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13
Free demo · Steam Next Fest

The
Last
Nail

Play 13 against the Seven Deadly Sins. Seven nails hold the coffin behind you shut. Every hand you lose pulls one out. How long do you last?

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Thirteen
or nothing

Over thirteen and you bust: two nails, not one. Run out and the lid comes down.

Nails left
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Every sin at the table breaks one rule for a whole act.

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How long will you stand against the sins?

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The basics

Four rules

The first act teaches the rest at the table.

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One sin sits across the table each act, in a fixed order, the Reaper last. Each bends one rule for the whole act. Everything else stays the same. Beat a sin for the first time and its grimoire, blessing and curse unlock for good.

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Ten ranks in four suits, plus eight witchcraft cards that break the count on purpose.

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Deaths and witchcraft cards never appear in your opening hand. They are put back and redrawn, so the only way to get one is to choose to hit.

Death counts as zero. The suit decides what it does.

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Eight witchcraft cards. No suit, no value.

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Every chest holds a die. Take it instead of an item and you spend all your remaining picks on one roll, settled at the act’s end.

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An offer comes after every hand, win or lose. Take one or skip. You hold five, and they last the whole run. They never add to your total. Twenty are open from the start and the rest unlock three at a time as you finish runs, win or lose.

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A grimoire that says once per round means exactly that. Two different bust-saves beat two copies of one.

Picked at the start of the second and third acts and gone when the act ends. You hold two. Taking one pays a nail up front, then makes the whole act harder in one specific way. Silence is the take-nothing pick, and it pays nothing.

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Chests between acts hold both. A blessing only helps. A curse is a contract: a real gift and a real price, both on for the rest of the run.

Blessings
Small, certain, always on. Silver Coin raises your bust limit by two. Holy Water cancels the next nail loss and is gone. Copper Bell tolls a curse round one hand early.
Curses
Contracts, not punishments. Cursed Coin pays only on exactly 13. Widow's Debt doubles your wins while poor and pays nothing while rich. Moth Jar shows their whole hand and takes a grimoire choice away.

Death's Offer is the clearest one: busting costs you nothing, and at each act's end Death takes two nails.

Every third round one rule breaks for that hand only. The last round of every act is a boss, dealt higher than usual. Beat it and the act ends.

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Every hand is settled in nails. Here is what each result is worth.

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Seven nails is also the ceiling. Anything that would take you past it is wasted. Underneath the rounds the coffin counts your wins and losses, and every three decided hands it settles for a nail one way or the other. Pushes do not count toward it.

That is all you need. The rest is nerve.
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Press, creators and curators welcome. Demo keys on request.