Find your party
Create a private room and share its code, or choose Public to appear in the open-party
list. Public games are listed only while the host is connected, seats are available, and
the expedition has not started. The host can change visibility before starting. A seat can
fill while you are joining; refresh to choose another party.
Your expedition
Play solo or cooperate with up to two friends. Choose a class and starting equipment. Each
adventurer begins with an 8-card deck, a 5-card hand, and no coins. Starting health is
5 in solo play or 4 in multiplayer. Complete
three dungeons and defeat a different shared boss in each to win. Your cards, coins,
health and curses carry forward.
Start with 5. Then draw 2.
Your starting hand contains exactly 5 cards and is ready for the first encounter. Do not
draw again when entering that first encounter. Every later normal encounter begins with 2
draws for each conscious adventurer. After any draw, choose excess cards to discard until
you have at most 5, then confirm. Card effects can add draws or skip the next normal draw.
Keep unused cards between encounters. Played cards are not automatically replaced. When
your draw pile runs out, shuffle your discard pile into it and continue drawing. If both
piles are empty, stop drawing. Repeat doors, mimics, Slowing Hall additions, and Ambush
reinforcements continue the same encounter group without another draw. Taking an unknown
route also gives no extra draw. Ambush adds one goblin per player plus one extra, fought
in series. Resolve each successful goblin reward immediately. No cards may be drawn when
entering Ambush or during its goblin fights.
Discard, destroy, and damage
- Discard
-
Move a card from your hand to your discard pile. It stays in your deck and can return
when the discard pile is reshuffled. Played cards normally go here after the
encounter, whether you succeed or fail.
- Destroy
-
Permanently remove a card from your deck. It cannot be drawn, reshuffled, healed back,
or sold. Only a card rule, hazard, or explicit cost destroys cards.
- Damage
-
Reduce health without removing cards. Healing restores health up to the maximum of 9
and does not move cards.
When told to discard a card, choose an eligible card in hand and confirm. If a penalty
asks for more than you have, choose all eligible cards. Closing a required choice leaves
it pending and play waits for confirmation. Powers that discard themselves use that named
card. Dodge explicitly discards itself automatically from your uncommitted hand to prevent
one damage instance.
Choose a route
Solo players choose an uncovered green encounter between rounds. Multiplayer parties vote
for 30 seconds. The most votes wins, with a random choice among tied top routes. Change
your vote before the deadline. If nobody votes, the next vote restarts the clock. Remove
all encounters overlapping a position to uncover it. Revealing a covered encounter gives
information but does not unlock it. Clear a top-row encounter to unlock the separate boss
fight. Resolve pending extras and market visits, then use Face the boss. The cleared
encounter leaves the map. Eight layouts include overlapping stacks, branching lanes and
winding routes. On connected maps, clearing any linked lower card opens the next card.
Open face-down cards remain unknown until chosen. Known face-up cards still need their
route unlocked. Layouts and bosses do not repeat within a run.
During an encounter, Dungeon map opens a slide-out panel. Between encounters, the map
fills the encounter area while the party chooses or votes for its next route.
Choose how to overcome it
Select cards and a skill: Strength, Finesse, Radiant, or Arcane. Each approach shows its
own success reward. Every success grants the acting adventurer 1 coin in addition to that
reward. Coin approaches can grant extra coins. Roll commits your cards and resolves the attempt
in one action. The chosen approach can award a card into your discard pile, coins, 1 health, a revealed
hidden encounter, or 1 card drawn into your hand. If none remain hidden, a reveal earns 2
coins. Read the displayed reward before choosing. Failure applies the listed penalty.
Standard dice use d6 with advantage, d8 normally, and d10 with disadvantage. Base success
is 1–3. The classic variant uses d4/d6/d8 with base success 1. Each matching skill icon
adds 1 to the success range. The roll button includes card bonuses and penalties in its
final die and survival range. Normal and advantaged rolls require at least one matching
icon on the cards played for the attempt. Without one, you always roll at disadvantage,
even if the encounter or a power grants advantage. You may roll at disadvantage without
playing any cards. Roll low to succeed.
To get help, offer your attack before rolling. One teammate can support with one card that
matches your chosen skill. Glass sphere allows that teammate to play more support cards.
Attacking and supporting cards are spent when the encounter resolves. You can also accept
failure without playing cards or rolling, but its penalties still apply.
Draw rewards are available on Bear Trap (Radiant), Collapsing Floor (Radiant), Cultist
(Finesse), Dart Trap (Strength), Finesse Chest (Arcane), Minion (Arcane), and Slowing Hall
(Radiant). These draw from your own deck after played cards are spent.
Card powers
During planning, an available power button explains its effect and asks you to confirm its
cost. Clear a card from its plan before using its power. Ordinary play uses its printed
skill icons. A power that destroys itself is destroyed when activated. A card that says to
destroy it after play is destroyed on either success or failure.
Class abilities and consumables
- Battle Cry
-
Destroy itself and discard 1 other chosen uncommitted hand card to automatically
succeed at the current non-boss encounter and gain its card reward. Clear the
encounter’s planned cards first.
- Sneaky
-
Discard itself and up to 2 other chosen hand cards, then draw as many as those other
cards. Clear your plans first. Once per encounter group.
- Power Heal / Channel
-
Discard Power Heal to restore 1 health to every player. Discard Channel to give
yourself advantage this round.
- Energize
-
Keep its Arcane support bonus when played, or discard it during planning to draw 2
cards. Use this power once per encounter group, including any repeats or extra
encounters.
