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Krafting Krowns

HOW TO PLAY

๐Ÿ‘‘ SOLO

Solo Mode is a race against the clock: complete your Krown โ€” Kraft all 9 Power Krystals โ€” before the end of the sixth turn. Reach 9 in time and you win; fall short, and the throne stays empty.

Playing with friends or AI? See the Multiplayer rules โ†’

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 you raise their value. When a die reaches value 3 it becomes a Power Krystal on your Krown.

Solo uses the same board and components as a standard game. There are 6 Factions, each with 9 cards (3 Magic, 3 Master, 3 Menace); all Factions share the same effects โ€” the difference between them is purely thematic. Your Krown holds 9 Power Krystals: fill it before the clock runs out.

SOLO IN THREE DIFFERENCES

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CLUSTER ACTIONS

One action point does up to three things โ€” roll up to 3 dice, retrieve up to 3, allocate up to 3, or play up to 3 cards.

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SIX-TURN CLOCK

The Day Stone counts turns, not Krystals. It advances one position at the end of each turn; after six turns the game ends.

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THREE CARDS DIFFER

Master L1, Menace L2 and Master L3 behave differently in solo โ€” see the card section below.

THE FOUR ACTIONS (CLUSTERS)

Each turn you take three actions โ€” one per cube, plus any bonus action from Master Level 3. You must spend all your cubes each turn; when they're down, your turn ends and the Day Stone advances. Each cube covers a whole cluster โ€” up to three of that action at once. Once you start an action you can't switch mid-way: if you spend an action to play up to 3 cards and only play one, the action is still spent, so plan accordingly.

A ยท ROLL & INFLUENCE โ€” up to 3 dice

Roll up to 3 dice and use them to influence cards in the Gathering. If you roll, you must roll all dice at once. Example: you roll 1, 2 and 2 โ€” use the 1 and a 2 to Gather one card (total 3+) and replace it from the deck, then use the remaining 2 to influence another card. All part of the same action.

To Gather, your dice on a card must total 3 or more (a single 3 is an instant Gather). Add the card to your hand, return the dice on it to your supply, and replace it with a fresh card.

B ยท RETRIEVE โ€” up to 3 dice

Retrieve up to 3 dice from anywhere โ€” both the Gathering and Krafting areas. Each returns to your supply and its current value is lost. Allocate it again later and it re-enters at value 1; roll it and you roll normally.

C ยท ALLOCATE โ€” up to 3 dice

Allocate up to 3 dice to the Krafting area. Each must have value 1 when allocated. Each is now a Raw Krystal, waiting to be raised toward a Power Krystal.

D ยท PLAY CARDS โ€” up to 3 cards

Play up to 3 cards from your hand into the central Krafting area. A card affects only dice in its matching Faction zone โ€” 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. You can play a card with no die in that zone โ€” just skip any effect that needs a target.

Rolling a Zero โ€” Toxic Repel. If a rolled die shows a 0, it is too toxic to place. Choose one Gathering card that has not yet been influenced and repel it: remove it to the played-cards pile (no effect triggered), then draw a fresh card into the empty slot. The die returns to your supply. If every Gathering card is already influenced, nothing happens.

THE DAY OF KRYSTALIA (SOLO)

The Day Stone is your turn counter. It starts on the top middle position and advances one position each time you finish a turn โ€” that is, each time you spend all your Action Marker cubes. After six turns, when the Day Stone completes its loop and returns to the top, the game ends.

You have six turns to Kraft as many Power Krystals as you can. Reach 9 in time to claim the Krown of Krystalia.

KRAFTING POWER KRYSTALS

Dice enter the Krafting area as Raw Krystals at value 1. Cards change their value; when a die reaches 3 โ€” through one card or a sequence over several turns โ€” it immediately becomes a Power Krystal: remove it from the Faction zone and place it permanently on your Krown. Your 9th Power Krystal wins instantly. Note: in solo the Day Stone does not advance when you Kraft โ€” only at the end of each turn.

Krystalia's Favour. Once you have 6 or more Power Krystals, every die you roll counts higher: a 1 counts as 2, a 2 counts as 3; 0 and 3 are unchanged. Values can never exceed 3.

THE CARD TYPES

Effects are the same as the standard game, except for three cards (marked SOLO) that behave differently.

MAGIC

Set-up ยท raise a die to 2
LEVEL 1Flip one die in the Faction to value 2.
LEVEL 2Flip all dice in the Faction to value 2.
LEVEL 3Allocate one of your dice straight into the Faction at value 2 (no extra action point).

MASTER

Finish ยท push a die from 2 to 3
LEVEL 1+1 to any die in the Faction, and/or (SOLO) retrieve one die from anywhere on the board โ€” not just from the Krafting area.
LEVEL 2+1 to a die in the Faction, and +1 to another die in the Faction.
LEVEL 3+1 to a die in the Faction, and (SOLO) gain a bonus action point โ€” take an additional cube and spend it on any action this turn.

MENACE

Reposition ยท surprise
LEVEL 1Move one die into or out of the Faction (choose one direction).
LEVEL 2(SOLO) use a Toxic Repel โ€” discard and replace one Gathering card โ€” and/or draw a card.
LEVEL 3Roll a die in the Faction, up to two rolls total โ€” any die that hits 3 becomes a Power Krystal on your Krown. Toxic Repel does not apply here.
โ–ถ PLAY SOLO โš”๏ธ Multiplayer rules โ† Back to home