Dungeon Crawl

A game of armor, avarice, and things that live in the dark
for 2 to 5 delvers
Rulebook · Second Edition
The night it was scattered

It was all in one place once. Eight hundred years of it — crowns, bands, bracers, the whole hoard of a house that had spent centuries taking beautiful things off people who could no longer object. It was catalogued. There was a room with a ledger in it.

The ledger survives. The room does not. What the ledger records is that on a night in late autumn the hoard left the house in the hands of roughly ninety people, none of whom were working together, all of whom went a different way. Forty of them were dead inside a month. The things they carried kept going.

Nobody has seen two pieces of the same set in one room since.

Read this, deal, and start

Quick play

Everything here is enough to play a whole game. The rest of the book is for when someone asks a question.

The goal
Collect complete armor sets. A complete set is attuned. 2–3 players: attune five sets to win. 4–5 players: four.
Setup
Shuffle and deal five cards to each player. The rest is the deck, face down within reach of everyone. Give each player two dice — they only ever track damage on a monster, and the two biggest monsters have more health than one die can hold.
Your turn
Draw two cards, then take up to three actions. If you start your turn with no cards at all, draw five instead.
Every action
Play one card, for one of three reasons:
Equip — play a piece of armor to your board. Matching pieces build a set, and a completed set can also wear a Set Bonus and an Enchant.
Defend — play any non-armor card face up to your HP pool. It is worth the HP printed on it.
Battle — play a spell, an attack, or a monster. Do what it says.
Your HP pool
Every card has an HP value in the corner. Any card except armor can go to your HP pool for that much HP. Armor never goes to your HP pool — armor is the thing you are trying to keep.
Attacking
Use your armor to attack. An attack destroys your target's HP pool first: they discard from it until the damage is covered, and those cards are gone — you do not gain them. Only once their HP pool is empty does an attack reach their armor, and that armor goes to your board.
Ending your turn
You cannot end a turn holding more than seven cards. Discard down. Then any monster sitting on you does its worst.
Winning
Attune your target number of sets. A Dragon on you stops you winning while it lives.
One tip
Keep your HP pool stocked. Armor with nothing in front of it is the easiest loot on the table.
Everything a card does is printed on the card. Where a card and this book ever disagree, the card is right.
Part one — learning it
The place

The locals call it the Undercroft, which is what you call a place when you would rather not name it. It is not the only way down. It is the only way down that people keep coming back to, because three separate ledgers agree that a great deal of the hoard went in this direction and a great deal less has come out.

On any given morning there are eleven or twelve delvers at the mouth of it. They do not speak. They are not a party and they will not become one. Each of them has worked out that the others are useful right up until the moment they are carrying something worth having, and each of them assumes the others have worked out the same thing.

They all go in anyway. That is the part outsiders never understand.

IYour first game

This section is not rules. It is what to do with them.

Dungeon Crawl is a race to build. Everything else in the box — the spells, the monsters, the attacks — exists to slow down whoever is winning. If you play your first game concentrating on hurting people, you will lose to someone quietly equipping armor while you do it.

What you are actually trying to do

Collect armor in matching sets and complete them. A complete set is attuned and counts toward winning. Nothing else counts toward winning.

Sets come in three sizes. Two-piece sets are quick and cheap. Four-piece sets take real commitment and hit like a falling building. Most of the deck is somewhere in between.

A good first turn

You have five cards. Draw two, so seven. Now take three actions, and the honest answer is usually the boring one:

  1. Equip any armor you haveEven one loose piece. Armor is the only thing that wins, and it is also what you attack with.
  2. Equip a second piece — ideally the same colorTwo pieces of one two-piece set is a finished set on turn one. It happens more often than you would think.
  3. Defend with something you cannot useA spell you do not want, a monster you have nowhere to send. Played face up to your HP pool it is worth its HP, and your HP pool is what stands between someone's attack and your armor.

That is a good turn. It is not exciting. You will have exciting turns later, and most of them will be turns where someone else lost something.

