Get your hands on the cards before the dungeon does. Click a card to flip it.

The apex of the dungeon. If you see wings in the room, count your HP twice — then decide if glory is worth it.

Star of the rulebook's combat example. Bring a Katana and walk away clean — bring less, and bring bandages.

The cold comes first. Then the footsteps. A towering brute from the frozen depths of the dungeon.

It doesn't want your HP. It wants your thoughts. Fight it before it convinces you not to.

The room bends to their will — while a Villain lurks, the dungeon deals you fewer choices. Deal with them first.

Every hero starts somewhere. Usually here. It won't slay a Dragon — but it beats bare hands.

Mid-tier metal with a persuasive argument. Solid, dependable, and satisfyingly blunt.

The finest steel in the deck. With this in hand, even the Troll steps aside — the rulebook says so.

Strike before they reach you — missiles wear a monster's strength down before the clash.

It's... something. The dungeon's smallest mercy. Somehow, this +1 has saved more runs than the Katana.

Blessed and bottled. A near-full restore of nine hit points — the deepest healing draught in the deck.

Can't beat it? Don't be seen. Sends one monster to the bottom of the deck — someone else's problem now.

Fortune favors the bold. Crack it open and draw two — but the dungeon decides what's inside.

One wrong step. Lose HP on entry — and everything drawn before it slides back under the deck.

The dungeon deals you a choice: resolve one, the other slips beneath the deck. Choose fast. Choose well.

Earned, never found — only claimable after felling a monster of 10 or greater. It defeats one foe outright.

The moment a delver becomes a hero. Draw two, read the symbols, and claim your class.

“Stand and Defend.” Master of Arms — the heaviest steel, the biggest takedowns, raw force over finesse.

Wielder of the Arcane. The Mage rains damage on every creature in the room at once — the more crowded the dungeon, the deadlier the spell.

Divine Healer. The Cleric mends wounds and stands strongest against the undead — the dungeon's dead should stay that way.

Cunning Rogue. Dodges traps, cracks chests, and finds fortune exactly where everyone else finds trouble.
🏆 The full preview set is unearthed — 21 cards from the 60-card quest deck. The rest stay buried until the Kickstarter. Want in early? Join the list.
🎨 Prototype art: what you see here is our playtest artwork. Our artist is drawing the final card art right now — the updated art debuts when the Kickstarter launches.
Join the list to see every new card reveal — and you're entered in the $200 cash + game prizes draw.