## Core Mechanics

### Dice
- **d6**: All rolls use d6.
- **Odds**: 1d6, 4+ favourable, 3- trouble.
- **Traits**: 3d6, roll UNDER trait score.

### Character
- **Traits (STR/DEX/WIL)**: Roll 3d6 each. Lower is better.
- **Max HP**: 2d6 + Thing modifier (min 2).
- **Starting Cash**: 3d6 × 5 silver.
- **Damage**: 1d6 ± weapon mod ± armour reduction.

### Combat (per round ≈10s)
1. State intentions
2. Grit (creatures): 2d6 — higher = more determined
3. Initiative: both 1d6, winner acts first
4. Turn: 1d6 ± mods, 4+ success, 3- take a hit
5. Damage: 1d6 ± mods

#### Encounter Start
- Distance: 2d6 × 10
- Surprise: 1d6 — 1-2 PC, 3-4 creature, 5 both, 6 neither
- Grit: 2d6

#### Alternatives to Fighting
- Run off, Dodge & Parry (+1, 4+ move without hit), Parley, Innovate

### Exploration
- 6 × 10-min watches per hour
- Each action → roll (odds/traits) → outcome → mark watch
- After 6 watches: scene shifts

### Wounds (0 HP)
- 1d6: 1-2 die, 3-4 -1 max HP, 5-6 -1 all rolls until healed

### Grit (Creatures/NPCs)
- 2d6, higher = more determined
- > grit score → seek exit; ≤ grit score → press attack

### Modifiers
| Situation | Mod |
|---|---|
| Favourable / Well-prepared | +1 |
| Risky / Rushed / Poor visibility | -1 |
| Desperate | -2 |

### Darkness
- Most creatures see fine in dark
- PCs without light: -1 actions, increased surprise, slower exploration

### Complications ("yes, but...")
- Success costs (gear/time/HP), noise, secondary problem, escalation

### Rest & Healing
- Short rest (few hours): 1d6 HP
- Long rest (safe haven): full HP
- Healing salve: +1 HP | Antitoxin: cures poison

### End Game Conditions
The story ends when: the character dies, the main quest reaches a definitive conclusion, the player chooses to retire, or all party members have fallen.
When the story ends, the LLM outputs `### THE END` in the narrative, followed by a reason, what happened, and an epilogue describing how the world evolved.
Call `read_rules` with `category: "end_game"` for full details on ending the game.
