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Crypt Crawler

Crypt Crawler Rulebook

Table of Contents

Table of Contents

  • Components
    • Play Area Key
  • Setup
  • Card Layout
    • Race
    • Class
    • Dungeon Map
    • Resolution Card
    • Enemy
    • Shop
    • Loot Table
    • Starting Weapon
    • Starting Armor
    • Starting Item
    • Loot
    • Potion
  • Stat Tracker & Stats
  • Inventory Slots
  • Gameplay Overview
    • Exploration Phase
    • Leaving the Dungeon Level
  • Resolution Cards
    • Resolution Card Outcomes
  • Battle Phase
  • Special Locations
  • Loot & Potions
  • Lantern
  • Boss Battles
    • Boss Card Layout
  • Lucky Coins
  • Victory & Defeat Conditions
  • Extra Rule Clarifications
  • Novice Mode
  • Masochist Mode

Components

  • 16 Dungeon Map/Resolution Cards
  • 9 Loot Cards
  • 6 Enemy Cards
  • 3 Potion Cards
  • 3 Starting Gear Cards
  • 2 Race Cards
  • 2 Class Cards
  • 2 Boss Cards
  • 1 Shop/Loot Table Card
  • Tracking Cubes
  • 9 Black Dice
  • 4 Red Dice
  • 1 Meeple
  • 1 Key Token
  • 3 Lucky Coins
  • 4 Soul Crystals
  • 1 Stat Tracker Folio
  • 1 Components Pouch

Play Area Key

  1. Race
  2. Class
  3. Race Starting Gear
  4. Class Starting Gear
  5. Dungeon Deck
  6. Resolution Slot
  7. Soul Crystals
  8. Starting Gear Slot
  9. Loot
  10. Potions
  11. Enemy Deck
  12. Shop/Loot Table
  13. Lantern
  14. Dungeon Map/Level
  15. Key
  16. Meeple
  17. Clear Cubes
  18. Inventory Slots
  19. Stat Tracker
  20. Lucky Coins
  21. To-Hit Die
  22. Damage Die
  23. Burn, Blood Altar, & Stat Dice

Setup

  1. Organize the Cards & Components. Separate all cards and components by type: Dungeon, Loot, Enemy, Potions, Starting Gear, Race, Class, Boss, and the Shop/Loot Table.

  2. Choose Race & Class. Pick one Race and one Class. Equip starting gear listed at the bottom of the Race and Class cards by sliding the gear card halfway under the Race and Class cards so that only the starting gear is visible. Set Durability value on your starting gear armor piece by using a black die.

  3. Set Initial Stats. Using the colored tracking cubes, set your HP, Stamina, Food, and Gold as indicated on your Race card. The colored tracking cubes correspond to each stat as follows: Red = HP, Blue = Stamina, Purple = Fear, White = Footsteps, Orange = Food, Grey = XP, Silver = Soul Fragments, Gold = Gold, Green = Poison. Place the green tracking cube near the Stamina tracker.

  4. Prepare the Dungeon. Shuffle the Dungeon Deck and place the top card face up in the play area with the Dungeon Map side showing. Place your meeple on the entrance, and place the key on the room with the key symbol. Place the rest of the Dungeon cards in the Dungeon Deck area with the Dungeon Map side face up.

  5. Track Dungeon Level. Use a die to track which level of the dungeon you're on, starting with 1. If you have the playmat, use the Dungeon Level Tracker cube.

  6. Other Preparations. Place the Loot, Potions, Enemy, and Shop/Loot Table cards nearby. Set your Lantern card to the lit side.

Card Layout

Race

  1. Race Name
  2. Armor Class (AC)
  3. HP
  4. Toughness
  5. Strength
  6. Speed
  7. Stamina
  8. Fear
  9. Food
  10. Gold
  11. Starting Gear

Class

  1. Class Name
  2. Skill Type (Sun = Activated, Moon = Passive)
  3. Skill Name & Text
  4. XP Requirement
  5. Class Starting Gear

Dungeon Map

  1. Key
  2. Locked Exit Door
  3. Red Diamond
  4. Green Circle
  5. Yellow Triangle
  6. Entrance Stairs

Resolution Card

  1. Special Location (Soul Shrine, Shop, Blood Altar)
  2. Green Circle Outcome
  3. Yellow Triangle Outcome
  4. Red Diamond Outcome
  5. Event Name
  6. Event Symbol
  7. Event Text
  8. Event Outcomes
  9. HP Modifier
  10. Toughness Modifier
  11. Strength Modifier
  12. Speed Modifier

