The First Knowble
Inventory — Select Resources to Commit
Rules
Choose Resources whose combined Power reaches the Difficulty. Aces have 1 Power (or 11 with Arbiter); matching the Knowble's suit normally contributes zero because of Immunity. Match the Goal exactly to pass. Exceeding it fails the Trial, but only being unable to meet Difficulty ends the run.
Jacks have Difficulty 1 / Goal 11; Queens 2 / 12; Kings 3 / 13. Each matching-suit Obstacle adds 1 Difficulty; all Aces in Obstacles contribute 11 to the Goal, and other numbered Obstacles their rank. Collect Knowstones by passing Trials, then replenish empty Inventory slots. Jokers become Burdens and lock slots until a new run.

