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Your warband is dead. The colony took their minds before it took their lives - and now they wait in the dark, wearing their own faces. You go down alone.
MINDSCOURGE is a complete solo tabletop RPG. One player, one twenty-sided die, no Game Master, no group, no prep. You are the last survivor of a failed raid on a colony of psychic horrors, and you descend alone through four levels of living dark to kill the thing dreaming at the bottom - before it finishes waking up.
Every chamber you enter costs you a piece of your mind. Hit points you can heal. Sanity you cannot. As your Whisper Track falls, the colony notices you: encounters climb, safe rooms vanish, and the spiral tightens. Die, and you lose a delve. Go mad, and you kneel, you turn, and you join them - and the next warrior who comes down will find you waiting.
Descend through the Flesh-Gardens, the Memory-Warrens, the Void-Temples, and the Cortex. Harvest the shards the colony hides in its own flesh. Tear open a portal, build a guardian with three rolls of the die, and kill it - or turn back, bank what you carried, and send the next delver down better armed.
Because no single hero conquers this place. A bloodline does. Every warrior who falls leaves something behind - gold, steel, a cleared level, a hard lesson paid for in blood. Every warrior whose mind breaks leaves a curse on the ones who follow. Your first delver is a lamb. Your fortieth walks into the dark carrying everything the thirty-nine before her learned, and that is the only way anyone ever reaches the bottom.
And the hardest decision in MINDSCOURGE is never which horror to fight. It is when to climb out. Push one more room and you might find the shard that opens the portal - or the whisper that finally learns your name. A delver who turns back banks everything she carried. A delver who dies loses all of it. The colony is patient, and it is counting on you not to be.
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