Articles of the Wager
The Fine Print
Read carefully. Nobody ever does.
- Of Dice. Dice are thrown by hand, dragged and flung across the felt, and land as real dice land. The physics is simulated; the outcome is still yours to curse.
- Of the Contract. Clauses from humble Ones to the Pentagram (five of a kind), and a few that are not in any rulebook. Each signs once a night. A roll that fits nowhere may be scratched for nothing.
- Of Score. Luck × Nerve. Trinkets, inlays and star charts stack on top of one another, and a well-built table turns a pair of sixes into six figures.
- Of the Company. A company of devils, each with a cheat. One shackles a die to the table, one swallows your odd numbers, one wants half as much again by Midnight. All of them talk.
- Of Tables and Circles. Each of the 5 tables bends one rule of the game, and beneath every one lie 9 Circles of Hell. Each Circle keeps the rules of those above it and adds one of its own.
- Of Infamy. Every run earns Infamy, however it ends. Its levels and 34 achievements open locked trinkets, new tables and 6 Challenges, and the Grimoire remembers everything you have found and everyone you have beaten.
- Of Seeds. Every run comes from a seed. Share one with a friend and play the same night, roll for roll.
- Of Endings. Beat the eighth night and the table stays open for as long as your nerve holds.
- Of Music. Old-world pieces for lute and strings that darken as the bells ring toward Midnight, over a table that sounds like one: bone on wood, coin, wax and a fire in the hearth.
- Of the Eighth Night. Struck from the public copy.