Roguelike A playbook for roguelikes — the turn engine, procedural dungeons, field-of-view, permadeath, and run economy. This is a compositional skill: it orchestrates procedural generation, tilemaps, save handling, and AI into a run-based game. It does not re-teach noise/RNG or tilemap APIs; it defines the loop and the systems that make a run compelling. When to use - Use when building a turn-based, grid-based dungeon crawler where each death ends the run and the world is regenerated — a roguelike or "roguelite" (with meta-progression). - Use when designing procedural dungeons, FOV/fog-of-war…