The three mistakes everyone makes once

One

An empty HP pool. Your HP pool is the wall in front of your armor. An attack destroys all of it before it can touch a single piece of armor. With nothing there, the first attack that lands strips armor straight off your board — and armor is the game.

Two

Hoarding a hand of good cards. You cannot end a turn holding more than seven, and what you discard is gone. Cards are worth more played than admired.

Three

Completing a set and relaxing. A finished set is the most attractive thing on the table. It is also the only thing an Overpower can take whole, and it is where a Set Bonus can be attached — which makes it more attractive still. Finishing a set does not make it safe. It makes it a target.

If you remember one thing: your HP pool protects your armor, armor wins the game, and attacks turn one player's armor into another player's armor. Everything else is detail.
Part two — the rules
The night before

He paid for the room in advance, which the innkeeper noted, because men going down rarely bother.

He did not drink. He did not sleep much. Some time after two he came down and sat by the banked fire with his kit laid out on the table in front of him — rope, candles, the oilcloth, the food, the knife — and looked at it, and packed it away, and then laid it all out again in the same order. He did this four times. The innkeeper watched from the stairs and did not interrupt, because there is nothing you can say to a man doing that.

At first light he packed it a fifth time and left without eating. He had not asked the innkeeper a single question about the way down, which meant he already knew, which meant this was not his first time.

That is the part worth understanding. He had done it before. He still counted everything four times.

IISetup

  1. Shuffle the deckOne deck, all 147 cards.
  2. Deal five cards to each playerHeld in hand, kept private.
  3. The deck goes in the middleFace down, within reach of everyone. Discards go face up beside it. If the deck ever runs out, shuffle the discards and carry on.
  4. Give each player two diceThey only ever track damage on a monster. Two of the five monsters have more health than a single die can hold.
  5. Check how many sets you needTwo or three players: five attuned sets to win. Four or five players: four.
  6. The youngest delver goes firstPlay passes to the left.
The descent

From a journal recovered eleven days after it stopped.

First day. Down to the second gallery. Cold. Ate half the bread.

Second day. Found a bracer, olive-green, heavier than it looks. Ate the rest of the bread.

Third day. Passed a man coming up. Neither of us said anything. He was carrying something under his coat and I was carrying something under mine.

Fourth day. The stairs stopped going in one direction.

Fourth day. I have written fourth day twice. I am going to keep going.

IIIYour turn

A turn has three parts and only the middle one takes any thought.

  1. Draw two cardsIf you begin your turn with an empty hand, draw five instead.
  2. Take up to three actionsYou may take fewer. You may take none.
  3. Discard down to seven, then monsters actYou cannot end a turn holding more than seven cards. Settle to the limit first — a monster on you does its worst after that.

What an action buys

One action plays one card, one way:

ActionWhat it does
EquipPlay an armor card to your board, in its set.
DefendPlay a non-armor card from your hand face up to your HP pool, worth the HP printed on it. Armor never goes to your HP pool.
AttackPlay an attack card, using armor you own.
CastPlay a spell. Most cost one action; three cost two; one costs none. The card says.
AttachPlay a Set Bonus or an Enchant onto a set you have completed.
SummonPlay a monster card onto another player.
Action costs are printed on the card and nowhere else. Life Tap costs no action. Resurrection, Time Warp and Decimate cost two. Everything else costs one.

Things that change the numbers

  • Kael the Duelist gives their holder four actions instead of three.
  • A Warlord on you cuts you to two actions.
  • Selene the Archmage draws an extra card at the start of their holder's turn.
  • Rowan the Ranger cuts everyone else's hand limit to six. Rowan's own holder keeps seven.
What a delver carries

Recovered inventory. The body was four days old and had not been robbed, which tells you something about where it was found.

Rope, forty feet, unused. Two candles. A knife with a broken point. Three days of food eaten down to one. A folded square of oilcloth. A stoppered jar of something that had gone bad. A child's copper bracelet, not from any set, not worth anything. One gauntlet, frost-blue, worth more than the house he grew up in. A second gauntlet would have made it worth more than the street.

