Everything here is how the game actually behaves right now — the numbers are read live from the server, not written down, so they are the ones you are playing against.

Your night

One clock, and it only ever resets.

Turns
You get 125 turns a day. They come back in full at midnight, Ottawa time, along with your one Arena challenge — and that is the whole clock. Nothing to wait for in between, and nothing ticks while you are away.
What costs one
Patrolling, one per fight; a shift at the Doublemeat Palace; consulting the Oracles. Walking into a shop, a bank, a library or the Bronze costs nothing at all, so there is no reason to be frugal about looking around.
What gives one back
The Bronze and the Library both can. Those are the exception, and they are worth taking when they turn up.

Turns do not carry over. Whatever you have not spent by midnight is gone, so a short session that burns the last few is worth more than saving them for a night you have more time.

Patrolling and staying alive

Spend a turn, fight what is out there, take the gold and the XP.

Patrol
The loop the rest of the game hangs off. Every fight costs one turn and pays gold and XP.
Where you start
20 HP, 5 attack, 5 defense and 100 gold to your name.
Levelling
Monsters scale with your level whether or not your gear does, so levelling alone keeps you roughly even. Weapons, armour and the Council put you ahead — they are not a tax you pay to stand still.
Healing
0.25 gold per point of HP, from Giles at the Library. The Quick Heal button on a results screen charges 25% more for the convenience of not walking back into town — worth it mid-run, not worth it as a habit.

Dying is the one genuinely expensive mistake. Patrol, the Arena and robbing the Bank all shut until the midnight reset — the rest of the night is over. Heal before you think you need to.

The Watcher's Council

Every ten levels, a test you cannot walk around.

The gate
Every ten levels the Council stops you. A Watcher is waiting, and no monster gets fought until you beat them. This is a hard gate, not a suggestion, and it is the one thing in the game that will block your night outright.
Beating one
Permanent: +12 attack and +12 defense, kept for good. The gate is the game making sure you are strong enough for the next ten levels before it lets you find out the hard way.
Level 100
You are no longer a Potential. You are Chosen — the Big Bad Gauntlet opens, and patrolling pays gold from then on instead of XP.
Legacy
The Council keeps a record of you that outlives every rebirth: points for each time you put down The First, for your achievements and cards, and for how much of everything there is to find you have found, up to 100. Spend them on the Legacy tree — head starts for the next climb, favours around town, and a title at the end of each branch. Rearranging it is free, and a point once credited is never taken back.

Sunnydale

Every door on your dashboard, and what is behind it. None of these cost a turn to walk into.

The Magic Box
Buy weapons and armor.
The Bank
Stash gold safe from the PVP Arena, or try your luck robbing it.
The Bronze
The band, the quizzes and the tables. Something to play every night.
Buffy's House
Take the spare room for the night. Hidden from the Arena, all but your closest rivals — and no patrolling while you sleep.
The Sunnydale High Library
Giles patches you up, answers what he can, and has kept notes on everything you've done.
The Sunnydale Zoo
Nothing here is quite a normal animal, and the keeper doesn't ask what you want it for.
Watcher's Council
Every tenth level the Council tests you, and nothing gets patrolled until you pass.
The Espresso Pump
One coffee a day — drink it yourself, or leave one waiting for another Slayer.
The Doublemeat Palace
Work a shift: turns in, wages out, no death risk. The meal is included and unexplained.

And your own record:

View Character
Your Slayer in the flesh and your full stats sheet — only you can see it.
Achievements
What you've got to show for all this, and what's still out there.
Trophy Case
What the Hellmouth coughed up, on a shelf — every episode card and every curio.
Other Places...
The roads out of Sunnydale, and what's at the end of them.

Other Slayers

The Arena takes gold off you; the Bank and Buffy's House keep it.

PVP Arena
One challenge a day, against a Slayer within 20 levels of you. Winning takes gold off them; losing hands over 10% of the gold you are carrying.
Buffy's House
A room costs 25 gold per level and keeps you for up to 14 nights, and while you are asleep the Arena mostly cannot find you.
The back door
Mostly. A Slayer within 1 level of you can get Dawn to leave the back door off the latch, and she doesn't take gold. Each night she names one price: one of your keepsakes, 30 Luck, or 33% of a day's turns. Lose the fight and the sleeper keeps the keepsake. A room is shelter from the field, not from your direct rivals.
Asleep, you can
Still issue Arena challenges — you can swing out from under the covers. You just cannot go patrolling.

Gold in the Bank cannot be taken. Gold in your pocket can. If you are holding a fortune you have not banked, you are carrying it around for somebody else's benefit.

Keeping score

Who is ahead, by how much, and what the town is saying about it.

Rankings
Who is ahead.
Stats
Every category the server tracks. Pin four of them to the top to keep an eye on — the pinned ones tell you where you stand even when you are nowhere near the top five.
Compare
You, head to head with one other Slayer.
Achievements
The long list of things worth having done, and some of them earn a title you can wear on your character sheet.
News
The server talking about itself — every arrival, every Big Bad that fell, every Arena upset. It is the closest thing to a room the game has.

Worth finding

These exist. How they work is not written down anywhere, on purpose — half the point of them is the finding.

Secrets
There are things hidden around Sunnydale. Some of them are on pages you have already walked past. Your tally is on your character sheet.
Collectibles
The Hellmouth coughs things up. They go on a shelf in the Trophy Case.
Quests
Giles has work for you, and remembers what you have finished. When you collect, you choose how it pays: the quest's own reward, or gold, extra turns, potions, Luck or a collectible instead.
Other Places
The last row on your dashboard reads The roads out of Sunnydale, and what's at the end of them. and will keep reading that until you go and look.
Luck
It is a real stat. It is earned, not bought, and it does something.

If you get properly stuck, ask another Slayer. That is more or less what the Bronze is for.

Keys

The game plays from the keyboard.

?
Shows the shortcuts for the page you are on.
R
Returns to Sunnydale from anywhere.
Esc
Backs out of wherever you are.
A letter
Every place on the dashboard has its own, marked in its name — the underlined letter in The Bron(z)e is the key that takes you there. They do not change between dashboard layouts.
On a touch screen
There is no hovering, so hold a finger on a door or a button for a moment instead: it reads itself, and nothing is pressed. Lift sooner and it is an ordinary tap.
Setup
The look of the game is yours to set there: dashboard layout, fight screen, larger text, reduced motion and a few other things.