Crypt of Cards puts you in charge of a dungeon built from cards. Lay down rooms, then fill them with traps, chests and monsters. Every adventurer who dies inside pays you gold and XP.
What a dead adventurer carried drops into a nearby chest, or onto the floor. Tap floor loot before it fades. Empty your chests between waves: an adventurer who reaches a chest and gets out takes a share.
Your dungeon runs on while you are away, up to four hours.
Waves grow with your dungeon. Each class of adventurer resists different damage, so mix your traps.
Some adventurers carry shards, announced a wave ahead. Kill the carrier to collect them; one that escapes returns stronger. Spend shards in the Tree on new traps, bigger rooms, deeper chests, bosses and gear for walking dungeons.
More dungeons adds a second dungeon, then a third. Start each from ☰ → Your dungeons → Add a dungeon, and switch there.
Walk takes you through a copy of your dungeon in first person. Nothing there is lost or paid. Raids has fifteen house crypts, levels 1 to 15. Reach a chest and leave the way you came in to carry its gold out.
The house crypts aren't the only dungeons. Signed-in players find more of them, and they may find yours.