Enemy

  1. Enemy Name
  2. Enemy Armor Class (AC)
  3. First Attack (1-3)
  4. Second Attack (4-5)
  5. Third Attack (6)
  6. XP
  7. Soul Fragments
  8. Gold
  9. Loot Drop
  10. HP
  11. Toughness
  12. Strength
  13. Speed

Shop

  1. HP Potion
  2. Oil
  3. Soul Fragment
  4. HP Potion
  5. XP Potion
  6. Fear Elixir
  7. HP Potion
  8. Poison Antidote
  9. Food
  10. Gold Cost

Loot Table

  1. Loot Pouch Table
  2. Gold
  3. Common Loot
  4. Food
  5. Potion
  6. Potion
  7. Oil
  8. Loot Chest Table
  9. Uncommon Loot
  10. Food
  11. Potion
  12. Potion
  13. Oil
  14. Soul Fragment

Starting Weapon

  1. Weapon Name
  2. First Attack (1-3)
  3. Second Attack (4-5)
  4. Third Attack (6)

Starting Armor

  1. Armor Name
  2. Toughness
  3. Armor Class (AC)
  4. Durability

Starting Item

  1. Item Name
  2. Card Text

Loot

  1. Loot Name
  2. Loot Type
  3. Rarity & Number
  4. First Attack (1-3)
  5. Second Attack (4-5)
  6. Third Attack (6)
  7. Card Text

Potion

  1. Potion Name
  2. Potion Icon
  3. Number
  4. Card Text

Stat Tracker & Stats

The Stat Tracker has trackers for: 1. HP, 2. Stamina, 3. Fear, 4. Footsteps, 5. Food, 6. XP, 7. Soul Fragment, 8. Gold.

  1. HP: HP is the amount of Hit Points your character has. A character's HP can never exceed the starting HP printed on your Race Card. When your character's HP reaches 0, you lose the game.
  2. Stamina: Stamina may be spent to increase damage during combat. A character's Stamina can never exceed the starting Stamina printed on your Race Card. When you successfully hit an enemy, you may spend up to 3 stamina to inflict 1 extra damage per stamina spent. Stamina can never exceed your current poison level. When you receive poison, your stamina will be reduced if the poison you receive moves down to the same number or lower on your Stamina tracker.
  3. Fear: Fear represents your character's mental fortitude. When your Fear tracker equals or exceeds your character's Fear Threshold, you lose the game.
  4. Footsteps: Footsteps represent your character's movement from one room of the Dungeon to the next. Each time you move the footstep tracker up, your lantern's oil burns and the lantern's light grows dimmer. When your Footstep tracker reaches 10, all subsequent moves will be made in the dark as your lantern has burned out and is now Unlit.
  5. Food: You may eat food to replenish HP and Stamina. Each Food will restore either 1 HP or 1 Stamina, your choice. You may only eat Food when you are not in battle or resolving a Resolution Card. You can hold up to 5 Food at a time. When you unlock the Dungeon Level door and proceed to the next Dungeon Level, any Food you haven't eaten spoils and your Food tracker is reduced to 0.
  6. XP: Enemies will grant the player Experience Points (XP) which are used to unlock your character's Class skills. When your XP tracker equals or exceeds a skill's XP requirement, that skill is permanently unlocked and available to use for the remainder of the game.
  7. Soul Fragment: Defeating certain enemies will grant you Soul Fragments. Combine 5 Soul Fragments at a Soul Shrine and receive a random Soul Crystal. You can hold up to 5 Soul Fragments at a time.

