Connects through free public game relays — no accounts, works across any networks with internet. One of you hosts and shares the 4-letter code; the other joins. (Inside the Claude app preview this may be blocked — download the file and open it in a normal browser tab.)
A two-player race in two acts: draft a dungeon of 15 tiles, then escape it faster — and richer — than your rival. New here? The Learn to Play tutorial on the main menu walks you through a short guided game.
Each player begins with 1 ♥ health, 2 ⚗ mana, 0 ¤ gold, and one Starter Spell (re-roll a die or +1 to a roll, once, then it’s gone). The 40 dungeon tiles are shuffled; six form the market. Fate chooses who drafts first.
A market tile’s cost in time equals its slot number: slot 1 costs 1 time, slot 6 costs 6. Whoever is furthest back on the time track drafts next — so cheap picks can chain you several drafts in a row while a rival who splurged waits (if markers tie, the one who arrived last acts). When a tile is taken, the row slides left and a new tile fills slot 6.
Deep slots pay gold: drafting from slots 4–5 grants +1 gold on the spot, and slot 6 grants +2 gold. Speed or riches: that is the draft’s question.
Drafted tiles fill your dungeon in reading order — left to right, top to bottom, no rearranging — so order is strategy: many rooms affect “the next room” or “the previous room.” The moment you draft a tile you also gain the resource shown in its text box (☾ moon is your choice of any resource: gold, health, mana, or a spell drawn from the spellbook).
When your 15th tile is placed, your meeple immediately enters room 1 (activating it!) and the race begins for you — but the time track stays in play: every dungeon action you take (moving, staying, even an extra turn) moves your time piece 1 space, while your rival keeps drafting at normal slot costs. Whoever is furthest back still acts next, so a racer sprints several rooms while a rival splurges on an expensive tile — and a drafter grabbing cheap tiles keeps pace. Only when both players are underground does the track fade away and turns simply alternate.
On your turn: cast any spells you wish, then move one room forward and activate it. Escape by moving off room 15.
⚔ Monsters: roll a D8 and meet the target number; spells can add attack or re-roll. Beat it and its full points are yours. Fail, and choose: lose 1 health and stay to fight again next turn for full value, or lose 2 health to move on — the monster keeps only half its points (rounded down), permanently. Every failed attempt draws blood, so grinding a tough monster is its own risk.
⛃ Treasures: a small gain now, or stay next turn for a bigger haul. You get the bigger haul immediately; the stay is the price, and the room does not trigger twice.
☠ Traps: suffer the effect — pay resources, get stuck, or watch a room ahead collapse. An EMPTY room does nothing when entered and scores zero.
◈ Rooms: strange magic — extra turns, curses, bargains, swaps, and effects that reach into neighboring rooms.
Staying (from any source) is always shown by your ghosted meeple and a badge — that turn is spent standing still.
Spells cost ⚗ mana to cast. Each spell may be cast once per turn — unless its text says exhaust (usable once per game, then flipped) or discard (gone for good). “Gain a spell” draws from the shared spellbook. Click any spell to read its card; during a fight, castable spells appear as choices. Seer’s Sight stores a foreseen die you may spend later in place of any matching roll.
If you reach 0 health you lose immediately, wherever the scores stand. With only 1 to start, health is treasure: guard it, draft it, heal it.
First one out earns +4 points, plus +1 gold each turn the rival remains inside. The player who ends the game with strictly less health than their rival earns +3 points — the daredevil’s prize (a tie pays no one). When both are out, sum your dungeon: each tile’s diamond value (undefeated monsters half; EMPTY rooms zero; curse dice subtract; doubled rooms double), plus 1 point per gold. Highest total wins — ties go to whoever escaped first.
♥ Health keeps you alive · ⚗ Mana fuels spells · ¤ Gold is points and grease for certain rooms · ✦ Spells come from the spellbook · ☾ Moon is wild: any of the above.
Use Play with a Friend: host a room, share the 4-letter code. Messages travel through free public game relays, so it works across any two networks with internet. The host’s browser runs the game; dice and sound play on both sides.
© 2026 Crescendo Games · Designed by Andrew Gerlicher