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CRYPT

In Crypt, players takes on the role of evil wizards, who control rival monster forces that move about in an evergrowing Dungeon. They take turns constructing the Dungeon, and then releasing their monsters from their Crypt into the Dungeon. The object is to place as many monsters as possible in the other players Crypts. Some monsters are fast but weak, others are slow but powerful. Lay your Dungeon tiles and cast your spell tiles carefully to eliminate your opponents and win the game! Your monsters arent too smart, but you are. Place helpful potions in front of them, and set poisonous concoctions in the way of opponents monster.

COMPONENTS
Dungeon tiles
These tiles represent the layout of the Dungeon. Some have no walls, others have walls on up to three sides of them.

Monster tiles
Represent the monsters that comprise each players force. There is a separately colored set for each player. Monsters begin in a players Crypt, and move about on the Dungeon tiles.
Frankenstein Strength = 5 Moves 1 tile per turn Wolfman Strength = 3 Moves 3 tiles per turn Mummy Strength = 1 Moves 5 tiles per turn Vampire Strength = 4 Moves 2 tiles per turn Skeleton Strength = 2 Moves 4 tiles per turn Bat Strength = 0 Moves 6 tiles per turn

The Bat is only used in the advanced game (see Advanced Rules).

CRYPT:

RULES FOR PLAY

Spell tiles
Represent the spells each player may cast on the Dungeon. There is a separately colored set for each player. Spells represent different special abilities or liabilities that players may place on monsters. A full description of the spells and their use is below.

Crypt tiles
There is one Crypt for each player. Monsters start the game in their own Crypt, and seek to move into other players Crypts. The Crypt is one big tile; there are no distinct spaces within the Crypt. The Crypt has no walls; it may be entered from any adjacent unwalled tile-side.

Crypt tile

GAME RULES FOR THE BASIC GAME


Setup
Take the Dungeon tiles and place them in stacks, facing up, on the table. This is the Pool from which players will construct the Dungeon. Each player takes the large Crypt tile corresponding to his color, and places it in front of him. Place all five of your monsters in the Crypt (the Crypt counts as one large tile, so you can stack or spread them as you wish). Dungeon tiles the ones without any walls on them at all are used to begin building the Dungeon. Place two unwalled Dungeon tiles, one in front of the others, out from your Crypt. All players paths should meet at a third unwalled Dungeon tile in the center, as shown in the illustration.

Crypt: rules for play

The youngest player moves first. Play proceeds clockwise around the table.

Play
Each turn, a player must take one and only one of the following three steps: 1. Lay a Dungeon tile. The player selects a tile of his choice from the Pool. The tile may be laid next to any played Dungeon tile or Crypt. At least one side of the tile must be adjacent to a tile that has already been played, or to a Crypt. There are no other restrictions to laying tiles. Once played, tiles cannot be altered or removed. 2. Move a monster tile. The number of tiles a monster may move each turn is determined by its movement allowance. This is indicated on the tile. A monster need not move its full movement allowance. Monsters move orthogonally from tile to tile. They may not move diagonally. A monster may not move through a wall. A monster may not end its turn on a monster of the same color. A monster moving onto a tile containing an opponents monster must cease movement. A monster ending its turn on another players monster must fight that monster (see conflicts between monsters below).

CRYPT:

RULES FOR PLAY

A monster ending its turn on a spell tile must resolve the spell (see description of spell tiles below). 3. Lay a spell tile. See special rules below for how individual spell tiles work.

Crypts
Players start their monsters in the Crypt of their own color. The Crypt itself counts as one large tile. There is no need to move monsters about within it. Moving into or out of the Crypt counts as moving from one tile to another. A monster may move back into its own crypt, but must end its movement for the turn in the crypt. There are no walls to the Crypt. Monsters may be moved into or out of any side the Crypt freely, so long as they make a legal move from or to a Dungeon tile. As is the case with normal movement, monsters may not pass through a Dungeon wall to move into a Crypt (the Ghost spell offers an exception to this rule). Spells may not be played on monsters in crypts. Monsters moving a crypt bring any spells with them. A monster in a Crypt belonging to another player cannot be moved out or effected in any way. Players may place dungeon tiles anywhere adjacent to crypts, including behind or to the side of them.

