A scavenger hunt fails quietly: nobody complains, they just stop halfway. So the story is graded before there is a sheet of codes to hide β every fight fought, every gate walked, every purse counted.
The playtest sorts everything it finds into eight dimensions and reads the meter as dimensions cleared out of dimensions that apply β never a score out of a hundred. Any failure blocks the deck; any warning makes it rough; nothing wrong makes it ready.
The workbench shows the meter, the eight names with a mark on each, and every finding with the cards it is about β a to-do list an author can click through. A finding that would break a party is a failure; one that is a judgment call is a warning.
The demo deck's own playtest is drawn under the analysis section below, when the deck is there.
Each enemy is fought through the engine's own arithmetic against the gear its gates guarantee. A fight fails when the hits it demands exceed the misses it forgives by more than 1.
| Enemy | Hits to win | Guard | Win chance at even taps | Verdict |
|---|---|---|---|---|
| Foot Soldier | 2 | 6 | 94% | A fight |
| Monster | 3 | 4 | 66% | A fight |
| Boss | 3 | 2 | 31% | A fight |
Nothing on a card. On the workbench, a boss or an enemy that fails the line is named with its hits, its guard and the gear the audit fought it with.
Three fights in the shipped library failed this check when it was written β Circe, the Sirens and Scylla, all in The Odyssey. All three are gated behind a weapon or a piece of armour now.
The story's minimum age decides how hard an enemy nothing gates may hit: 2 under six, 3 at six and seven, 4 from eight. Deck size and gate depth do not move with age.
| Age band | From | Ungated attack, at most | Cards to aim for |
|---|---|---|---|
| Under six | 0 and up | 2 | 9 to 12 |
| Six and seven | 6 and up | 3 | 9 to 14 |
| Eight to twelve | 8 and up | 4 | 9 to 14 |
| Thirteen and up | 13 and up | 4 | 10 to 22 |
The workbench warns about an ungated enemy above the band's line, and the assistant is briefed with the band before it writes a card. A five-year-old's story can still end on a boss β gated, so the fight is armed.
The library's five-year-old story gates every fight; its six-plus stories run one ungated skirmish at attack three.
A solver plays the story the way a diligent team would β collecting what it can reach, buying what it can afford, fighting what it can win β until nothing more unlocks. Anything left unreached is a failure, by name.
On the workbench, a card nobody can reach is named: locked for ever behind a lock that cannot be opened, unaffordable at any point of the walk, or a boss that cannot be won.
The demo deck's walk opens on its Start, takes the six galleries in order, and ends on the boss.
The playtest adds up what the deck pays out and what its shelves charge. Income below the cheapest purchase fails the deck; income below the total of every price is a warning.
A finding names the shortfall: what the deck pays in, what the shelf asks, and the card that cannot be bought.
The demo deck sells nothing, so its purse check has nothing to fail.
A deck needs a Start and, in RPG mode, exactly one Boss and a checkpoint after the Start. It should run 9 to fourteen board cards, use at least four kinds, gate its boss at least one card deep, and make the boss its richest card.
Each of these is a finding with a name: no Start, no Boss, two Bosses, too long, too short, samey, flat, an anticlimax.
The demo deck runs ten board cards across five kinds, gates its boss six deep, and makes it the richest card.
Every card, option and role a story translates is checked. A gap in a card's prose is a warning; an untranslated question option or team role fails the deck.
The workbench grades each language the story claims with what is missing, card by card.
The demo deck is bilingual, so its languages dimension is clear.
The analysis page lays out every fight, every piece of gear, the coin ledger and the walk, step by step β read off the same audit, so nothing is computed twice.
7 of 7 clear Checks clear
Automatic checks flag blocked routes, scarce prerequisites and balance risks. Play the story to judge its choices and mini-games.
No rule issues found. Play the story to check its choices and mini-games.
The playtest for The Last Spring at Hell Creek, as its author sees it on the workbench.
One staff page per story: the fights side by side with their hits, guard and odds; each role's kit fought against the boss; the coins in and out; the walk the solver took.
The demo deck's playtest panel, as its author sees it on the workbench, is drawn above when the deck is there β with no door into anybody's org.