Lockwork
A single-player sequencing puzzle: turn a vault dial to a hidden combination by playing cards
one at a time from a standard 52-card deck. Land inside the tolerance band and call it — trip the
alarm and the crack fails. A run is a night's work: eight vaults, one crew, and no way to buy
back a mistake.
Players
1 player (solo).
Deck
One standard 52-card French-suited deck (Ace low through King high). The crew you take changes
what that deck starts as — see The Briefing below.
The Briefing
Every run opens on a briefing: pick the crew you are taking and how hard the vaults will push
back. Nothing is committed until you take a crew, so the Heat can be set and reset first.
Starting loadouts
•
The Old Firm is the honest baseline: the full deck, three specialists, nothing borrowed.
•
The Ghosts burn every Jack, Queen and King before the first hand is dealt. A 40-card deck
swings the dial far less per card, which makes the big overshoot much harder to blunder into —
and the fourth pair of hands is a whole extra life. The cost is reach: without face cards the
long climbs late in the night take more cards, and more cards means more chances to be dealt
nothing you can use.
•
The Amateurs start a crew short and pay for it with two tools already shuffled into the
deck. You begin with real answers to bad hands and one fewer mistake to spend.
Heat
Heat is the difficulty tier, I through V. Each tier above the first:
•
narrows the tolerance band by one on every dial (it never shrinks below ±1),
•
shortens the gap between the band and the alarm line by one (it never shrinks below 2), and
•
adds 1 Cut to every asking price at the Fence.
Heat also pays. It deepens the standing Cut on every dial, and on top of that it multiplies
your score — ×1 at Heat I, rising to ×3 at Heat V. Cut itself is never multiplied, so a hot run
is a scoring choice and not a way to get rich at the Fence. Each tier keeps its own record.
So Heat squeezes a run from both ends — a smaller target to hit, and less bought help to hit it
with — and pays you for surviving it. Clearing a run unlocks the tier above it; Heat I and The Old Firm are always available.
Unlocks are stored against your account. If you are signed out, or the store cannot be
reached, every loadout and every Heat tier is available — progression is a garnish here,
never a gate on playing.
The Hand
You hold five cards, and the deck refills the hand one card at a time as you play. You are
choosing from a rolling window, never from your whole deck at once — so the deck you build is the
thing feeding you mid-crack, not just the thing that set your opening hand.
A tool you spend is replaced the same way. The deck itself is the crack's outer clock: play long
enough and it runs dry, the hand runs down, and the crack ends.
The Dial
The dial starts at 0. Every card you play adds a signed amount to the dial:
•
Black cards (spades, clubs) move the dial up.
•
Red cards (hearts, diamonds) move the dial down.
•
The amount is the card's rank (Ace = 1, ... 10 = 10, Jack = 11, Queen = 12, King = 13),
multiplied by its link to the card played immediately before it.
Going under the target is free. Going over is where the danger lives.
The Line
Cards you play form the line, in order. Each card links to the card immediately before it:
Same rank as the previous card
Same suit as the previous card
Same colour — only with the Wire on the crew
One rank either side — only with the Tail
Lent by a Crowbar to a card with no link at all
Neither of the above (or this is the first card)
Only one link can fire per card — if a card would qualify for more than one, the higher
multiplier wins. Ties break Twin, then Smooth, then the crew links in rail order, leftmost slot
first: a crew ability can never be quietly outranked by a weaker built-in link. A Crowbar is not a
link of its own and never competes — it only lends a ×2 to a card that had nothing.
The link multiplier is applied before the colour sign, so a tripled red King subtracts 39
from the dial, not 13.
The Gauge
The dial reading falls into one of four zones:
•
Under — below the band. Safe, but you haven't landed yet.
•
Band — inside the tolerance window. You may Call It here.
•
Danger — above the band but below the alarm. Still alive, but every further black card is
dangerous now.
•
Alarm — at or past the alarm line. The crack fails immediately.
The Guard Closes In
Every dial has a par — roughly one turn of the dial for every ten of the combination number,
never fewer than three. Turn the dial past par and the alarm line comes down by one for every
further card you play, tools included.
It stops one step above the band. At that point there is no danger zone left at all: you are
either on the number or you are caught.
This is the clock inside the crack. Early turns are free; every turn after par costs you room.
Calling It, and the Cut
Once the dial is inside the band, Call It becomes available. Calling it cracks that dial and
pays you the Cut — every dial pays, so a three-dial vault pays three separate times.
The Cut for a dial is built from three things:
•
How deep the job is. A later job pays strictly more than an earlier one, every step of the
way down the ladder.
•
How close you landed. The closer to the number the bigger the payout, and landing exactly
on the combination pays a jackpot worth roughly double the best near miss — on every job of the
run, not just the early ones.