He was found with the first gauntlet on his hand and the second nowhere at all.

IVYour board

Everything you own sits in one of three places, and the difference matters constantly.

WhereWhat it isCan it be taken?
Your handPrivate. Maximum seven cards. Only by specific spells.
Your HP poolCards played face up for the HP printed on them. This is the HP you lose damage from.Yes — this is what damage destroys first.
Your armorEquipped pieces, arranged in sets, plus any Set Bonus or Enchant attached to them.Yes — but only by an attack or a theft.
A card in your HP pool is HP, not a card. You cannot cast it, equip it or play it. Life Tap takes one back into your hand; Corvin the Warlock lets their holder play one directly, once a turn — but never a reaction and never an HP card. Nothing else plays out of it.
The Nightfall Band

Four rings. Worn together they are the most dangerous thing anyone has carried out of the dark in living memory, and worn in any smaller number they are four unremarkable rings that a pawnbroker would price by weight.

This is why the Band moves the way it does. A delver who finds one keeps it and says nothing. A delver who finds two starts making decisions they would not otherwise make. A delver who finds three has, by every account we have, stopped being interested in coming back up at all — and the accounts we have are secondhand, because none of them came back up.

The fourth ring has been described twice, sixty years apart, by people who each believed they were the first to see it.

VArmor and winning

There are ten armor sets. Each is a color, and each takes a fixed number of pieces.

PiecesSets
TwoAmulet of the Archmage, Earthbinder's Girdle, Ironbound Bracers
ThreeArchbishop's Mantle, Frostbite Gauntlets, Glimmerstep Slippers, Stormweaver Cloak, Verdant Chestplate
FourInfernal Crown, Nightfall Band

A set with all its pieces is attuned. Attuned sets are what you count to win, and an attuned set hits far harder than an unfinished one.

Winning

PlayersAttuned sets needed
2 or 3Five
4 or 5Four

You win the moment you reach the target. There is one exception: a Dragon on you stops you winning while it lives, no matter how many sets you have. You keep the sets. You do not get the win until the Dragon is dead.

Wild armor

  • Shifting Armor names two sets and counts as a piece of either. Choose when you equip it.
  • Mimic Armor counts as a piece of any set — but a set may only ever hold one Mimic, and a Mimic is worth 0 HP, so no attack can ever take one to cover damage.
First blood

They met at a doorway too narrow for two. Neither had said a word to another living person in six days. One of them had a chestplate, green, complete; the other had nothing but a knife and a very clear understanding of what a complete chestplate is worth on the surface.

What the survivor said afterward, and he said it without much feeling, was that there had been no decision to make. He had not gone down there to make friends. Neither had the other one. The only question was which of them worked that out first.

He was wearing green when he said it.

VIAttacking

You attack with an attack card from your hand, and an attack card does nothing unless you own armor from one of the sets it names. Your armor is your weapon.

One card attacks without any armor at all: Improvise can be cast as a bolt for 2 damage. It is a real attack — it reaches armor like any other — and it is the only way to hit someone on a turn where you own nothing.

How much damage

The damage is whatever that set is currently worth — which depends on how many pieces of it you have equipped. One piece of the Nightfall Band deals 1. All four deal 16.

This is why attacking early is weak and attacking late is devastating. Your armor is both your win condition and your weapon, and it gets better at both jobs at the same time.

Who it hits

  • A paired attack card names two sets, and hits every other player for the full amount.
  • A Wild Attack works with any set you own, and hits one player you choose.

Attacking a monster

If a monster is sitting on you, your attacks can only be aimed at it — you cannot reach other players at all. Damage on a monster accumulates across turns; track it with your dice. Excess damage is wasted, not carried.

Killing a monster draws you cards: nothing for a Goblin, one for a Brute, two for an Ogre or a Warlord, three for a Dragon.

