Gameweave

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

Loadout
Deck
Crew
Tools
The Old Firm
Standard 52
3
—
The Ghosts
40 cards — no face cards
4
—
The Amateurs
Standard 52
2
2
•
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:
Link
Condition
Multiplier
Twin
Same rank as the previous card
×3
Smooth
Same suit as the previous card
×2
Wire
Same colour — only with the Wire on the crew
×2
Tail
One rank either side — only with the Tail
×2
Crowbar
Lent by a Crowbar to a card with no link at all
×2
None
Neither of the above (or this is the first card)
×1
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:
Service
What it does
Cost
Recruit
Takes a specialist into one of your five crew slots
The asking price
Buy gear
Shuffles a tool permanently into your deck
The asking price
Burn the evidence
Takes any one card — tool or playing card — out of the deck
2 Cut
File the edges
Takes a card up one rank, or across to another suit
4 Cut
Reroll
Redraws the whole offer
2 Cut, +1 for each reroll
Let a specialist go
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.
Tool
Effect
Lockpick
Move the dial exactly +1 or −1, your choice.
Shim
The next card cannot trip the alarm; the dial clamps just below the line.
Stethoscope
Reveal the next 3 cards of the deck.
Duffel
Draw 2 more cards into the current hand.
Getaway Bag
+5 Cut if this crack succeeds.
Crowbar
The next card links (×2) if it has no link of its own.
Chalk
The next card's value is doubled, before its link is applied.
Mirror
The next card's colour is flipped — a red pushes up, a black pulls down.
Glass Cutter
Halve the dial, rounding toward zero.
Tension Wrench
Snap the dial to the nearest multiple of 10; ties fall to the lower one.
Blank Key
Repeat the previous card's contribution exactly.
Wax Impression
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:
Crew
Ability
Safecracker
Twin links pay ×4 instead of ×3.
Forger
A Jack, Queen or King counts as any rank when checking for a Twin.
Wire
The same colour as the previous card also links (×2).
Muscle
The first card of every line contributes double.
Tail
A rank either side of the previous card also links (×2).
Electrician
Red contributions are doubled.
Lookout
The top 2 cards of the deck are always visible.
Inside Man
Every dial starts 10 higher.
Cat
Once per crack, slip a card face-down into the line for a contribution of 0.
Sleight
Once per crack, trade a card in hand for a fresh one off the deck.
Ghost
The first alarm each job costs no crew.
Driver
+3 Cut for every vault opened.
Bagman
Exact landings pay double again.
Fixer
The Fence shows one extra item, and everything is 1 Cut cheaper.
Cleaner
The first card removal of each Fence visit is free.
Broker
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:
Jobs
Dials per combination
1–2
1
3–5
2
6 and after
3
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.
Complication
Effect
Silent Alarm
Smooth (same-suit) links do not apply.
Time Lock
Hands are 6 cards instead of 8.
Motion Sensor
Face cards contribute 0.
Pressure Plate
The alarm line sits flush against the top of the band — no danger.
Tamper Seal
Gear cannot be played on this job.
Night Watch
Play at least 3 cards before Call It becomes available.
Sticky Dial
Red contributions are halved, rounded down — weak brakes.
Guard Rotation
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.
4.
The dial starts at 0.
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

Achievement
Earned by
Dead On
Landing five dials exactly on the combination number in one run.
Clean House
Opening all eight vaults without losing a single crew member.
Featherweight
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.