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Crypt

Crypt Rulebook

Table of Contents

Table of Contents

  • Components
    • Treasure Cards (48)
    • Collector Cards (6)
    • Servant Dice (12)
    • Player Cards (4)
    • Torch Cards (2)
  • Setup
  • How To Play
    • I. Reveal
    • II. Claim
    • III. Collect
    • IV. Pass the Torch
  • Game End
  • Collectors
    • Flip Icons
    • Idol Collector
    • Jewelry Collector
    • Manuscript Collector
    • Pottery Collector
    • Remains Collector
    • Tapestry Collector
  • Quick Reference
  • Only Child (1-Player)
    • Setup
    • I. Reveal
    • II. Claim
    • III. Collect
    • IV. Pass the Torch
  • Only Child Game End
  • The Book of Variants
  • Game Design

Components

Treasure Cards (48)

Collecting Treasure is the primary way of scoring Coins. The Coin values range from 1 to 4.

There are six types of Treasure. By collecting sets of Treasure you can gain rewards from Collectors.

Each Treasure card shows: the Coin value, the Treasure type, a dice space, and a Setup icon (face-up side).

Collector Cards (6)

Each Collector defines the reward for one of the six Treasure types. By collecting the required number of Treasure cards you can gain bonus Coins at game end or special actions during play. Multiple players can receive the same reward from a Collector.

Collectors have A and B sides with alternate rewards for game variety. You may play with any combination of A and B sides.

Each Collector card shows a Requirement, a Flip icon, a Reward, and a Setup icon.

(For more details about Collectors, go to the last pages of this rulebook.)

Servant Dice (12)

Claim Treasure cards by placing Servant dice on them. Placing higher values may ward off opponents but can leave your Servants exhausted.

Player Cards (4)

Keep your unexhausted Servant dice on your Player card so that all players can see how many Servants you have.

Torch Cards (2)

Starting with the Leader, each player gets one turn to claim Treasure cards by placing Servant dice on them.

The player with the Lights Out card will have the last turn. On the last turn, this player can only place Servants on one Treasure card.

Setup

Remove Treasure cards with the indicated Setup icon(s):

Player CountRemove
1-2III & IV (24 cards)
3IV (12 cards)
4Nothing

Shuffle the remaining Treasure cards and place them face-down.

Place the six Collector cards in a row, choosing either the A or B side for each card. (For your first game, try playing with all of the A sides.)

Each player chooses a Player card and takes the three Servant dice of matching color, placing them on the Player card.

Choose a player to start with the Leader card. In a 3 or 4-player game, the player to their right starts with the Lights Out card. In a 2-player game, one player starts with both Torch cards.

How To Play

I. Reveal

Draw Treasure cards according to the number of players (see table) and place them in a row in the center of play, forming the Crypt.

PlayersFace-upFace-down
1-221
331
442

The first cards drawn are flipped face-up. The last card(s) drawn are kept face-down.

Example of a 2-player Crypt: three Treasure cards in a row — two face-up, one face-down.

II. Claim

Starting with the Leader and continuing to the left, each player performs one of the following actions:

  • Claim Treasure cards
  • Recover all exhausted Servants

Claim: Place any number of Servants onto the desired Treasure cards, choosing any value on the die to designate each Servant's effort. (The higher the value, the more likely your Servant will become exhausted.) You may also place multiple Servants on the same Treasure card as long as they have the same effort value.

Example of Servant dice placement: three Treasure cards, each with a die showing a chosen effort value placed on it.

Subsequent players may claim unoccupied Treasure cards or push an opponent's Servants off of a card by placing dice with a higher total effort value. When pushing out Servants, remove all dice from the Treasure card and return them to their owner.

Pushing out examples:

  • (2) Pushes Out (1)
  • (3+3=6) Pushes Out (5)
  • (4+4=8) Pushes Out (2+2+2=6)

The player with the Lights Out card takes the last turn. When claiming on the last turn, you can only place Servants on one Treasure card. In a 2-player game, the Leader also has the Lights Out card and therefore gets a second turn to claim or recover.

Recover: Take all your exhausted Servants from the box and return them to your Player card.

III. Collect

Discard any unclaimed Treasure into the box.

Roll your Servant dice that are on Treasure cards. As a reminder to the group, verbally state each Servant's effort value before rolling. Each die that rolls less than its effort value is exhausted and placed in the box. (Therefore, dice with an effort value of 1 do not need to be rolled.)

Example: a red die with effort value 3, rolled and showing a result — in this example, one die rolled less than its effort value of 3 and is exhausted. Roll Results: Keep / Keep / Exhaust.

Regardless of dice results, collect all Treasure cards that your Servants claimed. Face-down Treasure is only revealed to the player that collected it.

Place your Treasure face-down in columns, separated by type. You may look at your Treasure at any time.

Example of a player's Treasure: three Treasure cards arranged in columns by type.

Once you have enough Treasure to meet a Collector's requirement, you may access its Reward. (Collectors are always accessible to all players and should not be taken from the center.)

! If all your placed Servants were pushed out, recover your exhausted Servants from the box to your Player card.

IV. Pass the Torch

Pass both Torch cards to the left and repeat phases I-IV.

