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Crypt Rules

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0% found this document useful (0 votes)
33 views16 pages

Crypt Rules

Uploaded by

dbescos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The king is dead.

His last wish was to be


laid to rest in the royal
crypt with all of his prized
possessions, the very same
family heirlooms he once
promised to you and his
other children. Feeling
cheated and betrayed, you
summon your most loyal
servants to help you break
into the crypt and claim
that which is rightfully
yours. Unfortunately, your
siblings had the same idea.

Objective
At game’s end, the player
whose Treasure is worth the
most Coins wins.
Components

Treasure Cards (48)

Treasure type

Coin value

Dice spaces

Setup icon
(Face-Up Side)

The Coin value ranges from 1 to 4.


Coins are added up at the end of
the game to determine the winner.

There are six Treasure types.


Collecting sets of Treasure can
yield bonuses from Collectors.
Collector Cards (6)

Requirement
Flip icon
Bonus
Setup icon

When players have the required


Treasure cards, they access the
Collector’s bonus which may grant
Coins or special abilities. Unless
stated otherwise, multiple players can
receive the same bonus.

The Flip icon indicates that the player


must flip the required Treasure cards
face-up to use the ability.

The Collectors have A and B sides


with different bonuses. You may play
with any combination of these.

Full descriptions of each Collector


are on the last pages of this rulebook.
Servant Dice (12)

Collect Treasure cards by placing


Servants on them. The values indicate
each Servant’s effort. Higher values
may ward off your opponents, but can
also leave your Servant exhausted.

Turn Cards (2)

Starting with the First Player,


everyone will have one turn to place
their Servant dice on the Treasure
cards.

The Last Player will only be able


to place Servant dice on a single
Treasure card.
Setup

Remove Treasure cards with the


indicated Setup icon:

Players Remove
2 III & IV (24 cards)
3 IV (12 cards)
4 Nothing
Shuffle the deck and place it face-
down in the center of the table.

Choose the A or B side for each


Collector (for your first game, try
playing with all of the A sides). Place
them in a row.

Each player takes 3 Servant dice of


matching color.

Roll the dice. The highest roller takes


the First Player card and the player to
their right takes the Last Player card.

In a 2-player game, the highest roller


takes both the First Player and Last
Player cards.
How To Play

I - Reveal

Draw Treasure cards according to the


number of players and place them
in the center of the table, forming
the Crypt. The first cards drawn
are flipped face-up. The last card(s)
drawn are kept face-down.

Players Face-up Face-down


2 2 1
3 3 1
4 4 2

2-player example Crypt


II- Dispatch

Starting with the First Player, allocate


Servant dice onto the Treasure cards,
choosing any value on the die to
designate each Servant’s effort (keep
in mind that the higher the value, the
more likely your Servant will become
exhausted).

You can place multiple dice on the


same card as long as the dice have the
same value.

You do not have to allocate all of your


Servants and may opt to not allocate
any Servants (this is a way to recover
exhausted dice).
Play continues to the left. Subsequent
players may push an opponents’ dice
off of a Treasure card by placing dice
with a higher total value. Return any
pushed out dice to their owner.

Finally, the Last Player may only


allocate Servants to one Treasure
card.

In a 2-player game, the First Player


also has the Last Player card and
therefore gets a second turn. Any dice
that were pushed off may be placed
on the second turn.
III- Roll

Starting with the First Player, roll


your dice that are on Treasure cards,
one at a time. As a reminder to the
group, verbally state the Servant’s
effort level before rolling each die
(Servant dice with an effort level of 1
do not need to be rolled).

Each die that rolls less than its effort


level is exhausted and placed in the
box
IV- Collect

Regardless of the dice results, always


claim any Treasure cards that your
Servants occupied. You may look
at any face-down cards that you
claimed. Keep Treasure in face-down
in columns, separated by type.

Any unoccupied Treasure cards are


discarded.

V- Recover Servants

Players that did not gain a Treasure


card in the Collect phase recover all
of their exhausted Servants.

VI- Pass the Torch

Pass the First and Last Player cards to


the left and repeat Steps I-VI.
Game End

When the Treasure deck runs out,


complete the round and then the
game ends. The player with the most
Coins wins.

Players’ final scores are determined


by adding the following:

• Coins on Treasure cards

• Bonus Coins from Collectors

• 1 Coin for each unexhausted


Servant die.

Tiebreakers

1. The player with more


unexhausted dice wins.

2. The player with more Coins


from Collectors wins.

3. Roll dice. The player with the


higher result wins.
Idols

A. During the Roll Phase, flip one


Idol face-up to re-roll a die. An Idol
cannot be flipped to re-roll on the
same turn that it was collected.

B. The first player to flip two of their


Idols face-up scores 4 Coins at game
end. If multiple players collect two
Idols on the same turn, both flip their
cards and score 4 Coins at game’s end.
All subsequent players who collect
two or more Idols keep their cards
face-down and score 2 Coins.

Jewelry

A. At game’s end, players with two


or more Jewelry score their highest
valued Jewelry twice.

B. At game’s end, all players score 1


additional Coin for each Jewelry in
their collection.
Manuscripts

A. At game’s end, players with three


or more Manuscripts score all 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 the face-
down card(s) in the Crypt.

Pottery

A. At game’s end, players with two


Pottery score 2 Coins, three Pottery
score 5 Coins, and four or more
Pottery score 9 Coins.

B. Before the Dispatch phase, flip


two Pottery face-up to take any card
in the Crypt. If there is any dispute
about who was first to flip two Pottery,
priority is determined by turn order.
Remains

A. At any time, flip two Remains face-


up to recover all of your exhausted
dice.

B. At game’s end, players with four or


more Remains score 12 Coins.

Tapestries

A. At game’s end, the player whose


Tapestries are worth the most Coins
scores 5 Coins. Second most scores
2 Coins. Tied players score the full
bonus. If tied for first, no second
place is awarded. You need at least
one Tapestry to score.

B. At game’s end, Coins are scored


based on the number of players with
two or more Tapestries. If there is
only one player, they score 6 Coins;
Two players each score 4 Coins; Three
players score 2 Coins; Four players
score no Coins.
Phase Reference
I. Reveal: Draw Treasure cards.
Players Face-up Face-down
2 2 1
3 3 1
4 4 2

II. Dispatch: Each player gets 1 turn to


place dice. Place dice with higher total
value to take over a card. Last player can
only place dice on one card.
III. Roll: If roll is less than your effort,
exhaust the die.
IV. Collect: Regardless of roll,
everyone takes their Treasure cards.
V. Recover: If you did not take any
Treasure, get all your dice back.
VI. Pass the Torch: Pass First and
Last Player cards to the left.

Game Design
Andrew Nerger & Jeffrey Chin
Illustration & Graphic Design
Jeffrey Chin
Tapestry Designs
Alex Chin
©2018 Road To Infamy Games.
All rights reserved.

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