Grab cards from any trading card games you have lying around. Draft a party of 3. Navigate the dungeon. Stop the Rift Lord.
For 2–5 players. Recommended decks: Pokémon (creature-heavy), Yu-Gi-Oh!, Magic: The Gathering. Any mix works. Cards are flavor — the DM interprets them.
The table needs 3 different decks to draft from.
A dimensional rift has torn open. Creatures from every timeline are bleeding into a corrupted dungeon. You are champions pulled from your home universe to clear the dungeon, defeat the Rift Lord, and seal the breach.
1. Claim one of the available decks. Fan through it.
2. Pick 3 cards: 1 Champion (your best card) + 2 Support (any mix of creatures or spells).
3. Await further instructions from the DM.
The DM eyeballs every card and assigns a tier. Fast, subjective, final.
| Tier | Die | Resolve | Looks Like |
|---|---|---|---|
| Tiny | d4 | 2 | Small, cute, basic |
| Fighter | d6 | 3 | Solid mid-tier |
| Legendary | d10 | 5 | Champions only |
You cannot use the same card two turns in a row. Rotate through your party.
1 Grit per card from your creature-heavy deck in your party, +1 bonus if your Champion is from that deck. Spend to re-roll any die on one of those cards. Limited for the entire dungeon.
Flash: One-time use. DM interprets effect, then burned.
Rune: Persistent buff. Stays active. DM interprets.
① Declare your active card — Pick one card from your party. Only this card exists for the entire turn — it fights, triggers traps, and takes hits. Your other cards are resting.
② Move — 1 square, adjacent or diagonal.
③ Resolve — Flip the tile, handle what's inside using your active card.
④ Rest — Mandatory. All creatures in your party recover 2 Resolve (a creature already at 0 is gone — no recovery). During rest you may pass the DM a folded note.
Your active card fights. DM draws threat cards and assigns tiers.
| Step | What Happens |
|---|---|
| Roll | Both sides roll their power die. Higher wins. |
| Damage | Loser takes 1 Resolve. Tie = both take 1. |
| Repeat | Until one side hits 0 Resolve. |
Advantage: Thematic edge (water vs fire, holy vs undead)? Roll twice, take higher. DM calls it.
Grit + Advantage can stack. Up to 4 rolls.
| Type | Bypass | Otherwise |
|---|---|---|
| 🌊 Flooded | Water/aqua creatures | Skip next move |
| 🪨 Collapsed | Flying/winged creatures | Blocked — go around |
| 🔮 Arcane Barrier | Burn a Flash Arcana | Blocked — go around |
When someone reaches the boss tile, all surviving players join. The DM reveals the Rift Lord's forms. Work together or fall together.
| Tier | Die | Resolve |
|---|---|---|
| Tiny | d4 | 2 |
| Fighter | d6 | 3 |
| Legendary | d10 | 5 |
Cooldown: can't use same card two turns in a row. Advantage = 2 rolls, take higher. Grit = re-roll (Pokémon). Rest recovers 2 Resolve (0=dead). One card active per turn.
The dungeon stirs. A secret awaits within.
Reference material. Enter the access code.
DUNGEON MASTER ONLY
This section contains every secret code, tile layout, and hidden mechanic. If you are a player, turn back now.
Everything beyond this point spoils the entire game. The map. The encounters. The twist. All of it.
Last chance. Once you enter, you cannot unknow what you see.
Enter the code from the DM