Spend Faith on a named question
Faith connects shops, recruitment and gambling, but those choices do different jobs. A shop can stabilize the next floor, recruitment can extend a companion plan and gambling can buy variance. Decide which problem is most urgent before treating the resource as something to save by default.
The time horizon is the important comparison. A spend that protects the current room is not competing on the same terms as a companion project or a gamble. Keep the next hazard, the current build and the party’s route visible while choosing.
Name the question before spending so the decision stays clear after the room changes: protect now, recruit for later or test variance? In co-op, say the answer before a split. In solo play, use the same sentence to keep a tempting purchase from becoming an unexplained detour. Faith is easier to use when the next hazard has a name, not just a price.
Artisanism and the hub
Artisanism reworks the way Faith choices fit around the run, while the hub gives those choices a place between sessions. The two ideas work on different clocks: the hub frames what kind of run you want next, and the floor asks what the next spend should accomplish.
Use the hub to separate long-term direction from immediate pressure. A companion project, a build experiment and a survival purchase can all be valid, but they should not be confused. Bring one intention into the next room so a new offer has something concrete to support or challenge.
Choose the session first, then tie the Faith spend to the room in front of you. If the next floor needs stability, buy that stability. If the run has space for an experiment, spend toward it deliberately. The hub is useful when it makes that distinction easier to remember. Keep the two clocks separate.
Badges and Affixes
New Affixes on Badges sit beside the wider Faith choices. A badge is useful when its effect supports something visible in the run: a movement pattern, a trigger, a companion direction or a way to handle the next room.
Use the same fit test as a weapon Affix. What action does the badge protect? What condition makes it matter? What would you notice after taking it? Those questions are stronger than novelty or color, especially when the badge competes with a spend that keeps the current floor stable.
Tell the party what the badge protects before rarity takes over the call. In solo play, keep the answer attached to the next doorway. If the effect is not clear after the test, keep the build center and wait for a choice that has a reason you can actually use. A badge effect needs a concrete test before it earns the slot. Start with the effect.
Blackdog Patch and Infinite Energy
The Blackdog Patch has a three-charge spend-and-failure-refill loop. Infinite Energy is an accessibility option. They both change how pressure feels, but they answer different questions: one is about resource timing, while the other changes access to that pressure.
Track Patch charges before entering a risky branch and decide what a failure would refill. Keep Infinite Energy separate from a build verdict; accessibility is not a rarity tier or a measure of skill. The useful comparison is whether the current setting lets you read movement and hazards well enough to make the next decision.
In co-op, state whether the party is planning around charges or around accessibility. In solo play, check the setting before judging a run’s outcome. A clear resource loop and a comfortable control experience both help, but they should not be collapsed into one unexplained spend. Charges and settings should be called out before a risky branch begins.
Recruitment meets Hatchmons
Recruitment is the Faith bridge to Hatchmons, which can be hatched, collected and evolved. The cost makes the companion direction explicit: you are choosing a longer project instead of spending every resource on immediate stability.
That choice belongs in the build conversation. A recruited Hatchmon should reinforce the weapon, cover a weakness or give the run a direction worth protecting. If the room is already dangerous, the best companion decision may be to wait rather than convert a collection goal into an emergency.
Compare three time horizons before spending: a shop’s immediate stability, recruitment’s longer companion project and gambling’s variance. In co-op, tell the party which horizon wins. In solo play, keep the same comparison visible when the next offer appears. A companion project can be valuable without winning the current room. Put that horizon into the callout before the next offer changes the plan. The room still gets the final vote.
Co-op budget language
A four-player team can discover Faith choices in different rooms on the same map. Before splitting, give the spend a verb: protect, save, recruit or test. That small word tells the party what the resource is supposed to do when the next branch appears.
A useful budget handoff includes the cost, the reason and the condition that would make you change your mind. “Save for recruitment unless the next room threatens the run” gives a teammate a live rule instead of a frozen order. Keep the call short enough to survive Storm Breach’s faster pace.
Use a preset emote to mark the decision and regroup with the result stated plainly. Solo players can use the same habit to prevent a resource from becoming an abstract score. The point is not to spend less; it is to make every spend answer the room that follows. A budget becomes actionable when every player can repeat the same rule: what to save, what can be spent now and what danger changes the plan. That rule also makes a later regroup faster.
Systems around a Faith spend
The resource view connects shops, recruitment, gambling, badges and accessibility choices. Use the four visible entries as a compact decision board for the next resource decision. Choose one fact, test it in the next room and tell the party why it matters. When the spend changes, return to its promised return before opening another branch.
Faith
Faith links shops, recruitment and gambling.
Spend Faith against the next risk, not an abstract total.
Black Dog Bar
Black Dog Bar is a between-run hub for new content and Agent context.
Use the hub to frame the next session.
Storm Breach
Storm Breach is a faster, streamlined mode for 1–4 players.
Choose the mode that fits the party's run length.
Agent profiles
Agent selection can be random, with an individual profile framing the run.
Read the profile before committing to a run.