Patch 08-15
There is a road east of the camp now, and things are walking down it toward you.
- NEW: The Watch. The Camp's third door. A threat arrives every two hours; five can stand at once; you send one sealed legacy to turn each back. No fight is rolled — the threat makes calls (a Warrior, team ATK 550 or more), and a card meeting every one holds the road, certain. One call short is a one-in-four gamble, and the answer is fixed the moment you send — retrying replays it. Twenty-five holds seal a road; the next forks through new country.
- NEW: The Big One. Once per road, something huge is visible from the very first mark — too far down the road to make out. When the last stretch begins it takes its name, and it takes seven who stand: up to seven of your cards muster together, keys counted, odds said in a word. A first road only asks for three.
- Fire resistance is bought now. Fire gear stopped dropping (everything you own keeps working). The FIREWARD bench at every shop puts +100 fire res on a worn item for 80 dust; dust comes from ten summer fire roads — chosen fights, ×1.45 harder, +20 dust each. One ward per hero makes a fire road even odds. Run Focus is gone — its job lives on the road now.
- Gold is flat. A win pays ~92 all run instead of trickling early and flooding late — same run total, but the early shops finally see real money. The two teaching chests on a new account pay full gold too.
The unlived part: the Watch runs on real hours. A road takes days, nothing can be hurried, and nobody has walked a whole one yet — every clock in it is a first guess.