Spoils

Taken from the body of Aleth Warring, whose name we know only because she had it stitched into her coat.

One pauldron, orange, chased with silver. One pauldron, orange, matching. One clasp, orange, which completes them. A cloak-pin she had clearly worn since before any of this. Eleven coins. Her boots.

The pauldrons and the clasp were seen four days later on a delver called Renn, who was not the man who took them, and who paid for them without asking a single question about where they had been.

The cloak-pin was left where it fell. It was not worth anything.

VIIWhat an attack takes

This is the most important page in the book.

When an attack lands on you, you lose cards to cover it. What you lose is decided in a fixed order.

  1. Your HP pool, in fullEvery card in it goes before anything else can be touched. If your HP pool alone covers the damage, you choose which cards to discard — and any excess HP on those cards is simply lost.
  2. Then your armorOnly once your HP pool is completely empty. You choose which armor cards go, and you may mix pieces from different sets freely.

The order inside a set

Within any one set, things leave in a fixed order and you cannot reach past them:

OrderWhat goes
FirstThat set's Enchant
ThenThat set's Set Bonus
ThenIts armor pieces

The order is per set, not across the table. A bare set's pieces are free to take while another set of yours still has an Enchant on it. You simply cannot skip over a fitting to get at the pieces underneath it in that same set.

You cannot deliberately give up more armor than the damage. Once your armor selection covers it, you cannot add more. Your HP pool is not protected the same way — you may discard a bigger card than the damage needs, and the excess HP is simply lost.

Where it goes

  • Armor taken by an attack goes onto the attacker's board. This is the whole engine of the game: your armor becomes their armor.
  • A Set Bonus or Enchant taken by an attack gets fitted to one of the attacker's attuned sets — and they choose which. If they have no legal set for it, it drops into their HP pool instead.
  • HP lost to an attack is discarded, not gained by the attacker. Only two spells — Siphon Life and Soul Harvest — send the HP to the caster's own HP pool instead, and both say You keep the HP on the card.

Two consequences worth knowing

A set that breaks drops its fittings

If losing a piece takes a set below complete, any Set Bonus and Enchant on it fall into your own HP pool. You keep them, as HP — but they are no longer attached to anything, and they are now the next thing an attack can take.

Damage you cannot cover simply evaporates

If you have nothing left — no HP pool, no armor — the rest of the damage does nothing. There is no debt and nothing carries over.

Damage that is not an attack cannot touch armor at all. It comes off your HP pool only, and stops when that runs out. Every spell that works this way says (HP pool only) on its face. A monster's damage works the same way, though the Brute's card does not carry the label.
How harm compounds

A surgeon's notes. The patient walked in.

Left arm broken in two places, both old, both badly set by someone in a hurry. Three ribs. Burn across the back of the neck consistent with something that was not fire. He tells me he has been down eleven times and that the first ten were worse.

What is remarkable is not the injuries. It is that he is wearing a breastplate he says he took off a man who was wearing it when he died, and that under the breastplate there is almost nothing wrong with him at all. The armor took what should have killed him. Twice, he says, it took nearly everything and left him almost none of it.

He asked me to be quick. He is going back down on Thursday.

VIIIThe damage order

When several things modify one attack, they resolve in this order, always:

  1. DoubleTwinstrike and Amplify Magic.
  2. AddCataclysm's extra 4.
  3. HalveAldric the Paladin first, then Block. Each halving happens separately.
Round down every time, and there is no minimum. Damage reduced to zero simply does not land.
Worked example

A two-piece Amulet of the Archmage attack is worth 12.

The attacker has Amplify Magic up, so it doubles to 24. Their set carries Cataclysm, adding 4 — 28.

The defender holds Aldric the Paladin, halving it to 14, and has Block in play, halving it again to 7.

An attack that started at 12, was doubled and boosted to 28, lands for 7.

If you are the one who doubled an attack and it barely dented someone, you were counter-picked, not cheated. Aldric and Block are the two cards in the game that make a big number small.
Wards and refusals

The story goes that a woman called Sethe stood in the fourth gallery with something enormous coming down the passage at her, and said no.