Conflicts between monsters


A conflict occurs when a monster enters a tile occupied by an opponents monster. The moving monster immediately ceases movement for the turn, and combat is resolved. The monster with the higher strength score wins the encounter. The weaker monster is removed from play, along with any spells attached to the defeated monster. If the monsters are of equal strength, the attacker roles a die. On a roll of 1-3, the attacker is victorious; on a roll of 4-6, the defender wins. (Any other completely random method will also suffice, such as tossing a coin, or playing a round of rock/paper/scissors). Spells that have increased or decreased a monsters strength are taken into account when determining a monsters strength in combat. Alternate combat when strengths are equal : attacker rolls, then defender. High die wins. If a tie, re-roll.

Crypt: rules for play

Ending the game


The game is over when: One player is able to move all of his monsters still in play into enemy Crypts. The last Dungeon tile has been played (see Advanced Rules for limiting the number of Dungeon tiles). No more monsters are capable of moving. The winner is the player with the most monsters in enemy crypts. In case of a tie, the winner is the player with the highest total strength score (not effected by spells) in enemy crypts.

S ll tile SpePELL sTILES


Spell tiles have a range of functions, which are described below. The number of spell tiles is set. Spell tiles may not be re-used.
These spells are played on dungeon tiles (never a crypt) that do not presently contain a monster or spell. The first monster to enter a tile containing one of these spells triggers the spell. Poison and Potion spells are played face down, on any tile in the Dungeon. When a monster moves into the tile containing the spell, reveal the spell and place it face up under the monster. Poisons and Potions immediately effect a monsters abilities. A monster may thus gain more movement (or lose movement altogether) by encountering a Poison or Potion spell. The effects of poisons and potions are cumulative. For example, a Wolfman monster (strength = 3) inflicted with a -2 strength poision may also benefit from a +1 strength potion, thus rendering his strength 3 2 + 1 = 2. Potion and Poisons attach themselves to monsters and can be removed only with Zapper spells. Poison: Poison spells inhibit monsters capacities. Poison tiles may impair the speed of a monster (the winged feet symbol) or the strength of a monster (the crossed swords symbol). Monster strengths can be reduced to 0 or below. Monsters whose speed is reduced to 0 or below are immobilized and may not move. Potion: Potion spells work just as poison spells do, but rather than impairing the abilities of a monster they improve them.

CRYPT:

RULES FOR PLAY

Trap: Trap spells are played faced down, on any tile in the Dungeon. They are triggered (turned over) when any monster moves onto the space containing the spell. A monster moving onto a trap ceases movement. The spell can only be removed with a Zapper spell. Transporter: Transporter spells are played face down, on any tile in the Dungeon. They are triggered (turn over) when any monster moves onto the space containing the spell (the player playing the spell must remember where the corresponding transporter is located). A monster moving on to a transporter spell is automatically placed on the space containing the matching (same color) transporter spell, which is revealed with its partner. The monster thus ends movement for the turn. (If only one half of the transporter is placed, it is nonetheless revealed when triggered. Nothing happens to a monster that moves onto a transporter with no mate.) Transporter spells may be used by any player. If the first transporter tile is occupied by a monster belonging to the same player, it may not be moved to or passed through. If the first transporter tile is occupied by an enemy monster, it must first be fought before using the transporter. If the corresponding transporter is occupied by a monster belonging to the same player, it may not be moved to (the moving monster remains on the first transporter tile). If the corresponding transporter is occupied by an enemy monster, it must be fought. If there is no corresponding transporter spell to move to, the monster simply ends his movement for the turn. The spell can only be removed with a Zapper spell. It is always the moving players choice to use or not use a Transporter.

