Setup and winning
Everyone starts on the Start Tile with two Keeyplings dealt at random. One of them goes in as your Primary. The other waits face down, and takes over if your Primary falls.
In the lobby nobody can see anyone else's cards. Once the match starts you can see which Primary each player is using, but their backup stays hidden until it comes out.
A red die tracks your HP. You start on 4 with two to four players, or 6 with five or six.
You win by reaching the Gate Tile holding the Golden Key, or by being the last player left in the dungeon.
Taking a turn
- Everyone rolls the yellow die in turn, and the rolls set the whole turn order. Tied players roll again between themselves.
- You move up to your Keeypling's Speed, and may double back over spaces you have already crossed this turn. Every step costs one move, back the way you came included.
- Connecting a new tile ends your turn, whatever Speed you had left.
- Leaving a Spike Tile costs a yellow die roll, and an odd number costs you 1 HP.
- Leaving a Slime Tile costs a roll too, and an odd number leaves you stuck there until your next turn.
Fighting
- Nobody can fight until the Key Tile has been found.
- After that, landing on another player starts a fight: your ATK against their DEF. Blue Jazz can start one down a line of sight instead, and Maxwell can pull a player onto his tile to start one.
- The lower total takes the difference in damage. Level totals hurt nobody.
- Each side may play one card, face down, and both turn together.
- At 0 HP your Keeypling falls and your backup takes over on the Start Tile at full HP. With no backup left, you are out. If you were carrying the Key, whoever killed you takes it; if the dungeon killed you, it goes back to the Key Tile, where anyone can pick it up again.
Items and abilities
- A chest pays out every time a Keeypling stands on it, so a chest is worth walking back to as well as finding. You can hold five cards. Draw a sixth and you choose one to put back at the bottom of the deck.
- Every Keeypling has its own ability. Most have a limited number of uses, and a few only work from a particular kind of chamber.
- The Magnet, the Baby Bomb and the Black Hole are never placed. They resolve as you draw them: the Magnet sends the Key back to its tile, the Baby Bomb costs you 2 HP, and the Black Hole puts you back on the Start Tile.