The story
Fiction and adapted settings written by Akitsora Gaming for this title, including invented dialogue and events. This is not a historical or folklore reference. The rules and specification tables define the gameplay and math.
Beneath a frost-white moon, the five-storey keep rises into the night clouds.
In its highest chamber dwells a noble lady whom no mortal ever sees.
I. Lanterns in the White Keep
Under the quiet autumn moonlight, the white-plastered walls of the great castle keep gleam like a heron's wing above the sleeping town below. Legend whispers that the topmost storey of the keep belongs to an otherworldly lady and her attendants, and that even the castle lord never dares set foot upon the upper stairs after dark.
The game board takes the shape of that tapering five-storey tower, with lattice windows narrowing from the wide first floor up to the two windows under the roof ridge. By the rule of floor-by-floor lighting, each storey pays and lights up only when every floor beneath it has also lit on that spin.
II. The Falconer and the Lost Hawk
One autumn evening the lord's prized white hawk snapped its leather jesses and soared straight into the top window of the keep, vanishing behind the paper screens. Facing execution if he failed to bring the bird back, a young falconer took up a paper lantern, unlocked the heavy ground-floor door, and began to climb into the dark.
Across the lattice windows of the tower, the white hawk acts as a wild symbol that helps complete winning rows from left to right. Lighting all the way to the top floor in a single base spin—or finding enough bronze keep keys across the windows—sends the young falconer into The Climb bonus feature.
III. A New Power on Every Storey
During The Climb, the falconer begins on the lowest floor and climbs one storey higher each time his current floor lights up, while the floors already passed below him fall dark and stop spinning. With each flight of wooden stairs he ascends through the tower, the enchanted keep awakens a new power.
From the second floor upward, newly landed white hawks perch in their windows and stay sticky for the rest of the bonus; the third chamber multiplies its own floor payouts; and on the fourth floor every new hawk spreads its wings to fill the entire row of windows at once.
IV. The Lady's Chamber at the Summit
When the falconer finally slides open the shoji of the topmost storey, he finds the noble lady in a crimson robe with the white hawk resting calmly upon her sleeve. Touched by his devotion, she returns the bird, and in that instant every window across all five storeys of the keep blazes back to life at once.
Reaching the lady's chamber awards extra spins, reopens the entire five-storey tower from the ground floor up, and multiplies every win that follows for the rest of the round. It is the game's theme, not a promise: the tale of the castle keep belongs to classic stage romance, while every spin's outcome is still decided by the RGS random number generator.