Inventory Slots

  1. Primary Hand: You may equip primary hand loot in this slot. Primary hand loot will have a single hand symbol with the thumb on the right side in the bottom left corner of the loot art. You can hold a primary hand loot and an off-hand loot at the same time. You can't hold a primary hand loot and a two-handed loot at the same time. You can't hold two primary hand loot at the same time.
  2. Off-Hand: You may equip off-hand loot in this slot. Off-hand loot will have a single hand symbol with the thumb on the left side in the bottom left corner of the loot art. You can hold an off-hand loot and a primary hand loot at the same time. You can't hold an off-hand loot and a two-handed loot at the same time. You can't hold two off-hand loot at the same time.
  3. Head: You may equip head loot in this slot. You may only have one head loot equipped at a time.
  4. Body: You may equip body loot in this slot. You may only have one body loot equipped at a time.
  5. Accessory: You may equip accessory loot in this slot. You may only have one accessory loot equipped at a time.
  6. & 7. Potion: You may equip potions in these slots. You may equip up to two potions at a time. When you receive a potions while both potions slots have potions equipped, you may drink the potion you just received or you may replace an equipped potion with the potion you just received.

Gameplay Overview

Exploration Phase

Each turn, move the footstep tracker up by 1 and advance your meeple into an adjacent room on the Dungeon Map. After moving, flip the top card of the Dungeon Deck to its Resolution side. You may either:

  • Resolve this card's outcome and event, or
  • Push Your Luck and discard it, flipping a second card (which must then be resolved).

If you choose to resolve the first Resolution Card, check the color and shape of the symbol that is shown in the room you're in on the Dungeon Map Card. (Green Circle, Yellow Triangle, Red Diamond.) Locate the matching symbol on the Resolution Card and resolve its outcome from left to right.

Next, if the symbol in the Event box also matches, resolve the event portion of the Resolution Card. Roll a 6-sided die to get the outcome of the event.

Lastly, if the Resolution Card has a Shop, Soul Shrine, or Blood Altar symbol at the top of the card, you may choose to resolve it.

Once the Resolution card is resolved, place a clear tracker cube on the room you're in to mark it as "cleared." When you move into a cleared room, you do NOT flip the top card of the Dungeon Deck to its Resolution side. You must still move the footstep tracker up by 1 when you move into a cleared room.

If you choose to resolve the second Resolution Card, you must resolve the outcome in red text. Next, if the symbol in the Event box matches the symbol of the red text outcome, resolve the event portion of the Resolution Card. Roll a 6-sided die to get the outcome of the event.

Lastly, if the Resolution Card has a Shop, Soul Shrine, or Blood Altar symbol at the top of the card, you may choose to resolve it.

Leaving the Dungeon Level

In order to leave the current Dungeon Level and venture deeper into the Dungeon, you must acquire the Key on the current Dungeon Level, use it to unlock the Locked Door (Keyhole Symbol), and proceed to the next Dungeon Level.

The Key for each Dungeon Level is located in the room on the Dungeon Map with the Key printed on it. The Key may be placed in this room on the Dungeon Map or set aside near the Dungeon Map. Once you have resolved the Key room's Resolution Card, take the Key and place it on your Race card to show that you have acquired the Key.

When you have finished resolving the Resolution Card for the room with the Locked Door (Keyhole Symbol), you may use the Key to unlock the Locked Door. Increase the Footstep Tracker by 1, reduce your Food Tracker to 0, and continue to the next Dungeon Level. Remove any Clear Cubes from the current Dungeon Map, set your meeple aside, and discard the current Dungeon Map by flipping it to its Resolution side and placing it in the Resolution Slot.

Set up the next Dungeon Map by increasing the Dungeon Level Tracker by 1, place the top Dungeon Deck card in the Dungeon Map/Level Slot, place your meeple on the entrance stairs, and place the Key in the room on the Dungeon Map with the Key printed on it or place the Key Token nearby.

Resolution Cards

Resolution cards dictate the results of entering rooms and include outcomes like loot, battles, or special events. Resolve these cards based on whether your lantern is lit or unlit:

  • Lit Lantern: Follow the white or red text on the card to the left of the • symbol, if there is one.
  • Unlit Lantern: Follow the black text on the card to the right of the • symbol, if there is one.

Resolution Card Outcomes

  • Gold: Increase your Gold stat by the amount of Gold you acquire.
  • Food: Increase your Food stat by the amount of food you acquire.
  • Oil: Refills your lantern with oil; set your footstep tracker to 0.
  • Loot Pouch: Roll a die and consult the Loot Pouch Table for random rewards.
  • Loot Chest: Roll a die and consult the Loot Chest Table for higher-tier random rewards.
  • Common/Uncommon/Rare Loot: Roll a die and take a corresponding Loot card.
  • Enemies: Encounter an enemy, triggering the Battle Phase.