- Diamond
-
Destroy itself and shuffle 2 random reward cards with different titles into your
draw pile. Diamond cannot generate another Diamond.
- Pray
-
Destroy itself to overcome one Enemy, Trap, Chest, or Mimic without a reward. It
cannot clear an Event or defeat a boss.
- Antennae / Scythe of Death
-
Destroy Antennae to defeat one Enemy or Scythe to defeat all revealed Enemies and
gain their card rewards. Targets must have no committed cards. Neither power defeats
a boss.
- Rejuvenating Drink / Meat
-
Destroy Drink during planning to restore 2 health to yourself or draw 2 cards. Meat
destroys itself when drawn and restores up to 2 health to the most wounded player,
breaking ties in player order.
- Iron Key / Foresight
-
Keep these outside your hand when drawn. Destroy a kept Iron Key to open an
unassigned Locked Iron Door without a reward. While you keep Foresight, you can
inspect your draw pile.
- Crystal / Grandpa’s Sword / Magic Book / Shady Tools
-
Each supplies 3 matching skill icons and is destroyed after play, whether you
succeed or fail.
Unknown routes and bribes
Before committing cards, you may reveal a hidden encounter on the same floor and face it
immediately, even if covered. You must resolve that encounter. You cannot switch again or
bribe it. The encounter you leave stays in the dungeon. No new cards are drawn. Some
enemies otherwise allow the displayed coin bribe before commitment. Paying clears that
encounter without its reward or failure penalty.
Coins and markets
Merchant events open a market with 5 shared offers. Click a shop card to buy it into your
discard pile. Click one of your sellable cards to choose and confirm a sale at one-third
of its cost, rounded up (minimum 1 coin). You can sell from hand, draw, discard, or kept
cards. Basic skill cards, Whiff, and curses cannot be sold. Keep at least one usable card.
Cards that add 3 or more to one skill, including conditional bonuses, are rare and cost at
least 18 coins. Each market has a 1% chance to offer one. Rest restores 1 health and ends
your visit. You can sell before resting, but buying anything prevents rest for that visit,
even if you sell it back. Use Skip purchasing or Finish shopping to leave. Each conscious
adventurer finishes before the party continues. Stock is shared and does not refresh
during the visit. Clear an entire floor for one bonus market after pending extra
encounters. Markets give no extra draw.
Reward cards and dungeon phases
New attacks, spells and familiars are reward cards. Find them in markets, through Diamond,
and as victory loot: each conscious adventurer gains one new reward card after each boss.
Commit them normally; their printed success effects apply automatically to the card’s
owner, including supporting cards. During boss fights these success rewards wait until
victory. Draw effects never draw during an Ambush. Fireball is a rare, expensive reward
destroyed after use.
After the first and second bosses, resolve any hand-limit choice and recover before the
host selects Enter dungeon 2 or Enter dungeon 3. A fresh map and a different boss await.
Decks, unused hands, coins, wounds, equipment and curses persist. Boss damage and powers
reset. You draw two at the first encounter of later dungeons, just like other later
encounters.
Health, revival, and the boss
At 0 health you become unconscious. You stop drawing and do not lose cards automatically.
Between rounds, a conscious teammate can confirm destroying the next 2 cards from their
own draw/discard piles to restore 1 of your health. These are drawn in pile order and
permanently removed. Other healing can also restore your health.
Each conscious player attacks the boss once per round in player order. Each successful
attack removes 1 segment from the boss health bar. The bar shows how many successes remain
to win. The 1-coin success reward and approach rewards accumulate for the attacking adventurer
and are only applied after the boss is defeated. Every boss round starts with the normal 2-card draw, including
the first boss round, unless an explicit effect reduces or skips it. The Elder Dragon’s
optional whole-hand discard and redraw costs 1 damage and can be used once per round.
Defeat the third boss to win. If everyone is unconscious, or any adventurer loses every
usable card, the expedition is lost.
Penalties and curses
Bear Trap discards 1 chosen card and skips your next normal draw. Fire-breathing statues
discard 2 chosen cards. Harpy destroys 1 chosen Equipment card in hand. Rust Monster and
Spinning Blades explicitly destroy played cards. Mage and Skeleton Mage damage scales
with the stated icons to a maximum of 4. These destruction and discard penalties are
separate from damage.
Each boss announces a power that triggers once after the party’s attacks, whether those
attacks succeed or fail. The powers rotate each round. A killing blow ends the fight
before the power triggers. Dragon powers scatter cards and scorch supplies. The Lich
drains draws and spreads grave dust. The Demon tempts and terrifies. The Beholder cycles
through eye rays. Powers may force chosen discards, limit the next starting draw, add
clutter or change next round’s rolls. Roll penalties name their source above the main
action bar and expire after that round.
Clutter is a zero-skill card placed on top of your draw pile. It occupies a normal draw
and counts toward your hand limit. It can be discarded normally or played and destroyed
after that roll. Clutter cannot be sold. A Beholder failure may separately skip your
next starting draw. Required discards use the normal choice and confirmation.
The library includes five curses, but normal expeditions do not currently award them. If
owned, Decay adds a separate chosen discard when you lose health. Madness forces the top
draw-pile card into the first encounter of each normal round. Deja Vu repeats the first
resolved Enemy or Trap next normal round. Unlucky Charm adds 1 to die results.
Irrational Fear prevents advantage.
These are the current online rules. The
original rules draft ↗
and
original card workbook ↗
are historical references and may differ from this version.