Not shouted. Not cast, in the way people mean when they say cast. She is supposed to have simply refused it — the way you refuse a debt you never agreed to — and the thing in the passage stopped, and considered her, and went a different way.

Nobody has ever been able to name the person who saw this. The story arrives always at one remove: a man who knew her, a woman whose brother was there. What everyone agrees on is that it worked exactly once, and that Sethe never spoke about it, and that she never went back down.

IXDefending

Two cards let you answer a spell the moment it is cast, on anyone's turn.

CardWhat it does
CounterspellCancels the spell entirely, for everyone — including anyone else it was going to hit.
Divine ShieldNegates the spell's effect on you only. Everyone else it targets is still hit.
Reactions are free on someone else's turn. On your own turn, playing one costs an action.

The exchanges that come up

  • A caster whose spell gets Counterspelled may play Divine Shield on the Counterspell, and their spell resolves anyway.
  • An attack from a set carrying Unstoppable cannot be countered or negated at all. Nobody gets to react.
  • An attack from a set carrying Cataclysm hits everybody, so everybody gets to react — and a single Counterspell from any of them cancels the whole thing.

Block

Block is not a reaction. It is cast on your own turn, and until your next turn all damage to you is halved, rounding down. Then it is discarded. You may cast it even while a monster is on you, because it only affects you.

Vex the Rogue

If anyone casts a spell against Vex's holder, that holder steals a random card from the caster's hand. This happens whether the spell worked or not.

The dark

Five accounts of the same thing. They were collected separately.

“Big as a cart. Never made a sound.”

“It made a sound the whole time. That was the worst of it.”

“There were two. I am certain there were two.”

“It let me go. I have thought about why for four years and I have nothing.”

“It was not interested in me until I picked the bracer up. Then it was very interested in me.”

That last one is the only detail all five agree on, though only one of them says it outright.

XMonsters

You do not fight monsters. You play them onto other people, and then those people have to deal with them.

Summoning one

Playing a monster costs one action. Two things must be true:

  • Your target has at least as many attuned sets as the monster requires.
  • Your target does not already have a monster. One monster per player.
You cannot summon a monster at all while one is sitting on you.
MonsterHealthNeedsWhat it does to themKill reward
Goblin2 Nothing but the cage itself.
Brute41 set 1 damage at the end of their turn.1 card
Ogre62 sets They discard a card of their choice at the end of their turn. 2 cards
Warlord83 sets They may only take two actions per turn.2 cards
Dragon123 sets They cannot win while it lives.3 cards

The cage

While a monster is on you, you cannot target other players at all — no attacks at them, no spells at them, no monsters onto them.

You may still equip, defend, attach, and cast exactly these: Improvise (which bolts your monster instead of a player), Amplify Magic, Life Tap, Hunter's Mark, Resurrection, Time Warp, Block, and your two reactions — Counterspell and Divine Shield. Every other spell is shut off until the monster is dead.

To get out, attack the monster. Damage accumulates until it dies.

Torm the Beastwarden is the answer to all of this. Monsters on Torm's holder lose their effects entirely, and that holder deals double damage to monsters. A Dragon on a Torm holder does not even stop them winning.
Corvin

Corvin the Warlock is two hundred years dead, or he is not. The accounts cannot agree, and they disagree in a specific and unhelpful way: everyone who claims to have met him recently describes a man matching a portrait painted before their grandparents were born.

What nobody disputes is the armor. He left a full suit behind — not scattered pieces, a matched set, made for him and fitted to nobody else. It has been assembled twice since he went missing. Both delvers who wore it were asked what it was like, and both answered the same way, and the answer was not about how it looked or what it was worth.

They said it fit.

XISet Bonuses and Enchants

Set Bonuses — the eight

A Set Bonus attaches to one complete set of yours, and each has a minimum set size it will accept. One Set Bonus per set.

