Choose your hero two players may take the same one
Crypt Clash
Room—
Waiting…
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How it plays
Health. Everyone starts on the same health, scaled by table size — smaller tables mean more health per player, bigger tables mean less per head but more total chaos. Reach zero and you are out.
Your turn. Draw one card, then play one. Cards marked with the double chevron give you extra plays, so a good chain can run half the deck.
Shields. Shields sit in a rank in front of you and soak damage oldest first, so the leftmost slab is always the one that breaks next. They last until something chews through them, but the rank only holds three — raise a fourth and the oldest crumbles to make room.
Running dry. When your deck empties, your discard pile is shuffled back into it. You never run out for good.
Winning. Last hero standing. That is the whole win condition.
What the marks mean
The heroes
Every hero carries sixteen cards. Here is exactly what each one can do — look before you pick.