•
The chain still standing. Every unbroken link in the line adds to the Cut, and it adds
more for each further link: the fifth tumbler is worth more than the fourth.
That last one is the decision the game is built around. A card that links keeps the chain and
multiplies its own contribution; a card that lands you exactly on the number may break it. Playing
one more card to keep a chain alive is how you earn, and every card past par is a step of the
guard's patience you are spending to do it.
A card slipped face down links to nothing, so it breaks the chain. So does starting a new dial.
Opening the vault is a separate event. It ends the job and sends you to the Fence, but it pays
nothing by itself — the Cut came from the dials.
Cut is what you spend at the Fence. Score is the total Cut you have earned across the
whole run, whether or not you spent it, so buying something never costs you score.
The Fence
Between jobs the Fence opens. Its stock is drawn from a shuffled supply under the run's seed, so
the same run replays identically. It sells:
Takes a specialist into one of your five crew slots
Shuffles a tool permanently into your deck
Takes any one card — tool or playing card — out of the deck
Takes a card up one rank, or across to another suit
2 Cut, +1 for each reroll
Frees a slot; refunds half what you paid, rounded down
You may leave the Fence at any time, including with everything unspent. Nothing is forced, and an
item you cannot afford simply cannot be picked.
Burning is deliberately cheap and always available. It is how you keep the deck sharp — and how
you get a tool back out of a deck that has too many of them.
Gear
Gear are cards. They shuffle into your deck, stay there for the rest of the run, and are dealt into
hands like any other card. Gear contributes 0 to the dial and never enters the line, so
spending a tool can neither bust the dial nor break a chain — the next playing card still links to
the last playing card.
Move the dial exactly +1 or −1, your choice.
The next card cannot trip the alarm; the dial clamps just below the line.
Reveal the next 3 cards of the deck.
Draw 2 more cards into the current hand.
+5 Cut if this crack succeeds.
The next card links (×2) if it has no link of its own.
The next card's value is doubled, before its link is applied.
The next card's colour is flipped — a red pushes up, a black pulls down.
Halve the dial, rounding toward zero.
Snap the dial to the nearest multiple of 10; ties fall to the lower one.
Repeat the previous card's contribution exactly.
The next card resolves twice.
A Wax Impression's second resolution repeats the first exactly. It does not re-evaluate links,
and the card never links to itself — a 4♥ played under one with no link subtracts 4, then subtracts
4 again. A Crowbar, Chalk, Mirror or Wax Impression is armed for the next card only, whether or
not it had anything to catch.
Your deck will hold at most 8 tools. Past that the Fence will not sell you another, because a
deck of tools is a deck that cannot turn the dial.
Crew Abilities
Every crew member bends one number:
Twin links pay ×4 instead of ×3.
A Jack, Queen or King counts as any rank when checking for a Twin.
The same colour as the previous card also links (×2).
The first card of every line contributes double.
A rank either side of the previous card also links (×2).
Red contributions are doubled.
The top 2 cards of the deck are always visible.
Every dial starts 10 higher.
Once per crack, slip a card face-down into the line for a contribution of 0.
Once per crack, trade a card in hand for a fresh one off the deck.
The first alarm each job costs no crew.
+3 Cut for every vault opened.
Exact landings pay double again.
The Fence shows one extra item, and everything is 1 Cut cheaper.
The first card removal of each Fence visit is free.
Sell a specialist back at the full price you paid.
The order the numbers land in. A card's value is settled first — Motion Sensor silences a face
card, then Chalk doubles it, then the Muscle doubles it again on the first card of the line. The
link multiplies that. The colour then decides the direction, and a Mirror flips it. Only then do
the red adjustments land: Sticky Dial halves a red magnitude before the Electrician doubles it,
so on an even magnitude the two cancel exactly and on an odd one you lose the rounding. A Wax
Impression applies the finished number twice.
The Inside Man's +10 adds to Guard Rotation's offset rather than replacing it, so a dial can
start at 18. The Cat's face-down card is link-opaque, not link-transparent: the next card links
to it in the ordinary way, so it dumps a card without protecting a chain.
The Run
A run is eight jobs. Each job is a vault whose combination has a growing number of dials,
turned in sequence — a bigger vault simply has a longer combination:
Each dial is its own crack: its own combination number, its own band, its own alarm line, and its
own fresh hand. Every dial of a job must be turned before the vault opens. Opening the vault ends
the job and starts the next one.
Across the run the combination numbers climb, the bands narrow, and the gap between the band and
the alarm line shrinks.