Dummy spells: These spells are played face down, on any tile in the Dungeon. They are triggered when any monster moves onto the space containing the spell. They have no effect, and are useful only for bluff purposes.

These spells are played not on dungeon tiles (never a crypt), but on monsters or played spells. The monster may already have spells attached to it. (Could denote with a hand symbol.) Ghost: This spell can be played on any monster. A monster with a ghost spell may move through walls from one tile to an adjacent tile. The Ghost spell can be used to move a monster into a Crypt. Once the spell is used, it is removed from play. Seraph: This spell is played on a monster belonging to the moving player. It permits the player to move one of his monsters from anywhere in the Dungeon back into his Crypt. Once used it is removed from play. Reaper: This powerful spell is played on any monster in the Dungeon. A monster struck by a reaper spell must immediately check to see if he has been destroyed. On a roll of 1-2, the monster is destroyed and removed from play. On a roll of 3-6, it survives with no effect. The reaper spell is removed from play after it has been triggered.

Crypt: rules for play

Zapper: Can be played on any spell tile to remove the effect of that tile. The tile could, for example, remove a transporter tile. Or it may be played to remove a poison tile from the moving players monster, or to remove a potion tile from an opposing players monster. Once played, and the target spell and Zapper are removed from play. The Zapper cannot effect Seraph or Reaper spells. Magic Eye: Can be played face up on any empty tile in the Dungeon. Any spell tile (already played) adjacent to the spell is revealed. Any new spell tiles adjacent to the Magic Eye are played face down.

ADVANCED RULES
The advanced game is played just as the basic game, with the following changes. Setup: Limit the number of Dungeon tiles for faster play. 1. Select wall-less tiles and build the initial Dungeon as described in the setup rules for the Basic Game.

2. Turn face down all remaining Dungeon tiles. Randomly select the tiles to be used in play: 18 tiles, plus 4 tiles for each player in the game. Remove the rest from play. The selected tiles are shuffled together and become the Pool. The Pool: Dungeon tiles are no longer placed face up in the Pool, with every player able to select as he will. Instead, Dungeon tiles are placed faced down on the table, and mixed up, then sorted into stacks. Each player is randomly dealt a hand of six tiles. These are the only Dungeon tiles he may play. When he plays a Dungeon tile, he immediately replenishes his hand with one tile drawn randomly from the Pool of face-down Dungeon tiles. Hidden monsters: Keep monsters turned face down until they encounter a spell, enemy monster, or Bat. The Bat: The Bat is a low-strength piece that can be useful for exploring Dungeons and triggering traps. It has a strength of zero. When the Bat moves onto a dungeon tile with an unrevealed spell in it, the moving player may reveal the spell (it then remains face up). As soon as the Bat encounters an enemy monster, including another Bat, it is destroyed and removed from play. The Bat is not a monster. Spells do not affect it. It may not move into an enemy crypt; it may move into its own crypt, according to normal movement rules. Team play: Two teams of two may play a four player game. In this game, teammates help each other to achieve victory. The rules stay the same. Player order is determined such that teammates do not play immediately after one another. Only monsters in Crypts of the opposing team (not in teammates Crypts) are counted for victory.

CRYPT:

RULES FOR PLAY

STRATEGY
Protect your Crypt! Since your Crypt has no walls, any Dungeon tile next to it can be dangerous. Of course, you need to move your monsters out, but you also need to protect other monsters from coming in. Use spells wisely. Remember that many spells, like the transporter, can hurt you as well as help you. Spells can easily backfire!

CCEEDITS RRDITS
Crypt: Copyright 2008, 2011 by Patrick Rael, U.S.A. All rights reserved. Game design and production: Patrick Rael Playtesting: Carol McAllister, Logan McAllister, Lucas McAllister, Lola Rael, Andrew Tullsen

Crypt: rules for play

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