Turn the modifier into a plain-language constraint
The challenge screen can change starting hands or other run conditions. Restate the rule in practical terms: fewer attempts, less room for a miss, or a stronger need for early consistency.
That sentence becomes the filter for skull and upgrade choices. If an effect demands the resource the challenge removes, it needs exceptional compensation.

Shorten the build's setup time
Challenges that reduce available attempts punish packages that need several rare pieces before functioning. Prefer a line that can clear early thresholds with common hand patterns.
Once the run is stable, add higher-ceiling interactions that do not break the original plan.
- What resource is reduced?
- What early hand is repeatable?
- Which skull can activate immediately?
- What is the fallback after a miss?
Check challenge-specific bug notes
The mobile 1.5.3 notes fixed Astronaut activation under a challenge that reduces hands. That is exactly the kind of interaction that can invalidate an older guide.
When a skull behaves unexpectedly, check current patch notes and reproduce the condition before redesigning the run.

Sources
Official Dice of Kalma Steam store page →
Official Dice of Kalma App Store listing and version history →