The long night
Opening the eighth vault wins the run — and the night does not stop there. Play continues,
job 9, job 10 and on, purely for score. The combination keeps climbing while the band sits on its
floor of ±1 and the gap on its floor of 2, so every further vault is harder than the last and
there is no ceiling.
A won run can therefore end two ways: Retire at the Fence and walk away with the score you
have, or push on until the last crew member takes the fall. Either way the run is already a win —
the eighth vault settled that. Retire only appears once the run is won.
Security Complications
From job 2 onwards, every job carries one security complication that bends a rule for the
whole job. Job 1 always runs clean.
Smooth (same-suit) links do not apply.
Hands are 6 cards instead of 8.
The alarm line sits flush against the top of the band — no danger.
Gear cannot be played on this job.
Play at least 3 cards before Call It becomes available.
Red contributions are halved, rounded down — weak brakes.
Every dial starts at an offset above 0 instead of at 0.
Each complication is drawn from a shuffled supply, so a run never faces the same order twice. Once
all eight have been served they are shuffled back in and drawn again.
Failure — Your Crew Is Your Lives
The crack fails if:
•
The dial reaches the alarm line (inclusive) on any play, or
•
Your hand has no legal play left while the dial is outside the band — no cards at all, or
nothing but tools on a Tamper Seal job where tools cannot be spent.
Running out of cards with the dial sitting inside the band is not a failure — you can still Call
It.
When a crack fails:
1.
A crew member takes the fall, and you choose who. The punishment is a decision: weigh which
specialist you can most afford to lose.
2.
Their share is settled up — half their recruitment cost, rounded down, comes back to you as
Cut. Crew who started the run with you were never recruited, so they pay back nothing: they
are the cheap sacrifice that earns you nothing at all.
3.
The same dial is retried with a fresh hand. Dials already turned on this combination are
kept — progress within a job is never lost.
4.
If there is no crew left to take the fall, the run is over.
You have room for five crew, and the run opens with two, three or four depending on the
loadout you took. Crew you started with were never recruited, so they refund nothing when they
take the fall — whichever loadout brought them.
Turn Structure
There is no opponent and no turn limit. On each move you either:
•
Pick a loadout or a Heat tier, at the briefing, or
•
Play a card from your hand into the line, or
•
Spend a tool from your hand, or
•
Slip a card face down into the line for nothing (once per crack, with the Cat), or
•
Trade a card in hand for a fresh one (once per crack, with the Sleight), or
•
Call It (only while the dial is inside the band), or
•
Choose who takes the fall, after a crack has failed, or
•
Trade at the Fence, between jobs, or
•
Retire at the Fence, once the run is won.
Setup
1.
At the briefing, set the Heat and take a loadout.
2.
The loadout is applied — face cards burned for The Ghosts, tools shuffled in for The
Amateurs — and the deck is shuffled.
3.
Deal 5 cards face up into your hand, and draw one back after every card played.
5.
Your crew are on the job, and job 1 runs with no complication.
End of the Run
•
The run ends when a crack fails and there is no crew left to take the fall, or when you
Retire at the Fence after winning.
•
Everything else — every alarm, every dry hand — costs a crew member and carries on.
•
Opening the eighth vault wins the run, however it later ends.
Achievements
Landing five dials exactly on the combination number in one run.
Opening all eight vaults without losing a single crew member.
Opening all eight vaults with a deck of thirty cards or fewer.
Clean House and Featherweight pull in opposite directions from the same win: one asks you never
to spend a life, the other asks you to burn the deck down to a third of its starting size — and
burning costs Cut you would otherwise have spent on the crew keeping you alive.
Tips
•
Watch the running dial value above the line — it ticks with every card you play.
•
Red cards are your brakes. Save one for when a black card would push you past the band.
•
A same-suit or same-rank follow-up hits much harder than its face value suggests — plan the
order you play cards in, not just which cards to play.
•
Read the complication before you play the first card. Sticky Dial makes red cards half the brake
you expect; Pressure Plate leaves you no room at all above the band.
•
Losing a crew member costs you the dial, not the job. Cracked dials on the current combination
stay cracked, so a failure late in a three-dial vault is far cheaper than one on the first dial.
•
Landing merely inside the band pays the least it can. A lockpick held back for the last point
is often worth more than the card you would have spent it on.
•
Buy tools sparingly. Every one you add is one fewer card that can turn the dial, which is exactly
why burning takes tools as readily as it takes cards.
•
Raise the Heat before you raise your ambitions. A tier costs you a Cut on every purchase as
well as band width, so the same crew is measurably harder to assemble at Heat IV than at Heat I.
•
Going for Featherweight means burning from the first Fence visit onwards — thirty cards is a
long way down from fifty-two, and the deck may never be thinned below a full hand plus one.