anchor.diff:              level = 1; xp = 0; gold = 0; items = []; log = []; isAlive = true; }
       do this.setInitState(init None)
       let doAdventure level =
  -        let t = match level with | Easy -> easyTable | Vigorous -> vigorousTable | Exciting -> excitingTable | Epic -> epicTable
  +        let t = match level with | Easy -> easyTable | Daring -> daringTable | Exciting -> excitingTable | Epic -> epicTable
           this.setState (rollOn t this.state)
       member this.render() =
           let descr = (sprintf "%sYou are level %d with %d XP and %d gold" (if this.state.isAlive then "" else "(Dead) ") this.state.level this.state.xp this.state.gold)
  
positive.code:                 ])
              R.div[] [
                  R.button [R.Props.OnClick (fun e -> doAdventure Easy)][R.str "Go on an easy adventure"]
                  R.button [R.Props.OnClick (fun e -> doAdventure Vigorous)][R.str "Go on a vigorous adventure"]
                  R.button [R.Props.OnClick (fun e -> doAdventure Exciting)][R.str "Go on an exciting and difficult adventure"]
                  R.button [R.Props.OnClick (fun e -> doAdventure Epic)][R.str "Go on an epic and deadly adventure"]
                  R.button [R.Props.OnClick (fun e -> this.setState (init(Some this.state)))][R.str "Reset (new character)"]
  
negative.code: Node.require.Invoke("core-js") |> ignore
  Node.require.Invoke("../css/app.css") |> ignore
  
  type Difficulty = Easy | Daring | Exciting | Epic
  type Effect = Gold of int | XP of int | LoseGold | LoseItems | Item of string
  let level targetLevel actualLevel =
      if targetLevel < actualLevel then
  