Ten floors to a dungeon, and a way out at the bottom of each one. Take it and the haul comes up worth half again for every dungeon behind you — or keep going, into somewhere that does not care how well the last ten went. Die down there and the bonus dies with you.
Twelve ghosts drawn from your wallet, three dungeons nobody else has stacked end to end, and Warrants worth a guaranteed mint: one deep chest in a hundred runs holds one, and every Null standing on a way out is carrying one a twentieth of the time.
Nothing is signed and nothing is spent. The address draws your dungeon, so nobody can hand you the answer to yours, and it is what a score is filed under. Signing only comes up if you find a Warrant — that one is a real mint spot, so it has to be proven.
These twelve are yours — another address gets a different twelve. Every number comes from the piece's own traits, not from a class sheet: the Hollowed one walks through walls because it is Hollowed.
You are carrying a Warrant. That is a guaranteed mint spot, so unlike everything else here it has to be proven — and it has to be said out loud.
A score goes on the board under your name, not your wallet. Three things, once per wallet, and you are in.
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