.90 / 1.00 / 1.10 | 69.9% / 78.8% | 73.4% / 80.9% | 76.3% / 83.1% |
| Answer rate 0.90 / 1.00 / 1.10 | 66.0% / 75.3% | 73.4% / 80.9% | 79.3% / 85.1% |

Answer availability and collective defense move the result much more than a
five-percent change in raw party attack. The first paper logs should therefore
record which threats were answered, which potential answers were unavailable,
and how much collective blocking prevented before treating end-of-game damage
as a tuning diagnosis.

### Opening tempo and starting-Treasure probe

The separate opening helper sampled 10,000 paired openings per deck with seed
1729. No-Treasure, one-Treasure, and two-Treasure versions of each seed use the
same shuffled library, London-mulligan decision, opening hand, normal draws,
and named die-result streams. Extra roll modifiers can still change which die
is kept. The helper uses the exact selected lists and reviewed early mana and
signature abstractions; it is still a characterization model, not an empirical
game result or a complete Magic engine.

The most useful comparison is the chance that each commander's characteristic
engine has happened by the end of turn three / turn four:

| Deck | No Treasure | One Treasure | Two Treasures | Bodies on T3 / T4 with two |
| --- | ---: | ---: | ---: | ---: |
| Mathise | 14.2% / 79.6% | 57.3% / 86.0% | 62.4% / 87.0% | 1.38 / 1.64 |
| Delina | 1.2% / 14.5% | 5.3% / 41.8% | 15.4% / 64.2% | 1.73 / 2.34 |
| Vrondiss | 2.1% / 16.4% | 7.0% / 39.1% | 13.4% / 59.8% | 1.41 / 2.67 |
| Wyll | 50.4% / 72.0% | 62.1% / 80.3% | 66.1% / 83.7% | 2.08 / 2.74 |

Two Treasures also put Delina and Vrondiss onto the battlefield by turn three
in 77.4% and 82.6% of openings, compared with 19.5% and 16.0% without them.
Wyll is cast on turn one in every modeled two-Treasure opening; Mathise is cast
on turn one in 81.9%. The decks spend an average of 1.83–1.94 of the two
starting Treasures by turn five, so the second token is not merely insurance.

This rejects two Treasures as a neutral default for the first paper test. They
materially replace the pod's early development game, create substantially more
turn-three and turn-four board presence, and would require a new whole-Dungeon
pressure calibration. One Treasure is a useful later fast-start candidate, but
it remains asymmetric: Mathise and Wyll convert it into especially early
commander turns, while Delina and Vrondiss receive the larger turn-four
signature improvement. The selected first-playtest baseline therefore remains
zero starting Treasures; record real opening hands before revisiting the
variant.

### Selected opening fiction — the ambush

The first paper test keeps both **zero starting Treasures** and the existing
round-one assault. That means the adventurers may have only a land or mana
piece when the second Dungeon turn sends its ready creatures at Focus. This is
intentional rather than an overlooked grace period: the party entered the
vault underprepared, did not expect this level of danger, and is surprised by
enemies before it can establish a formation. The shared 60 life is part of the
party's opening resource; taking damage before presenting blockers establishes
the Dungeon as the aggressor.

Do not soften the opening merely because the first attack connects. During the
paper test, record the round-one combat and noncombat damage separately, which
Encounter and lair results contributed, what one-mana responses were actually
available, and whether each player describes the surprise as exciting, tense,
or frustrating. Revisit a round-one grace rule only if the ambush repeatedly
removes meaningful choices rather than creating urgency.

## Complete abstract walk-through A — controlled clear

Reproduce with `--trace-seed 2`. This uses disclosed role envelopes rather
than a card-by-card Magic engine.

- **Rounds 1–3:** Cinderlings and the Gate consume early answers. The single
  assault each round cuts Party Life to 27.5 while the party chips only 4.8
  Vitality, showing that the opening still demands real development.
- **Round 4:** Wyll, Mathise, Delina, and Vrondiss remove setup bodies and push
  the Dungeon to 96.3. The party prevents all combat damage this round.
- **Round 5:** Mathise reaches the 95 gate. The Hall opens immediately; Vrondiss
  and Wyll push through 14 more before persistent Chains deal the only damage.
- **Round 6:** Delina and Vrondiss reach 70. The newly opened Furnace defender
  is tapped and cannot erase their window. Wyll and Mathise reduce it to 54.4.
- **Round 7:** Vrondiss and Wyll break the Furnace. Mathise and Delina push the
  first boss phase to the 20 gate. Feed the Heart and the Heart's pulse leave
  the party at 14.6 life after Crown Unbound enters.
- **Round 8:** Wyll crosses the final gate. The party wins at **14.6 life**,
  Doom 7, with gate rounds 5, 6, 7, 7, and 8.

## Complete abstract walk-through B — boss collapse

Reproduce with `--trace-seed 14`.

- **Rounds 1–4:** Gatekeepers, Cinderlings, and two large assaults reduce Party
  Life to 7.3. The party has removed several defenders but the Gate remains at
  108.3 Vitality.
- **Round 5:** All four adventurers contribute damage and Wyll reaches the 95
  gate. The Hall opens with only 6 Party Life after persistent pressure.
- **Round 6:** Delina and Vrondiss advance the Hall; Wyll reaches 70. Furnace
  Heat and a surviving persistent effect leave 2.1 life.
- **Round 7:** Vrondiss and Wyll break the Furnace. Mathise and Delina push
  Bound Warden to 23.2, including the round's single 8-point Heartbound loss.
  Scorch the Ranks then deals the lethal packet before the assault.