Each of the eight left a suit behind. A set carrying their Bonus is understood to be theirs.

BonusNeedsEffect
Pell the Tinker2+Once per turn, free: discard a card, then draw a card.
Torm the Beastwarden2+Monsters on you lose their effects. You deal double damage to monsters.
Corvin the Warlock3+Once per turn, play a card directly from your HP pool. Costs one action.
Kael the Duelist3+You may take four actions per turn.
Rowan the Ranger3+Opponents may only hold six cards in hand.
Selene the Archmage3+Draw an extra card at the start of your turn.
Aldric the Paladin4+Damage against you is halved, rounding down.
Vex the Rogue4+When a spell is used against you, steal a random card from the caster's hand.
Only two sets in the game have four pieces — the Infernal Crown and the Nightfall Band. Aldric and Vex have nowhere else to live.

Enchants

An Enchant goes on a complete set that already carries a Set Bonus. One per set.

EnchantEffect
TwinstrikeAttacks with this set deal double damage.
UnstoppableAttacks with this set can't be countered or negated.
CataclysmAttacks with this set hit every player for an extra 4.
SoulboundThis set can't be stolen.
Set Bonuses and Enchants are armor. They can be taken by an attack like anything else — and they go first, before the pieces underneath them.
Thieves

There is a man in the coast towns who has never been below the second gallery and has never once drawn a weapon, and who owns, by the most careful reckoning anyone has managed, pieces of six different sets.

His method is not complicated. He waits at the places delvers come up, and he is pleasant, and he is patient, and he is there on the day somebody comes out with three of something and needs a bed, a meal and a person who will not ask questions. He has never taken anything by force. He has never had to.

The people he has taken from mostly do not describe it as being robbed. That is the part that should worry you.

XIIStealing

Three cards move armor without dealing any damage at all. Theft is not an attack, so it never touches anybody's HP pool — it moves armor directly.

CardWhat it doesLimit
PickpocketSteal one armor piece.Not from an attuned set.
Mind ControlSwap one of your armor pieces for one of theirs.Neither piece may come from an attuned set.
OverpowerSteal an entire attuned set, with its Set Bonus and Enchant.Attuned sets only — and not a Soulbound one.
This is why finishing a set is not the end of the story. An unfinished set is exposed to Pickpocket and Mind Control; a finished one is exposed to Overpower. Soulbound is the only card that closes the door entirely.
Part three — answers

XIIIWait, can I…?

The questions that actually come up at a table, answered in one line each.

Attack with an unfinished set?
Yes. One piece is enough. It just deals far less.
Attack with no armor at all?
Yes, but only with Improvise, which bolts for 2. Attack cards need armor from one of the sets they name.
Take fewer than three actions?
Yes. You may take none at all.
Choose to lose armor instead of HP?
No. Your HP pool empties completely first, every time.
Give up more armor than the damage, to dump a piece I dislike?
No. Once your armor selection covers the damage you cannot add to it.
Discard more HP than the damage needs?
Yes, and it happens by accident all the time — a 5 HP card covering 2 damage still costs you all five. Your HP pool has no such guard.
Skip past an Enchant to give up a piece instead?
No — not within that same set. Enchant, then Set Bonus, then pieces. Other sets are unaffected.
Play an armor card to my HP pool for its HP?
No. Armor pieces and wild armor are the only cards that cannot go there — equipping is the only thing you can do with them. Set Bonus and Enchant cards can, because they are not armor until they are attached.
Play a card out of my HP pool?
Only with Life Tap, which returns one to your hand, or Corvin the Warlock, once a turn. Corvin cannot play reactions or HP cards out of it — reactions come from your hand, and an HP card there is already doing its job.
Attack another player while a monster is on me?
No. You may only strike the monster until it is dead.
Cast Block with a monster on me?
Yes. It only affects you, and anything that only affects you is allowed.
Carry leftover damage from a monster to the next one?
No. Excess is lost.
Summon a monster onto someone who already has one?
No. One monster per player.
Summon a monster while one is on me?
No.
Complete a set with two Mimics?
No. One Mimic per set.
Take a Mimic with an attack?
No. A Mimic is worth 0 HP, so it can never be discarded to cover damage.
Attach a Set Bonus to an unfinished set?
No, and it must also meet the bonus's minimum set size.
Attach an Enchant to a set with no Set Bonus?
No. Bonus first, then Enchant.
Attach two Set Bonuses to one set?
No. One each.
Keep my Set Bonus if the set breaks?
Yes, but not attached — it falls into your own HP pool, where an attack can take it.
React on my own turn?
Yes. It costs one action. On anyone else's turn it is free.
Counterspell an Unstoppable attack?
No. Nobody may react to it at all.
Counterspell a Cataclysm attack aimed at someone else?
Yes — it hits everyone, so everyone may react, and one Counterspell cancels all of it.
Win with a Dragon on me?
No. You keep the sets; you do not get the win until it is dead. Unless you hold Torm the Beastwarden.
Get hurt when I have nothing left?
No. Damage you cannot cover simply evaporates.
Steal from a finished set?
Only with Overpower, which takes the whole thing. Pickpocket and Mind Control cannot touch an attuned set.
Run out of deck?
The discard pile is shuffled and becomes the new deck.

