You are the lone keeper of a cursed manor. You never win by swinging a sword. You win by making the house remember what it was built to do.
Walk the halls. Rig the rooms. Let them hunt you. Lead them onto the tile you armed, then spring the trap.
The front doors shudder. Footsteps in the hall.
Spend your spoils. New devices, repairs, and upgrades shape how the next wave dies.