🎯 The Goal
Clear the entire 44-card deck to win the crawl.
🃏 A Crypt (Room)
Four cards face up at a time. Resolve 3 of the 4 and the last one carries into the next crypt alongside 3 fresh cards. Or flee a fresh crypt once (not twice in a row) to reshuffle all 4 back into the deck and draw a new one.
⚔️ Card Types
- ♦ Diamonds -- weapons. Equip one and it stays until you use it, degrading so it can only beat an enemy at or below the rank of the one it just killed.
- ♥ Hearts -- medkits. The first one you use each crypt heals in full; any more after that in the same crypt still heal, just for half.
- ♣♠ Clubs & Spades -- enemies. Fight bare-handed and take full damage, or spend your weapon and take only the difference.
🛡️ Last Stand
The first hit that would take you to 0 HP each crawl instead leaves you standing at 1 -- Last Stand, once per crawl, automatic.
⚠️ Common Mistakes
- Save your weapon for the fight that needs it. It only degrades further once you use it -- a fresh weapon spent on a weak enemy is a wasted edge later.
- Don't burn every medkit in one crypt. Only the first heals in full; spacing them across crypts is worth more than hoarding them into one.
- Take out tough enemies while you still can. Avoiding a dangerous Club or Spade doesn't make it go away -- it's still in the deck, waiting for a moment when you're weaker. Clear it while you can actually afford to.
- Fighting bare-handed on purpose is a real move. Taking the HP hit instead of spending your weapon on an enemy it could still beat isn't a mistake -- it keeps your weapon's shrinking range open for something worse.