Hi there! Sorry for the confusion - yes, that is my error. Broadly speaking any TURN (roll a die, draw that many cards, play them out, roll a die again to see if you get a 5 or 6) is (or should be) referred to as a "week," but I do state in the text that time is kind of flexible there and that's more of a suggestion than an iron-clad rule. It's really up to you if that full turn is a day, a week, a month, whatever.
And yes, the idea is you roll that salvation die (as the Wretched & Alone framework calls it) at the end of each turn, but not at the end of each card. You are right that that makes clearing all 10 ghosts an unlikely outcome; that's the dirty secret of Wretched & Alone games. It is possible to survive (especially if you remove the Jenga tower), but extremely unlikely. These games are more about the journey than the destination, about finding meaning even in the face of futility.
You can reshuffle and keep going, but I would wait until all cards are spent before doing so.