[Playing] You roll a 6 (required 10). Partial success.


Your party agrees to spend some zen in the housepony's establishment. After bowing him farewell, you make your way back to the main hall, and begin to browse the games once more.

Moonflower: "I know he said most demons aren't nice, but from what I got so far they don't seem so bad!"

Tsu-Ko: "(sigh) Most of them act nice. That's how they get you to trust them. And then they manipulate you into — oh, I don't know — gambling some money away?"

Honourshine: "Spend is the word he used, so I can't dispute his honesty there. And besides, he didn't ask for anything in return until Blaze suggested it."

Tsu-Ko: "Fine! But don't go trusting demons like they're regular ponies; they always reveal their true colours sooner or later."

You assure your sprite companion that you won't. Still, meeting the demon gave you some much needed direction, and you feel like paying it back is the least you can do.

With that in mind, you decide to check out the Tuoluo hall. Small crowds gather around a dozen tables, upon each of which spinning tops duel in low-dished arenas. By the far wall is the master's table, where challengers bet against the house in an attempt to win exclusive prizes themed after the game.

As you stand in front of a sign by the entrance, Tsu-Ko takes a moment to read the game rules to you. First, players are required to purchase a launcher — a wooden bit with a flat string coming out of one side — for twenty zen, and to borrow a regulatory spinning top from the same counter.

You trade 20 Zen for Tuoluo Launcher.

With a spinning top in hoof, and the help of a few instructional images, you wind the launcher around the top by crossing the string on the first loop as to lock it into place. Once the launcher is fully wound, you are taught to gently hold the top in place with one hoof, then pull the launcher back horizontally before letting go of the top.

It takes you a few attempts, but when you finally manage a proper launch, the top whirls into life with a satisfying whistle — and spins so fast that your eyes can no longer tell which direction it's going.

Moonflower: "Whoa! That looks super fun! Ooh, ooh! I wanna try too!"

Once Moonflower gets her own top, you spend some time playing against each other, watching them bounce erratically off of each other in an unpredictable dance until one eventually falls. And although the bat pony's technique seems more consistent than your own, launching the top successfully makes you feel pretty cool every time.

While you and Moonflower have fun duelling, Honourshine decides to go and grab some snacks. She returns shortly with a box of strawberry cream-coated biscuit sticks, which she shares with the two of you.


After a quick snack break, you decide to go ahead and challenge the house master. You approach the master's table feeling confident — not that you can win, but that it will be an experience worth paying for.

You bet 50 Zen.

You bow before your opponent — a dark blue-haired Kirin stallion who mirrors the gesture — and, once the signal is given, you launch your spinning tops into the arena. Soon, the two meet in the centre and engage in combat over the cheers of several spectators.

However, after roughly a minute of taking heavy hits, your own top visibly begins to lose momentum. The master's top, on the other hoof, remains as stable as a mountain. Then, with one final strike, your top is sent tumbling sideways in a dramatic defeat.

You share a smile and another bow with the victor before retiring your slightly burnt-smelling top back to the counter.

Moonflower: "Heehee! Good try, Blazer! Looks like ya gotta practise a lot to win these kinds'a games."