XIVGlossary

Action
What playing a card costs. You have three a turn. Most cards cost one; the card always says.
Armor
Equipped pieces on your board, plus any Set Bonus or Enchant attached to them. All of it can be taken.
Attack
Damage that reaches armor. It empties the HP pool in full first.
Attuned
A set with all its pieces. Attuned sets are what win the game.
Damage
HP you are forced to lose from your HP pool, and there it stops — unless it is an attack, which goes on to damage your armor.
Deal / take
The only two words this game uses for damage. A card deals it; a player takes it.
Defend
Play a non-armor card face up to your HP pool, worth the HP printed on it. Armor can never go there.
Enchant
A fitting on an attuned set that already carries a Set Bonus. Counts as armor.
Halving
Double, then add, then halve. Round down each time. There is no minimum.
HP pool
Your face-up cards. Your HP, and what damage comes off first.
Lose
HP goes from your HP pool to the discard pile. Nobody gains it.
Mimic
Wild armor that counts as any set. One per set, and worth 0 HP.
Reaction
A card played out of turn in answer to a spell. Free unless it is your turn.
Set Bonus
One of the eight, attached to an attuned set big enough to carry them. Counts as armor.
Spell
Any Spell, Spell Attack or Monster card.
Steal
Moving armor without damage. Only Pickpocket, Mind Control and Overpower do it.
Strike
Using an attack on the monster sitting on you rather than on a player.
Summon
Playing a monster onto another player.
The marks

Some pieces carry a small mark near the inside edge. Three strokes, or four, cut rather than cast — added later, by hand, by somebody who was not the maker.

The same mark is on a bracer in a private collection in the coast towns, on a gauntlet that has not left the Undercroft in sixty years, and on the inside of a door in the eleventh gallery that nobody has opened.

They mean nothing in this edition. Ignore them. They have no effect on play whatsoever and you may treat them as decoration.

Somebody put them there on purpose.

There is more of this. The world above is a fraction of what has been written down about the Undercroft, the houses that lost the hoard, and the eight who go down there for reasons of their own. A full account is being assembled. If the lore in this book was the part you kept reading, that book is being written for you.
Dungeon Crawl — rules, second edition. Card text in this book matches the card faces exactly; where the two ever disagree, the card is correct.

Every name in this edition is a placeholder and will change before print.

Dungeon Crawl

Pull up a chair.
3 delvers → first to 5 attuned sets
Difficulty
Knows what it is doing. Misses the clever lines.
or
Deck
Discard

Chronicle

What’s new

Changes since you last played, open at the top. Every earlier build is still here — folded up below, click any of them to read it. This box opens by itself once when there is something new; the What’s new button on the title screen brings it back any time.