Battle Phase

  1. Setup Enemy Stats. Flip a number of Dungeon cards equal to the current Dungeon Level to use as Modifier Cards for the enemy's HP, Toughness, Strength, and Speed. Slide the Modifier Cards under the Enemy Card so that only the stat modifiers are visible. Add the Modifier Card stats to the Enemy's stats.

  2. Determine Turn Order. Compare Speed stats. The enemy attacks first if their speed stat is equal to or greater than your speed stat.

  3. Combat Rolls. Roll the black (to-hit) and red (damage) dice together. Compare the to-hit roll to the target's Armor Class (AC). The target is hit if the black die (to-hit) is equal to or greater than the target's Armor Class (AC).

  • Hit: If successful, use the red die to calculate damage based on your weapon's damage chart. Add your Strength stat to your weapon damage. You may spend up to 3 Stamina per successful attack to increase damage by 1 per Stamina spent. Subtract the enemy's Toughness from your total damage and reduce their HP by this amount.
  • Miss: No damage is inflicted.
  1. Enemy Attacks. The enemy follows the same attack process by rolling the black (to-hit) die and red (damage) die, inflicting damage to you if the black (to-hit) die result is equal to or greater than your Armor Class (AC). If the enemy attack hits, combine its attack stat, depending on the red (damage) die roll, with its Strength stat and Strength Modifiers. Armor you are equipped with MUST be used to negate Physical damage inflicted by an enemy. Choose which armor pieces to negate damage for each enemy attack. Armor must be chosen to negate damage before using your Race's innate Toughness stat. Subtract your Toughness, combining your armor Toughness and Race Toughness stat, from the total damage inflicted by the enemy and reduce your HP by this amount. Also, reduce the durability of each armor piece you used to negate damage from an enemy attack by 1. When an equipped armor piece has 0 durability, discard it to the Loot Deck. Combat continues until the enemy or the player is defeated.

  2. Damage Types.

    • Physical: Physical damage is represented by a Blood Drop symbol. Physical damage reduces a character or enemy's HP.
    • Burn: Burn damage is represented by a Flame symbol. Take damage at the start of each of your turns during combat until the burn is extinguished. Reduce your HP by an amount equal to the current burn counter, ignoring your toughness (including toughness granted by equipped loot), and set the burn counter 1 number lower.
    • Poison: Poison is represented by a green Poison Drop symbol. Track poison on your Stamina tracker. The first poison you take is placed on the number that is equal to your Race Cards maximum printed Stamina. If it reaches 0, you lose.
    • Fear: If Fear reaches your Race card's Fear threshold, you lose.

    The Strength stat only increases Physical damage. If the character or an enemy inflicts Burn, Poison, or Fear, its Strength stat will inflict Physical damage; it will not increase the Burn, Poison, or Fear. In this way, a player or enemy can be inflicted with Burn, Poison, or Fear AND Physical damage from one single attack.

Special Locations

  • Soul Shrine: Combine 5 Soul Fragments to create a Soul Crystal.
  • Shop: Spend gold to purchase items. You may only purchase one of each item per shop interaction. The Shop items you have access to depends on the symbol of the room you are in on the Dungeon Map. Match the color of the symbol of the room to the colored banners that hang from the Shop shelves. You have access to the matching shelf and all shelves below it. For instance, if you are in a Yellow Triangle room, you have access to the middle shelf with the yellow banners and also the bottom shelf with the green banners, but not the top shelf with the red banners.
  • Blood Altar: Sacrifice 1 HP to reduce the number of modifiers the final Boss will have by 1 (Bosses have 5 modifiers by default). You may only do this once per Blood Altar. Use a red 6-sided die to keep track of how many Blood Altars you've interacted with.

Shop Example: Since the meeple is in a room with a yellow triangle, the player has access to the middle shelf with yellow banners and the shelf below it with green banners, but does not have access to the top shelf with red banners.

Loot & Potions

  • Loot Rarity: There are 3 rarities of loot: Common (Green), Uncommon (Yellow), Rare (Red).

When acquiring loot, roll a die and take the corresponding item from the deck.

Equip loot in the following slots: Primary Hand, Off Hand, Head, Body, Accessory.

