Drawn by tales of untold riches, you have gathered a party of bold adventurers to find fortune in the catacombs. Now, shadows dance as your torches flicker and you descend into the mines. Just then, a gust of wind snuffs out your light. In the sudden dark, you make out a faint glow ahead, coming closer. An all-too familiar cackle echoes through the gloom.
“You NO take candle!”
From mighty magic wands to staves dripping with awesome primordial power, razor-sharp blades to the swords of legendary heroes, the catacombs hold special arms for every class. With trembling hands, you reach for the lock...
Cards with the Recruit keyword immediately summon minions from your deck and put them into play. Some cards recruit minions that match certain conditions; others recruit randomly chosen minions.
Every Spell Stone card has a specific trigger condition; each time you fulfill that condition while a Spell Stone is in your hand, the Spell Stone becomes more powerful.
Unidentified cards gain additional characteristics beyond their “base” qualities when you draw them.
While your party recovers and discusses how to proceed, your gaze is drawn to a pile of cards spread out on a nearby table. The fighting must have interrupted the kobolds' match. The cards beckon you to take a closer look...
You press on through the dark, eager to find your way back to the surface. But try as you might, you find yourselves stumbling ever deeper down the endless mineshafts. You remember the innkeeper’s warnings: In their mad quest for the treasures of the earth, the kobolds and their reckless digging have awakened terrifying, powerful… Wait, did you hear that?
Each time you start a new dungeon run, your deck and character will grow in power as you fight your way through the catacombs. Your goal is to defeat eight progressively more challenging encounters picked from a pool of over four dozen.
At some points during your adventure, you’ll get the chance to add powerful treasures to your deck. These cards are incredibly potent, giving you a fighting chance in the dungeon run’s more difficult encounters.
After beating an encounter, you will be given the choice between three themed groups of cards to add to your deck, picked randomly from the themes available to your class.