Five bone dice, fifty floors, and every card in the crypt wants something from them. Each floor deals a row of cards. A Ghoul wants any die of 3 or more. A Skeleton Archer wants a pair. A Grave Troll wants two dice adding to 9 or more. Cast your dice, lay them on the cards they answer, and end the turn: every card whose dice fit is answered, and every monster left standing bites. The End turn button tells you how many hearts that will cost before you press it. Twice a turn you can reroll, and a reroll casts every die still in the tray. So lay the ones you want to keep first, and gamble the rest. Answer every monster to clear the floor and go down. Chests, spike traps and carved pumpkins are optional: take them before the last monster falls, or leave them behind. An opened chest pays gold and a choice of three relics, and the relics bend the rules your way: a sixth die, a third reroll, 1s that turn into 6s, a sigil that stops the first bite on every floor. A boss waits on every tenth floor. The Gargoyle wants exactly 15 on three dice. The Lich King stays sealed, and harmless, while another monster stands. Medusa turns the dice laid on her to stone. The Void Wyrm changes what it wants every time you reroll. And on the fiftieth floor, the Crypt Itself gives you one cast and no rerolls. Clear floors without a bite and each clean floor pays more than the last. Your score is the floors, the monsters, the treasure and the gold you carry out. The Daily crypt is the same fifty floors for everyone that day: one ranked descent, and as many practice runs as you like after it. Played with one thumb in portrait, or with the keys (1–6 picks a die, then a card; R rerolls; E ends the turn) or a gamepad. A descent saves at the start of every turn, so you can leave and pick it up later. Everything plays signed out; only the leaderboard needs an account.
Leaderboard
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