Solo players choose an uncovered green encounter between rounds. Multiplayer parties vote for 30 seconds. The route with the most votes wins. Ties are resolved randomly among the tied routes. Each player can change their vote before time runs out. If nobody votes, the next vote starts a new session. Remove the cards overlapping an encounter to uncover it. Knowledge rewards reveal covered encounters early, but do not unlock them. The final row leads to the boss.
Start with 5 cards. At the beginning of each normal encounter, draw 1 card. If a draw takes you over the 5-card hand limit, choose which excess cards to discard and confirm. Keep unused cards between encounters. An empty draw pile reshuffles your discard pile. Repeat doors, mimics and other extra encounters resolve without a new draw, as their rules specify.
Discard means move a card from your hand to your discard pile. Destroy means permanently remove it from your deck. Played cards normally go to discard. One-use cards and destruction hazards say when to destroy cards instead. Discard penalties let you choose and confirm the cards. If fewer cards are available than required, choose all available cards. Dismissing the picker keeps the choice pending. Diamond destroys itself and shuffles 2 random reward cards into your draw pile.
Select cards and a skill: Strength, Finesse, Radiant or Arcane. Each skill shows a different success reward based on how it overcomes the encounter. Rewards include coins, healing, dungeon knowledge and cards. Failed rolls apply the displayed penalty.
With the d6/d8/d10 array, base success is 1–3. With d4/d6/d8 it is 1. Each matching skill icon increases the success range by 1. Advantage uses the smaller die. Disadvantage uses the larger die. The roll button shows your final die and survival range.
Before committing cards, you may reveal a face-down encounter on the same floor and immediately face it. You cannot switch again or bribe it. The encounter you leave stays in the stack. You can still accept its failure penalty.
Some encounters can be bribed for safe passage with no reward. Every non-basic player card has a coin value. Markets offer five cards from a fixed shared stock. Buy cards into your discard pile or rest to heal 2 damage instead. Sell non-basic cards from your hand, draw pile, discard pile or kept cards for their listed value. Basic cards cannot be sold.
Clear every card on a floor to earn one bonus market visit. Extra encounters resolve before the market opens. Each adventurer finishes their visit before the party continues.
Offer an attack so a teammate can support it. Unused cards stay in hand between rounds. You have 9 health. Damage reduces health without removing cards. Healing restores health. At 0 health you become unconscious. Teammates can explicitly destroy two cards from their draw/discard piles to restore 1 of your health between rounds. An unconscious player no longer loses cards automatically. If everyone is unconscious, the expedition is lost. Each successful boss attack deals 1 boss damage and applies its skill reward.