Click NEW GAME, then click an Actions tile to spend an action.
DAY STONE — TURN 1 / 6
YOUR HAND(drag to reorder)
LOG
How to Play — Solo Mode
Goal: Kraft all 9 Power Krystals within 6 turns. The Day Stone advances one position at the end of every turn; when it completes its loop, the game ends.
Each turn you have 3 actions. Clicking an Actions tile spends one action and opens an action cluster — up to 3 acts of that one action. You cannot switch action mid-cluster. Master L3 grants bonus actions this turn.
Roll & Influence: Pick up to 3 Available Dice, roll them all at once, then place values on Gathering cards. A card whose dice total ≥3 is Gathered into your hand. A rolled 0 triggers Toxic Repel.
Retrieve: Take back up to 3 dice from the board (value lost).
Allocate: Place up to 3 Available Dice into Faction zones as Raw Krystals (value 1).
Play & Resolve: Play up to 3 cards. Magic sets a die to 2, Master adds +1 (finisher), Menace disrupts/rolls. A die reaching value 3 becomes a Power Krystal.
Krystalia's Favour (6+ Krystals): rolls of 1 count as 2, and 2 counts as 3.
Strategy & Seed Difficulty
Solo Krafting Krowns is a race. Kraft 9 Power Krystals before the Day Stone completes its loop — 6 turns, 3 actions each (~18 moves). No opponents, no mercy. Just you, the deal, and the clock.
Seed Difficulty
Every game is dealt from a seed — a number that fixes your opening hand, the Gathering cards, and the deck order. Type a seed on New Game to replay a deal, or to take on a specific challenge. Difficulty comes down to one thing: how early, and how repeatably, you can assemble a scoring combo inside 6 turns.
Forgiving seeds hand you scoring combos early and shallow — you can afford a mistake or two.
Brutal seeds bury the cards you need deep in the deck. Every wasted action pushes the win out of reach — it's a puzzle, and it wants your full attention.
If a seed feels impossible, it may just be a hard one. Note the number, and come back sharper.
How Krafting Works
A die enters a Faction as a Raw Krystal at value 1, and becomes a Power Krystal at value 3, via a same-Faction combo:
Magic + Master — Magic sets the die to 2, Master adds +1 → 3.
Master + Master — two +1s: 1 → 2 → 3.
Heavy hitters: Magic L2 flips all of that Faction's dice to 2; Master L2 adds +1 to two dice at once. The pattern is always: get dice into a Faction, then apply that Faction's cards to walk them to 3.
Winning Strategies
Gather pairs, not half-engines. Only Influence a Magic if you can also reach that Faction's Master — and vice versa. A complete pair Krafts; a lone card Krafts nothing.
Watch your tempo. ~18 actions across 6 turns, every one counts. Build Faction engines early, then convert the moment an engine is complete. Don't pour actions into one thin engine while the clock burns.
Run the Master chain.Master L2 → L3 → L1 on two allocated dice: L2 sets both to 2, L3 finishes one (Krystal!) and grants a bonus action, L1 finishes the other (Krystal!). Two Krystals and a free action. Always spend bonus actions — never let them expire.
Batch your scoring. Load several dice into one Faction, then chain Magic L2 → Master L2 (→ Master L1) to Kraft multiple Krystals in a single action. One well-stacked Faction beats three half-built ones.
Race to Krystalia's Favour. At 6 Krystals it switches on: rolls of 1 count as 2, 2 count as 3. Now Menace L3 becomes a reliable closer. Get to 6 early — the last three Krystals come far easier.
Use Toxic Repel as a free draw. Roll a 0 and you must repel an uninfluenced Gathering card — which draws a fresh replacement. That's a dig, not a punishment. Fish for the pairs you're missing.
Never waste your last action. Keep an action in reserve to Play & Resolve so you can Kraft what you set up. Don't gather a card on the final turn if you can't use it that turn — the Day Stone won't wait.
The Krown of Krystalia goes to the player who reads the deal, not the one who rushes it. Study your seed. Then take it.
New Game
Leave the seed blank for a fresh random deal, or type a seed to play that exact deal again.
KRAFTING KROWNS
Your cards are dealt face-down. Flip them up to begin.