The king is dead
His last wish was to be laid to rest in the royal crypt with all of his prized possessions, the very same family heirlooms he once promised to you and his other children.
Feeling cheated and betrayed, you summon your most loyal servants to help you break into the crypt and claim that which is rightfully yours.
Unfortunately, your siblings had the same idea.
- 48 Treasure Cards
- 12 Servant Dice
- 4 Player Cards
- 2 Torch Cards
- 6 Collector Cards
Object of the Game
At the end of the game, the player whose Treasure is worth the most Coins wins.
Collecting Treasure is the primary way of scoring Coins. The Coin values range from 1 to 4. There are six types of Treasure. By collecting sets of Treasure you can gain rewards from Collectors.
Claim Treasure cards by placing Servant dice on them. Placing higher values may ward off opponents but can leave your Servants exhausted.
Keep your unexhausted Servant dice on your Player card so that all players can see how many Servants you have.
Starting with the Leader, each player gets one turn to claim Treasure cards by placing Servant dice on them. The player with the Lights Out card will have the last turn. On the last turn, this player can only place Servants on one Treasure card.
Each Collector defines the reward for one of the six Treasure types. By collecting the required number of Treasure cards you can gain bonus Coins at game end or special actions during play Multiple players can receive the same reward from a Collector.
Collectors have A and B sides with alternate rewards for game variety You may play with any combination of A and B sides.
(For more details about Collectors, go to the last pages of this rulebook).
Remove Treasure cards with the indicated Setup icon(s):
Shuffle the remaining Treasure cards and place them face-down.
Place the six Collector cards in a row, choosing either the A or B side for each card. (For your first game, try playing with all of the A sides).
Each player chooses a Player card and takes the three Servant dice of matching color, placing them on the Player card.
Choose a player to start with the Leader card. In a 3 or 4-player game, the player to their right starts with the Lights Out card. In a 2-player game, one player starts with both Torch cards.
Draw Treasure cards according to the number of players (see table) and place them in a row in the center of play, forming the Crypt.
The first cards drawn are flipped face-up. The last card(s) drawn are kept face-down.
Example of a 2-player Crypt
Starting with the Leader and continuing to the left, each player performs one of the following actions:
- Claim Treasure cards
- Recover all exhausted Servants
Claim: Place any number of Servants onto the desired Treasure cards, choosing any value on the die to designate each Servant's effort. (The higher the value, the more likely your Servant will become exhausted). You may also place multiple Servants on the same Treasure card as long as they have the same effort value.
Example of Servant dice placement
Subsequent players may claim unoccupied Treasure cards or push an opponent's Servants off of a card by placing dice with a higher total effort value. When pushing out Servants, remove all dice from the Treasure card and return them to their owner.
The player with the Lights Out card takes the last turn. When claiming on the last turn, you can only place Servants on one Treasure card. In a 2-player game, the Leader also has the Lights Out card and therefore gets a second turn to claim or recover.
Recover: Take all your exhausted Servants from the box and return them to your Player card.
Discard any unclaimed Treasure into the box.
Roll your Servant dice that are on Treasure cards. As a reminder to the group, verbally state each Servant's effort value before rolling. Each die that rolls less than its effort value is exhausted and placed in the box. (Therefore, dice with an effort value of 1 do not need to be rolled).
In this example, one die rolled less than its effort value of 3 and is exhausted.
Regardless of dice results, collect all Treasure cards that your Servants claimed. Face-down Treasure is only revealed to the player that collected it.
Place your Treasure face-down in columns, separated by type. You may look at your Treasure at any time.
Example of a players Treasure
Once you have enough Treasure to meet a Collectors requirement, you may access its Reward. (Collectors are always accessible to all players and should not be taken from the center).
If all your placed Servants were pushed out, recover your exhausted Servants from the box to your Player card.
IV. Pass The Torch
Pass both Torch cards to the left and repeat phases I-IV.
Some Collectors' rewards have actions that can be used during play. To use these rewards, flip the required Treasure from your collection face-up.
You can access these rewards multiple times as long as you have enough face-down Treasure to meet the requirement. Flipped Treasure is still scored at game end.
A. During the Collect phase, flip an Idol face-up to re-roll one of your dice. An Idol maybe flipped to re-roll on the same turn that it was collected.
B. The first player to collect two Idols flips them face-up and scores 5 bonus Coins at game end. If multiple players collect two Idols on the same turn, each flips their Idols and scores 5 bonus Coins. All subsequent players who collect two or more Idols keep them face-down and score 2 Coins.
A. At game end, players with two or more Jewelry score their highest-valued Jewelry twice.
B. At game end, all players score 1 bonus Coin for each Jewelry in their collection.
A. At game end, players with two or more Manuscripts score each of their Manuscripts as 4 Coins instead of the value printed on the cards.
B. At any time, flip one Manuscript face-up to secretly view all the face-down card(s) in the Crypt.
A. At game end, players with two Pottery score 2 bonus Coins, three Pottery score 4 bonus Coins, and four or more Pottery score 8 bonus Coins.
B. Before the Claim phase, flip two Pottery face-up to take a face-down card from the Crypt. If there is any dispute about who was first to flip two Pottery, priority is determined by turn order.
A. At any time, flip two Remains face-up to recover one exhausted Servant die.
B. At game end, players with four or more Remains score 10 bonus Coins.
A. At game end, the player whose combined Tapestries are worth the most Coins scores 5 bonus Coins. Tied players each score the full bonus.
B. At game end, if only one player has three or more Tapestries, they score 7 bonus Coins. If more than one player collects three or more Tapestries, each player scores 4 bonus Coins.
End of the Game
When the Treasure deck runs out, complete the round. This ends the game. The player with the most Coins wins.
Players' final scores are determined by adding the following:
- Coins on Treasure cards (including flipped cards).
- Bonus Coins from Collectors.
- 1 Coin for each unexhausted Servant die.
In case of a tie, each tied player rolls all of their unexhausted Servant dice and adds them together. Re-roll ties. The player with the higher result wins.