Spellsided guide
When a Spellsided Route Stops Working

The Last Hit Is Usually Not the First Problem
Repeat the opening path and stop at the first step that no longer makes sense. If movement closes the line, repair movement. If the right face arrives too late, repair the order. If an obstacle survives the answer, change that job before touching the rest of the die.

Find the First Broken Step
Hold the Rest of the Die Still
- Repeat the same opening until the first bad step is visible.
- Keep later face jobs and reward choices unchanged.
- Replace the movement, answer, setup, payoff, or recovery job closest to the break.
- Run the room again and watch whether the break moves later.
Read the First Changed Step
If the first unsafe step moved later, the route gained stability even if it still loses. If the same obstacle stops the run, the face order or answer coverage is still wrong. If the room clears but the route feels slower, the new line may be safer but less efficient. The first changed step says more than a simple win or loss.
Three Repairs That Look Similar but Are Not
A blocked casting step can come from movement, face order, or the reward that changed the die. Movement repair keeps the casting line open. Order repair moves the existing answer earlier. Reward repair removes a face that added power but delayed the job the room actually needs.
Failure Checks: Is the Repair Still Too Large?
- If you change three things at once, you cannot tell which decision repaired the route.
- If you only count wins, you miss the step that explains the failure.
- If one room solution works only once, keep it as an option instead of treating it as the whole route.
Related Guides
Use Version Watch for recent changes and Route Reference to find the next guide after a route breaks.