The two models
One unified Active Bag (57 core room tiles). No rarity tiers — all rooms mixed together. Distribution is uniform. No deliberate escalation by rank.
Our current design. Simple to run. Slight natural drift as drafted tiles leave the pool, but uncontrolled.
Draw rules change by rank. Unusual and Rare rooms are locked out or heavily suppressed early. They escalate steeply toward Ranks 7–9. Players feel the manor getting harder and more unpredictable as they push north.
The VG approach. More faithful. Requires separate piles and rank-aware draw rules. More setup.
Probability of drawing Unusual or Rare (estimated)
| Rank | Static Weighted Deck | Rank-Gated Progressive | Delta |
|---|
Design notes
The static model is appropriate for prototype playtesting — it removes a variable so feedback isolates the core loop rather than difficulty tuning. If playtesting reveals that early and late ranks feel indistinguishable in tension, that is the signal to migrate to Model B.
Players familiar with the VG may notice the flattened curve at low ranks. New players may not. Whether this is a problem depends on the target audience and the playtesting pool.
How to implement Model B (if needed)
Separate the active deck into four rarity piles at setup. Apply these draw rules by rank:
| Ranks | Slot 1 | Slot 2 | Slot 3 |
|---|---|---|---|
| 1–4 | Active Bag | Active Bag | Active Bag |
| 5–6 | Active Bag | Active Bag | Active Bag |
| 7–8 | Standard | Unusual | Unusual |
| 9 | Unusual | Unusual | Rare |
Unchosen tiles return to their rarity pile. Slot 1 gem cost always waived. Exhausted piles reshuffle their own discard.