HOW TO PLAY
Race rival Factions to be the first to Kraft 9 Power Krystals and claim the Krown of Krystalia. Each turn you spend 3 action points — and in multiplayer, one action point does exactly one thing.
THE GOAL
In the Gathering area you roll dice onto cards; when your dice on a card total 3 or more, you Gather that card into your hand. In the Krafting area, dice enter as Raw Krystals at value 1. By playing cards from your hand you raise their value. When a die reaches value 3 it becomes a Power Krystal and is placed permanently on your Krown.
The first player to collect 9 Power Krystals wins instantly. The throne is empty — can you claim the Krown?
THE BOARD
Left side — The Gathering. Six slots hold face-up cards. Influence them with your dice; a Gathered card is immediately replaced from the deck. There are no dice limits anywhere on the board.
Right side — The Krafting. Six Faction zones surround a central area. Dice sit on the Faction zones; cards are played into the central area. Each card belongs to one Faction and affects only the dice in that matching zone. There are 6 Factions, each with 9 cards (3 Magic, 3 Master, 3 Menace). All Factions share the same effects — the difference between them is purely thematic.
THE FOUR ACTIONS
On your turn you have 3 action points. Use them in any order, and repeat the same action if you like. Track them with your Action Tracker card and cubes — when all three cubes are down, your turn ends. In multiplayer each action point does one thing.
Roll one of your dice and place it on a Gathering card. A card with at least one die on it is influenced. To Gather a card, the total of all your dice on it must reach 3 or more — a single 3 is an instant Gather; 2+1, 1+1+1 and 2+2 also work.
When you Gather: add the card to your hand, return every die on it (yours and opponents') to its owner, and replace the card with a fresh one from the deck.
Take back one of your dice from anywhere on the board — a Gathering card or a Krafting Faction zone. It returns to your supply and its current value is lost.
Allocate it again later and it re-enters at value 1; roll it for the Gathering and you roll normally.
Take one die from your supply and place it on a Faction zone in the Krafting area. It must have a value of 1 when allocated this way.
This Raw Krystal is now in the Krafting process, waiting to be raised toward a Power Krystal by the cards you play.
Play one card from your hand into the central Krafting area to change dice values. A card affects only dice in its matching Faction zone — the one exception is Menace Level 1, which moves a die between Factions.
If a card has more than one effect, use one or both in any order, and you may split them across different players' dice. You can play a card even with no die in that zone — just skip any effect that needs a target.
ROLLING A ZERO — TOXIC REPEL
If you roll a 0 during Action A, the die is too toxic for any card to bear. Instead of placing it, choose one Gathering card that has not yet been influenced and repel it: remove it to the played-cards pile (discarded, no effect triggered), then draw a fresh card into the empty slot. The die returns to your supply. This is still 1 action point.
If every Gathering card is already influenced, nothing happens. Repelled cards aren't lost — they shuffle back into the deck with the played cards when the Day Stone completes a full circle.
THE DAY OF KRYSTALIA
The Day Stone tracks the passing days. It moves clockwise around six positions on the Krafting side of the board. Each time any player Krafts a Power Krystal, the Day Stone advances one position.
A Day of Krystalia passes every time 6 Power Krystals are scored across all players — when the Day Stone returns to its starting position. Then all played cards in the central Krafting area shuffle back into the deck. Cards in the Gathering slots and in players' hands are not affected.
KRAFTING POWER KRYSTALS
Dice enter the Krafting area as Raw Krystals at value 1. Cards change their value; when a die reaches 3 — through one card or a sequence over several turns — it immediately becomes a Power Krystal: remove it from the Faction zone, place it permanently on your Krown, and advance the Day Stone one position. Your 9th Power Krystal wins the game instantly.
Krystalia's Favour. Once you have 6 or more Power Krystals, every die you roll (in the Gathering or Krafting, even your dice rolled by an opponent's Menace Level 3) counts higher: a 1 counts as 2, a 2 counts as 3; 0 and 3 are unchanged. Values can never exceed 3.