DAEMON/ROW

Trace
Pulse
Swapped out
returns on red
Record
Level 1 — corrupted implementations

The fiction

You've been beamed into the game. Four processes sit in a row, face-down — unexecuted code. At level 1 you have no permissions: if any card flips face-up, its code executes, and you do not survive execution. No HP anywhere. Kills are schedules, not damage.

The pulse

Three beats; the third is RED. On red, in order: maturing casts resolve left to right → all sideways cards straighten → your spent pile returns to hand. Red passes harmlessly over a clean board.

Your three scripts (one play per turn, no pass)

SCAN — edges of the living row only. Until you upgrade scan, you peel the onion: each kill moves the frontier inward. The card turns back over. A scan shows you a face until your next action and then it is gone — what you learn lives in your head, and re-scanning costs exactly one turn. That is the whole memory economy: the sharp player holds three identities and spends those turns on tempo; the tired player looks again. Both are playing legally.

HIBERNATE — instant, undetectable jam. Corrupted: when the jam ends at red, the target flips face-up. Every jam is a promise to kill. A jam is cover, not armor — it does not shield a card from chains or from hearing things.

BREACH — a cast. Alert tick on turn 2 flips the target unless it's sideways — the tick lands last each turn, so a jam played that same turn arrives in time. The kill only lands on red, and only if the cast is 3 turns old.

Resolution order (read this twice)

On red, kills resolve left to right, and hearing is checked at the moment of each death. A warden that dies at slot 2 before a kill resolves at slot 3 witnesses nothing — the row's resolution order determines who is alive to hear what. With one cast this is trivia; it becomes the game later.

RAM purchasing — the first rung

CONDENSE +1♻ — when casting BREACH, allocate one other resident script beneath it (the allocation table is the tracking system). The condensed kill resolves on red at cast-age 2 instead of 3. At L1 this buys the mez-then-burn order: jam on 1, condensed cast on 2, stall on 3, harvest the same red. At L2 it buys off-beat tempo — a beat-2 cast that lands the same red. The payment gets deferred recovery: it frees only when the spell resolves, not at GC.

Scripts and RAM — recycle, don’t pass

There is no pass; time is neutral and a free skip would be free power. But every script is dual-use: run it as its verb, or recycle it face-down as RAM. A recycle is always legal and costs you that verb until red — the taxed almost-pass. RAM buys nothing yet; the upgrade ladders come with later levels. STALL exists only when you have no scripts loaded at all.

The trace

A dive is bounded. You have twice as many cycles as there are processes — eight on dive 1, ten on dive 2, twelve on dive 3 — and when the trace completes you are found. Nothing flips; you are simply located. The budget is deliberately loose: one kill per cycle is the hard floor, so a clean clear uses exactly half of it. The trace is there to bound dithering, not to hurry you. It will tighten once killing can outrun one-per-cycle.

The weld

One legal kill line, nested in the bar: cast on beat 1 · jam on beat 2 · harvest on red. The tutorial teaches 3/4 time.

The processes

▚ MOB ×2 — inert. ◉ WARDEN — hears any death in an adjacent slot and flips. Kill order is everything. ⌁ TRIPWIRE — chains to all adjacents if it dies un-jammed; the weld jams it by construction.

Level 2 — the first permission

Hibernate is repaired: it exits gracefully — when the jam ends at red, the card returns to face-down. Jams stop being promises. Off-beat casts become legal (cover the tick with next cycle's hibernate), scan-openings become survivable, and the bar un-forces. The counter arrives with it: ⊗ SHREDDER — at the end of every turn it straightens sideways cards in adjacent slots, before the tick lands. Nothing adjacent to a living shredder can hold cover, so it joins the warden in dictating kill order. It does not shred its own slot. The row grows to five.

Level 3 — the second permission

Scan is repaired: it reaches any living slot. You no longer peel the onion from the edges — point at anything and read it. The information game opens all at once, and the counter arrives to price it: ⊙ SENTRY — it notices a SCAN of itself or of either neighbour and goes ALERTED (its card pushes forward out of the row). An alerted sentry flips face-up on red unless it is dead or sideways by then. It has no hearing and no shred; it answers only to being looked at.

So looking is no longer free near a sentry — but the cost is tempo, never luck. Cover is the answer: jam suppresses a card's own triggers, so a sentry jammed before you look notices nothing, and one jammed after loses the thread at red. One hibernate buys a whole cycle of free looking. Two consequences worth knowing before you dive: an alerted sentry cannot be killed in the cycle it wakes (alert, cast and cover is three cards and three beats, and the cast is only age 2 at red), and in the fixed dive the sentry sits beside the warden, so the warden must die first or the sentry's own death is heard. The row grows to six.

Locked ladder

Later: silent/fast/permanent breach, MOVE, jam-as-shield, declared loadouts.