DESKATURFREE ADVENTURES
INTO THE

DARK DUNGEON

S I L V E R   M I N E

CROSSROADS TOWN

Before the descent

Adventure journal

    FOUR WANDERERS. ONE FORGOTTEN MINE.

    Who will enter the darkness?

    Choose your three starting supplies

    Supplies are granted once at the start. Save progress automatically in this browser.

    Original game card

    CRAWLER'S FIELD GUIDE

    How to play

    Choose a quest in Crossroads Town, then enter the mine. Complete its requirements and return to the Questmaster. In campaign mode, complete two Easy, two Medium, then two Hard quests to earn Hero. Personal quests earn coins but no title.

    1. Move: click a neighboring floor square or use the direction buttons. You may split movement around other actions. Amber squares show legal next steps. Run adds 2 movement but prevents other actions; you need a torch. An adjacent enemy must be fought or fled.
    2. Explore: reach an open edge and use the matching Explore button. Inspect the drawn card, choose its orientation, and spend one torch. A Lost Map can reveal a neighboring tile without spending light or waking its enemies. A disconnected card can create a dead end.
    3. Interact: stand beside a container, fire, trap, or door. Loot rolls add your current torch value: crate 5+, barrel 6+, tomb 8+. Chests need a key or Tools and offer a choice of two cards. Loot remains on the floor until picked up. Containers are searched once, even on failure.
    4. Fight: one attack or flee attempt per turn. Roll your d6 plus Attack against the enemy's d6 plus Attack. The loser takes 1 Life damage; ties do nothing. Choose eligible book rerolls before accepting the result. Enemies also fight on their turns.
    5. End turn: each awake enemy moves and may attack. Press Continue dungeon turn to advance through them. Disease sets Attack to zero for two turns; poison removes one Life at the start of each of two turns. A snare costs the current remainder and next turn.
    6. Return: reach a gate to leave. If no enemies remain, return instantly. Town offers quests, trade, rest, rumors, books, paths, and your protected stash.

    Survival tips

    Torches make looting easier. Spending your last torch summons a boss at your original gate. Placing the eighth goblin also summons a boss. A campfire restores Life and Torch once, but only after clearing that hall. The starting hero values differ; Life can recover up to the card's maximum of 8 and Torch up to 4, plus equipment. Inn recovery restores starting values instead.

    One weapon plus one simple and one great rune may be equipped. A backpack occupies a slot and expands total slots from 3 to 6, leaving 5 for other items. Unequip items before selling or delivering them. Empty extra slots before removing a backpack.

    Solo web edition notes

    This is an unofficial alpha adaptation, with source credits preserved. Browser visual and audio verification was unavailable during creation; report any discrepancies against the supplied cards.