The party loses at **0 life**, Doom 8, with Vhal-Kez visible at 23.2 Vitality.
Gate rounds are 5, 6, and 7. This is a useful failure: every Room is seen, the
boss is wounded, and one prevention or lifegain spell would change the line.

## Scripted actual-card compatibility walk-through

This branch is deliberately constructed to exercise rules collisions; it is
not included in the model percentages.

1. Mathise counters an Encounter Tactic with Arcane Denial. The Tactic goes to
   the Dungeon graveyard, Mathise gets the delayed draw, and the Dungeon's two
   delayed draws enter Reserve face up rather than resolving immediately.
2. Delina uses Firbolg Flutist to borrow a normal Monster, then targets that
   controlled nonlegendary Monster with Delina and attacks with both during the
   same turn. Heartbound prevents using this line on Vhal-Kez.
3. Vrondiss resolves a printed d20 instruction. The Dungeon roll does not
   trigger Vrondiss, but Vrondiss's own roll does; its self-damage produces one
   Dragon Spirit. The Spirit may block collectively for another focused hero.
4. Wyll points Wyll's Reversal at Stonefall. Targets are announced before the
   roll. A successful redirect can point Stonefall at the Dungeon; a copied
   Stonefall is also controlled by Wyll's pilot and uses normal targets.
5. The first Dungeon turn creates a tapped Depth without playing it. Deep Gnome
   Terramancer and Archaeomancer's Map may trigger normally; Knight of the
   White Orchid and Battle Angels of Tyr count the Depth tokens already in play.
6. Mathise casts Aetherize during the one Dungeon assault. Attacking Encounter
   Monsters return to Reserve face up, then the oldest cards beyond four are
   discarded during cleanup.
7. Delina activates Wand of Wonder against the chaptered Encounter library.
   It finds Tactics because they are real instants or sorceries. Unopened
   chapters are not yet in the library; after a chapter opens, the adventurer
   may cast its exposed Tactics normally.
8. Vrondiss uses Beast Within on a Hazard and Wyll casts Slash the Ranks.
   Encounter permanents are affected normally; the Room, gates, and trackers
   are untouched. The resulting Beast remains a normal Dungeon-controlled
   token.
9. Wyll uses Swords to Plowshares on Vhal-Kez. Heartbound replaces only the
   zone change, taps the boss, and removes 8 gated Vitality. Swords continues
   resolving, so the Dungeon gains life equal to Vhal-Kez's power up to the
   current stage ceiling. Other spells likewise resolve nonconditional text
   such as creating a token, manifesting, rolling, or revealing cards.
10. Mathise's Bar the Gate counters a Monster spell and ventures into an
   official Magic dungeon. It never advances a Living Dungeon Room.
11. The Deck of Many Things returns a Dungeon Monster. If its delayed text
    would make the Dungeon's owner lose, the scenario replaces that loss with
    10 gated Vitality damage.

No collision above requires an emergency object-type exception.

## First paper test acceptance sheet

The first playtest succeeds as a rules prototype if all of these are true:

- Setup takes no more than 12 minutes.
- Each Dungeon turn takes no more than three minutes.
- Round-one combat and noncombat damage are recorded separately, and every
  player characterizes the opening ambush as exciting, tense, or frustrating.
- No target, block, mode, sacrifice, Reserve, gate, or Heartbound decision
  requires an improvised rule.
- The game reaches the boss by rounds 6–8 and ends by round 10.
- Every deck makes at least one contribution beyond raw combat damage by the
  end of round 5.
- Mathise cannot answer every important threat, but at least two Encounter
  spells or abilities are meaningful targets.
- Delina can borrow or copy a normal Monster without copying the boss.
- Vrondiss creates and uses at least two Dragon Spirits without triggering from
  Dungeon rolls.
- Wyll's one-opponent scaling feels at least 70% as useful as the other decks'
  signature contribution.
- Clarity, agency, and character identity average at least 4/5; administrative
  burden averages no more than 2/5, where lower is better.

Record Party Life, Vitality, Doom, each gate round, every dead Reserve card,
every ambiguous automa choice, schemes answered by each hero, the first
meaningful printed d20 turn, and a one-sentence high point for every pilot.

## Tuning order after paper play

Change only one layer between games:

1. If the party dies before the Hall, remove one stage-1 Gatekeeper copy from
   the Encounter deck and add one Mirror Shade to stage 2.
2. If the party repeatedly reaches Doom 8 before the Furnace, reduce the Gate
   from 20 to 17 Vitality and the Hall from 25 to 22.
3. If the boss is reached with more than 35 Party Life, increase Furnace Heat's
   cap from 4 to 5 before adding Monster power.
4. If Vhal-Kez dies in one adventurer turn per phase, raise each boss phase
   from 20 to 25 while preserving both gates.
5. If Mathise suppresses more than 70% of Encounter casts, reduce starting
   Reserve answers or add one “cannot be countered” line to a single boss-stage
   Tactic—never to the Room itself.
6. If Wyll is materially behind, first test the narrow raid rule “myriad and
   Veteran Soldier use raid count 3.” Do not make the Dungeon three opponents
   for every `each opponent` effect.

Do not change the four deck lists during the first scenario test. Mode balance
and deck balance are separate questions.