Game End

When the Treasure deck runs out, complete the round. This ends the game. The player with the most Coins wins.

Players' final scores are determined by adding the following:

  • Coins on Treasure cards (including flipped cards)
  • Bonus Coins from Collectors
  • 1 Coin for each unexhausted Servant die

In case of a tie, each tied player rolls all of their unexhausted Servant dice and adds them together. Re-roll ties. The player with the higher result wins.

Collectors

Flip Icons

Some Collectors' rewards have actions that can be used during play. To use these rewards, flip the required Treasure from your collection face-up. You can access these rewards multiple times as long as you have enough face-down Treasure to meet the requirement. Flipped Treasure is still scored at game end.

Idol Collector

A. During the Collect phase, flip an Idol face-up to re-roll one of your dice. An Idol may be flipped to re-roll on the same turn that it was collected.

B. The first player to collect two Idols flips them face-up and scores 5 bonus Coins at game end. If multiple players collect two Idols on the same turn, each flips their Idols and scores 5 bonus Coins. All subsequent players who collect two or more Idols keep them face-down and score 2 Coins.

Jewelry Collector

A. At game end, players with two or more Jewelry score their highest valued Jewelry twice.

B. At game end, all players score 1 bonus Coin for each Jewelry in their collection.

Manuscript Collector

A. At game end, players with two or more Manuscripts score each of their Manuscripts as 4 Coins instead of the value printed on the cards.

B. At any time, flip one Manuscript face-up to secretly view all the face-down card(s) in the Crypt.

Pottery Collector

A. At game end, players with two Pottery score 2 bonus Coins, three Pottery score 4 bonus Coins, and four or more Pottery score 8 bonus Coins.

B. Before the Claim phase, flip two Pottery face-up to take a face-down card from the Crypt. If there is any dispute about who was first to flip two Pottery, priority is determined by turn order.

Remains Collector

A. At any time, flip two Remains face-up to recover one exhausted Servant die.

B. At game end, players with four or more Remains score 10 bonus Coins.

Tapestry Collector

A. At game end, the player whose combined Tapestries are worth the most Coins scores 5 bonus Coins. Tied players each score the full bonus.

B. At game end, if only one player has three or more Tapestries, they score 7 bonus Coins. If more than one player collects three or more Tapestries, each player scores 4 bonus Coins.

Quick Reference

I. Reveal: Draw Treasure cards.

PlayersFace-upFace-down
1-221
331
442

II. Claim: Place Servants or recover all Servants. On the last turn, you can only place Servants on one Treasure card.

III. Collect: If you roll less than the effort value, exhaust the die. Regardless of the roll result, collect your claimed Treasure. If all your Servants were pushed out, recover your exhausted Servants.

IV. Pass the Torch: Pass Torch cards to the left.

Only Child (1-Player)

Collect as much Treasure as you can before the Ghost of your father reclaims his possessions.

Follow all the rules for a 2-player game with these exceptions:

Setup

Choose a set of dice for the Ghost (automated player).

You start with both Torch cards.

I. Reveal

Arrange the Treasure cards from highest to lowest Coin value. The face-down card is assumed to be 2.5 Coins. If two cards are equal, the first card drawn is placed to the left.

1-player example Crypt: three Treasure cards in a row, arranged highest to lowest Coin value.

II. Claim

On the Ghost's turn, roll his three Servant dice. Dice that rolled the same value are joined; add their values together. A joined pair is always placed before a single die of the same value. (For example, two 3s are placed before one 6.)

Starting with the highest valued die/dice, check the highest valued Treasure card and place dice there if:

  • the card is unclaimed.
  • the Ghost's dice have a higher total value than your dice.

Otherwise, check the next highest card and follow the above steps. Do this for each of the Ghost's dice, setting aside any dice that cannot be placed.

When the Ghost has the Lights Out card and takes his second turn, only roll his dice that you pushed off the Treasure cards. Place only his highest valued die/dice following the same rules.

Ghost's Roll example: the Ghost's 3s are joined and push out your 5. The Ghost's 4 cannot push out your 4, so it pushes out your 2.

III. Collect

Do not roll the Ghost's dice for exhaustion. The Ghost will always play with all three dice.

Any cards that you do not collect are discarded. You may sort or look through discarded Treasure at any time, but if the Treasure was face-down in the Crypt, do not reveal it.

IV. Pass the Torch

Pass both Torch cards as you would in a 2-player game.

Only Child Game End

Compare your score to the results below.

< 30 Coins - The Fool Your father's ghost scolds you and demands you return his treasures.

30 Coins - The Petty You leave the crypt with a handful of trinkets and a sense of guilt.

40 Coins - The Affluent You make a small fortune selling your family heirlooms.

50 Coins - The Magnificent Adorned in your father's treasures, you earn the reputation as the most extravagant monarch in the land.

The Book of Variants

More game variants can be found at RoadToInfamy.com

  • "Conspiring Twins" (Co-op)
  • "Clash of Houses" (6 & 8-player)
  • "Cursed Treasure"

Game Design

Game Design Andrew Nerger & Jeffrey Chin

Illustration & Graphic Design Jeffrey Chin

Tapestry Designs Alex Chin

©2018 Road To Infamy Games. All rights reserved.