

A traditional turn-based roguelike of tempo and uncertainty. Roll an adventurer blind, outpace enemies to act twice, sneak past what you cannot fight, and descend twelve floors for the Barrow Relic. Death keeps what you carry, but the crows will fly your gold home for a fee.
Overview
A traditional turn-based roguelike of tempo and uncertainty. Roll an adventurer blind, outpace enemies to act twice, sneak past what you cannot fight, and descend twelve floors for the Barrow Relic. Death keeps what you carry, but the crows will fly your gold home for a fee.
Description
Somewhere beneath the Wild lies the Barrow Relic. Twelve floors of crypt, hollow, furnace and deep stand between you and it — and whatever you carry down there, death keeps.
Rogue Tithe is a traditional turn-based roguelike built on uncertainty. Every step and every swing is a contest of tempo. Every character is rolled blind. And the crows will carry your gold home — for a fee.
Moving pits your speed against every enemy hunting you. Striking pits your agility against theirs. Beat them all by five and you act twice. Lose by five and they do. A war hammer hits hard and hands them the initiative; a knife strikes before most enemies can answer. Every fight comes down to who gets the next turn.
Eleven attributes. Ten dice, rolled one at a time and assigned before you see the next. Exactly one attribute stays weak, and you choose which by never choosing it. Then pick the two abilities you will keep for the whole run. There are no classes: arcane, wild and holy magic each draw on their own attribute, and nothing stops you mixing them.
Enemies have to notice you, and you have to notice them. A red question mark is something sensed but not seen. A scatter of grey ones means you missed something a sharper eye would have caught — and now you know roughly where to look. Sneak past what you can't fight, and strike from the dark when you can.
When you die, everything on your body is lost. But crow perches wait in the Wild and on every floor below, and for a fee a crow will fly an item and a purse of gold home to your stronghold. Spend it on upgrades that last between runs, or on your next adventurer's starting kit. Give the Barrow Relic itself to a crow, and you only have to survive to win.
The Wild has four regions — Greenwood, Frostmarch, Sandreach and Ashfell — each held by a champion carrying one of four sigils. Below the barrow stair lie twelve floors in four tiers, each tier ending in a boss. The Barrow King's floor stays sealed until you hold all four sigils. Take the relic, and every floor between you and daylight knows you have it.
Death keeps what you carry. Crows keep their word.
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