DUNGEON
MATCH
Match to descend
The delver
Daily floor · —

How to play

  1. Your delvers stand on the dungeon floor. Relics fill the rest.
  2. Draw a path of three or more matching relics. It may begin anywhere, but it must pass beside one of your delvers.
  3. That delver joins the line and dashes to the far end of it. Draw the line the other way round and they end up somewhere else — where you finish is your choice.
  4. Ward, Vial and the dash all land on the delver who moved. Pick your line to pick who benefits.
  5. Surviving foes step toward the nearest delver and strike the weakest one within reach.
  6. You find delvers bound in the dungeon — the Lancer on floor 3, the Emberwright on floor 10. A captive cannot fight and opens no lines until you land a dash on a cell beside them to cut them loose, and the floor will not clear while anyone is still tied up.
  7. If a captive dies, the hall starts over. Foes will strike them if they get there first.
  8. Each delver swings their own weapon — the Delver a sword, the Lancer a spear, the Emberwright a staff. Every creature is vulnerable to one and shrugs off another, so who rides a Blade line changes what it does. Badges on the foe cards say which; tap a foe for the full list.
  9. Weapons reach differently. The Spear reaches one cell further along the line, through an empty square. The Staff hits the whole 3×3 square around every cell of the line — the only diagonals in the game. A foe reached that way takes a single blow. Foes a line will hit are ringed in red while you draw; ones only reach or zone catches are ringed in blue.
  10. The Delver carries a bag. Tap him to change weapon — free at the stair, but mid-hall it costs you the turn and the hall acts while you rummage.
  11. Resistance is never immunity, and Ember ignores weapons entirely — nothing becomes unkillable because the right delver is down.
  12. Each delver favours a relic: the sword-carriers gain Blade faster, the Emberwright gains Ember faster.
  13. Every kill levels the delver who landed it: more Blade damage, and Ember every third level. Who rides the line is who gets stronger.
  14. A delver who goes down stays down — only Rally the fallen, bought at the stair, brings them back.
  15. Every hall holds a treasure chest. Open it the same way you free a captive — finish a dash on a cell beside it. It never blocks the stair, so taking it is a choice against the turns it costs.
  16. Every floor you descend gives each delver +2 maximum hit points, and Coin buys upgrades at the stair.
  17. Longer lines pay a chain bonus on top of the relic. Four is a Long line; eight is Unbroken.
  18. Daily gives you the whole party from the first hall and fills it with more to fight — five floors, the same for everyone that day. Delve starts you alone and keeps going until the party falls.
Blade — strikes a foe once for every cell of the line beside it, so bending the line around something hits it twice. Your hardest hit, but only where the line reaches.
Ward — block for the delver who moved. Block is spent before hit points.
Ember — scorch every foe on the floor, wherever they stand. About half a blade each, so it wins on a crowd and loses on one.
Vial — mend the delver who moved.
Coin — take gold. Gold is score, and a five-match pays a purse.

Tap any relic, delver or foe on the board to read its card.

DungeonMatch
Floor 1 The Upper Halls Delve Move 0
Score0
Gold0

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