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[ ARC ] // Cabinet 12

Shardspin

Your rig samples the deck onto a 4×4 grid out in the colorless Outlands. Every spin pays crystal energy toward the dome tithe; every draft is another symbol diluting the sixteen slots. Pay all eight tithes and the sector holds — miss one and it goes dark.

[ 12a ] // Design

Why it plays the way it does_

Back to the arcade

Dilution is the ramp

Past sixteen symbols the deck samples without replacement, so every pick waters down every other. The difficulty curve is your own greed — skipping a draft for one gold is often the strong move.

One fixed resolution order

Destructions, then transforms, then payouts, always in slot-index order, all from one seeded generator threaded through the state. Same seed, same run — a daily-seed mode is a one-line feature, and a payout bug is reproducible instead of anecdotal.

The tithe collector is honest

Eight payments on a published schedule, then endless mode grows them ×1.6 on a six-spin cycle. You always know the number and the deadline; the tension is engine-building against a clock, not a surprise bill.

Scores are saved on this device. A shared leaderboard needs an account, and travellers are not wired to the arcade yet.