Your delvers stand on the dungeon floor. Relics fill the rest.
Draw a path of three or more matching relics. It may begin anywhere on the board, but it must pass beside one of your delvers — that is the only rule about where a line can go.
Two delvers beside the same line? Tap the one you want first. They stay chosen until you pick another.
That delver joins the line and dashes to the far end of it. Draw the same line the other way round and they finish somewhere else — where you end up is your choice, not the board’s.
Ward, Vial and the dash all land on the delver who moved. Picking the line is picking who benefits.
Blade — strikes a foe once for every cell of the line beside it, so bending the line around something hits it twice.
Ward — block for the delver who moved. Block is spent before hit points.
Ember — scorch every foe on the floor, wherever they stand. About half a blade each: it wins on a crowd and loses on one.
Vial — mend the delver who moved.
Coin — take gold. Gold is score, and a five-match pays an extra purse.Surviving foes step toward the nearest delver and strike the weakest one within reach.
While you draw, foes the line will hit are ringed in red; ones only reach or a weapon’s zone catches are ringed in blue.
Every creature is vulnerable to one weapon and shrugs off another, so who rides a Blade line changes what it does. Resistance is never immunity, and Ember ignores weapons entirely — nothing is unkillable because the right delver is down.
The Delver starts on a dagger and earns the rest from chests. Tap him to change weapon — free at the stair, but mid-hall it costs the turn and the hall acts while he rummages.
You find delvers bound in the dungeon — the Lancer on floor 4, the Emberwright on floor 7. Both daily modes hand you the whole party from the first hall instead.
A captive cannot fight and opens no lines until you land a dash on a cell beside them to cut them loose, and a hall will not finish while anyone is still tied up.
If a captive dies, the hall starts over. Foes will strike them if they get there first.
Two casts a floor, between them:
Every kill levels the delver who landed it: more Blade damage, and Ember every third level. Who rides the line is who gets stronger. A delver who goes down stays down — only Rally the fallen, bought between halls, brings them back.
Every hall holds a treasure chest. Open it the way you free a captive — finish a dash on a cell beside it.
A weapon icon on the lid says what is inside before you spend the turns walking there, and whoever opens it gets it — so the question is who should go.
Gold buys upgrades between halls, and every floor gives each delver +2 maximum hit points. Longer lines pay a chain bonus on top of the relic: four is a Long line, eight is Unbroken.
Two of the four modes end a hall with a door instead of a staircase. Stand a delver beside it and they walk out; the hall is done when everybody has.
The door is barred until the hall is finished with you — cut the captive loose, or take the chest, whichever that floor happens to hold. A door you could walk straight to would make everything else in the room optional.
| Today — the same halls for everyone, and they rank | |
|---|---|
| Play today’s dungeon | Five floors, whole party, no door. How deep and how well. |
| Today’s rescue | One hall, whole party, one door. Get everybody out. |
| Endless — your board alone, recorded but unranked | |
| Delve deeper | Start alone and keep going until the party falls. |
| Keep them moving | The same, with a door on every floor. |
Tap any relic, delver or foe on the board to read its card.