If your loot roll corresponds to a loot you already have equipped:

  • If it is a weapon or accessory, you retain the weapon or accessory.
  • If it is an armor piece, reset the armor's durability to its starting value.

If your loot roll corresponds to a loot that is on the reverse side of a loot you already have equipped, you must choose to either retain the loot you currently have equipped, or equip the new loot instead by flipping the loot card over and placing it in the appropriate inventory slot.

  • Potions: Equip up to 2 potions. Drink potions at any time, even in combat. You may immediately drink a potion that drops from an enemy even if both potion slots have potions equipped. If your potion roll corresponds to a potion you currently have equipped, you get nothing. If your potion roll corresponds to a potion that is on the reverse side of a potion you already have equipped, you must choose to either retain the potion you currently have equipped, or equip the new potion instead by flipping the potion card over to equip the new potion.

Lantern

Your lantern provides light for 10 steps. When you are to explore a new room and must move your footstep tracker up by 1 while your footstep tracker is at 10, your lantern burns out and is Unlit. When moving with an Unlit Lantern, you will now increase your Fear tracker by 1 for each room you move into, rather than increasing your footstep tracker. Refill your lantern by finding oil to reset the footstep tracker to 0.

Boss Battles

When you acquire your third Soul Crystal, a Boss is immediately summoned. The Boss that gets summoned depends on which three colored Soul Crystals you acquired. Bosses receive 5 Modifier Cards, reduced by 1 for each Blood Altar you interacted with. Bosses have unique abilities and powerful attacks. Defeat the Boss to win the game.

Boss Card Layout

  1. Boss Name
  2. Soul Crystals Required To Summon
  3. Armor Class (AC)
  4. First Attack (1-3)
  5. Second Attack (4-5)
  6. Third Attack (6)
  7. Boss Ability
  8. HP
  9. Toughness
  10. Strength
  11. Speed

Lucky Coins

Start with 3 Lucky Coins. You may spend them to increase your to-hit roll or damage roll by 1, or to reroll a to-hit or damage roll for each coin spent by flipping them over to the reverse side. You may spend as many or as few Lucky Coins as you'd like on a single to-hit roll. Coins are a limited resource, so use them wisely.

Example: The black (to-hit) die roll is a 1. There are three unspent Lucky Coins available. Two Lucky Coins are spent by flipping them over to the reverse side. This increases the black (to-hit) die by 2, changing it from a 1 to a 3.

Victory & Defeat Conditions

  • Win: Defeat the final boss by reducing its HP to 0.
  • Lose: Your HP is reduced to 0, Poison reaches 0 on the Stamina tracker, reach your Fear threshold, or fail to collect 3 Soul Crystals by the end of Level 5 (All rooms on level 5 have been explored and cleared).

Extra Rule Clarifications

You keep your Starting Weapon when you equip a Loot Weapon. Your Starting Weapon stays equipped for the entire duration of the game. You may choose to use your Starting Weapon instead of an equipped Loot Weapon when you attack an enemy. Choose which weapon you will attack with before rolling to attack an enemy.

You keep your Starting Armor when you equip a Loot Armor. Once your Starting Armor loses all of its durability, discard it to the Starting Gear slot.

Novice Mode

When setting up enemy stats, flip a number of Dungeon cards equal to the current Dungeon Level, minus 1, to use as Modifier Cards.

Masochist Mode

When setting up enemy stats, flip a number of Dungeon cards equal to the current Dungeon Level, plus 1, to use as Modifier Cards.

  • Gold: You may use Gold to purchase items from the shop and interact with certain Resolution Card events. You can hold up to 10 Gold at a time.
  • Example: The Demon rolls a 6 on the red (damage) die. The Demon's attack will inflict 3 Burn Damage and 2 Physical Damage. The Demon's Strength stat of 2 does NOT increase the Burn damage to 5.

  • Class Skills. You may activate up to 1 Activated Skill (Sun Symbol) on your turn, during battle. Any number of Passive Skills (Moon Symbol) may be activated during a single turn. Passive skills activate when certain conditions are met. You may activate an Activated Skill during the same turn a Passive Skill was activated. Some Activated Skills require Stamina in order to use them. Reduce your Stamina Tracker by an amount equal to the required Stamina cost for the Activated Skill you are activating. Some skills can only be used once per battle or once per Dungeon