HOW TO PLAY
Goal: drop the Sentinel to 0. It has 70 HP. You have 50.
Your cards go on the die. The number die’s four faces are your four slots.
Write a card onto face 3 and it fires whenever you roll a 3.
- Gain energy: 2, plus 1 for each face you cleared last turn.
- Draw 1 card.
- Inscribe. The first one each turn is free, every one after costs 1.
- Optional: TILT for 1 — change one face of the element die for this turn only.
- Roll. Rerolls cost 2, then 4.
- Resolve: the element acts first, then the landed face fires whatever is written there.
An empty or blank face fires nothing — but the element still edits the die, so no turn is wasted.