Key Terms


Certain cards can be activated to put an effect onto the stack. You can activate both cards with tap () effects and cards with paid () effects. Cards with a tap effect are turned sideways when activated. They must be recharged before you can activate them again. For paid effects, the specified cost must be paid to activate them. You may activate a paid item as many times as you can afford to pay the cost.

Active player

The player whose turn it is.


Ambush cards can be drawn from the loot deck. When played, they become monsters and are placed in a monster slot not being attacked. When this happens, the active player must make an additional attack on that monster, that turn.


The active player can choose to make an attack during their action phase. Normally, players can attack monsters, but there are situations where other things or even other players can be attacked! Each attack consists of multiple attack rolls. The attacking player keeps rolling until either the target of the attack or the player is dead.

Attack roll

Attack rolls are dice rolls made against a target during an attack. A roll made for any other purpose during an attack is not considered an attack roll. If an attack roll resolves as a result equal to or higher than a target’s , the attack roll hits and the player deals combat damage to the target. If an attack roll resolves as a result lower than a target’s , the attack roll misses and the target deals combat damage to the player.


Counters are markers that players place on specific cards that ask for them. They can be represented by anything you’d like (token, dice, coin, stone, egg, etc.).

Combat damage

Combat damage is damage that is dealt to either the target or the attacking player after an attack roll resolves.


When a character card enters play it becomes a character. Characters themselves can have different types of effects including activated effects and passive effects.


Curses can be revealed from the monster deck. When a curse enters play, the player who revealed it may give it to a player. When a player dies, they put any curses into the discard.


Deactivating a card with a tap effect means turning it sideways without it taking effect.


When an item or soul is destroyed, it is placed in the appropriate discard pile.


When a loot card is discarded, it is placed in the appropriate discard pile.

Discard pile

Each deck has a corresponding discard pile into which cards can be placed under certain conditions. Any cards in a discard pile are not considered in play.


Many cards have abilities that can put effects onto the stack. Effects can be divided into passive effects, triggered effects, activated effects, and loot card effects. Passive effects provide an ongoing bonus (or hindrance!) and don’t require any conditions to be met to take effect. Triggered effects are put onto the stack whenever a certain condition is met; for example, if a player rolls a certain number, at the start or end of a turn, or if a monster is killed. Activated effects have either a or symbol and must be activated to be put on the stack. Loot card effects are put on the stack when a loot card is played.


Eternal items cannot be destroyed or put into discard for any reason.


Event cards are found in the monster deck, but are not monsters and cannot be attacked. Event cards have a range of effects: good ones, bad ones, and everything in between! Event cards are put into a monster slot when revealed, take effect, and then are placed in discard when they have resolved.


A player can gain ¢, treasure, and souls. This means that those ¢, treasures, or souls are now under their control. Gaining a treasure always means gaining the top card of the treasure deck. Once a shop item is purchased the purchasing player gains it. Giving other players ¢ whilst bartering, as well as other effects such as being given an item by another player, stealing, and swapping does not count as gaining those ¢, items, or souls.

Guppy Items

The first player to have 2 or more guppy items in their possession gains the Soul of Guppy if it is an active bonus soul in that game. Guppy items are otherwise no different from any other item.


A player’s hand refers to any loot cards they have that haven’t yet been played, discarded, or lost in any other way. A player’s hand is not normally visible to the other players.


Effects that heal allow a player or monster to recover  they have lost. Effects that heal cannot put a player’s or monster’s  above its current maximum.

In Play

Items owned by players, items in the shop, monsters, characters, and rooms are all considered in play.


If an indomitable monster would be put in a monster slot, you instead expand monster slots by 1 and put the indomitable monster in that new slot. Indomitable monsters can’t be covered.


When a treasure card enters play it becomes an item. Certain other types of cards can become items in specific circumstances, and are treated no differently than any other item after becoming one. Items can either be controlled by a player or in the shop.


Draw the number of cards specified from the top of the loot deck into your hand.


Levels are used by a number of specific cards to keep track of the number of times a certain thing has happened. You keep track of the level of a card using counters. The card itself explains how it levels up or down, and what effects apply at different levels. Similar to counters, the level of an item can be represented by anything you’d like (token, dice, coin, stone, egg, etc.).


When a non-event monster card enters play it is put into a monster slot and becomes a monster. when a monster is covered it is no longer in play and is no longer considered a monster. if it is later revealed again it is considered a monster once more. monsters can be attacked and targeted by a number of effects.


Some effects require a player to ‘pay ‘; doing so will reduce a player’s  by that much till the end of the turn. This does not count as taking damage and does not change that player’s maximum .


The person with priority is the only person at any given moment who can put effects on the stack or take actions like purchasing or attacking. Once everyone has passed priority in succession, the top of the stack resolves.


The active player can choose to purchase an item during their action phase. Players can buy either one of the shop items or the top card of the treasure deck; this normally costs 10¢. Once a player has purchased a shop item or the top card of the treasure deck, they gain it.


Recharging a card with an effect means turning it back upright. Once recharged, the effect of an item can be used again.


Rerolling an item means destroying it and replacing it with the top card of the treasure deck. Rerolling a monster means putting it in discard and replacing it with the top card of the monster deck. Rerolling a dice roll simply means rolling the dice again and taking the new result instead of the old one.


When effects are played they are first added to the stack and don’t actually ‘happen’ until they resolve. An effect resolves when it is at the top of the stack and no players have decided to respond to it.

Shop Items

Shop items are the items occupying shop slots. the top card of the treasure deck is not a shop item.


There are three different types of slots: monster, shop, and room. The number of slots determines the number of monsters, shop items, and rooms in play respectively. Any effect that increases the number of any type of slot will increase it for the rest of the game. Empty slots of any type must always be filled before a player’s turn can end.


Take something from another player as specified by the effect. The player doing the stealing may choose what they steal.


Take something from another player and give them something in return as specified by the effect. The player doing the swapping may choose what they take and what they give.

The Stack

The stack is the place where effects wait to resolve (affect the game). It determines the order of effects and also allows players to react to any effects that are played. When something is added to the stack, it is always added to the top. The stack operates with a basic principle of last in, first out. This means that effects in the stack will resolve in the reverse of the order they were added to it: the last effect added to the stack resolves first, followed by the second to last, and so on until each effect on the stack is resolved.


Trinkets are loot cards that become items under a player’s control once they have been resolved. Trinkets must be played from a player’s hand like any other loot card.

Information on this page is transcribed from the official site with minor edits to grammar for clarity.