YOUR PATH
Every run leaves a scar on the map.
● walked
✕ snared
○ unreached
WHISPERS OF THE SECT
HOW TO OUTLAST THE TRAP
- One of the three sigils — ◈ Vessel, ☾ Mirror, ✵ Lantern — carries the hidden trap for your entire run. Every chamber offers one action per sigil.
- CERTAIN omens (gold) are truth: they permanently eliminate a sigil. Track them. When two sigils are eliminated, the survivor is the trap — never touch it again.
- RUMOR omens (red) are forum noise. They feel urgent, but prove nothing. Never bet a run on a rumor.
- Blind luck survives about (2/3)^n chambers. Two eliminations usually arrive within four chambers — patience beats bravado.
- The sect rewards distance, not speed. There is no bonus for reaching the far chambers fast; there is only the ledger of those who went deep.
- On replay the mark moves. A sigil that was safe last run may be the teeth this run. Read every run fresh.