Kryptothera: The Cryptid Pursuit
Kryptothera: The Cryptid Pursuit Rulebook
Table of Contents
Table of Contents
- Game Overview
- Game Components
- Game Setup
- Playing the Game
- Player Turn Sequence
- Skill Checks
- Capturing Cryptids
- Turn Example
- Return to HQ
- Retreat
- Player vs Player
- End of Game
- Kryptothera Glossary
- Solo Mode: The Descent
- Co-op Mode: United We Hunt
- Side Quests
- Expansions
- 3. The Legacy Trials
- Side Quests
- Expansions
Game Overview
In Kryptothera - The Cryptid Pursuit, you are a daring cryptid hunter venturing across North America. Your mission: capture elusive creatures, gather clues, complete secret contracts, and outwit rival hunters.
The object of the game is to score the most points by the end of the 10th round:
- Total number of points from cryptids secured in your HQ
- Completed contract points
- Clue tokens (1 point each)
- Coins (every 3 = 1 point)
Capturing cryptids is your key to glory. Each one demands a unique mix of skill and luck to cage. Each turn, you will move your character, traversing across the map... but where will the hunt take you?
Each one of your cryptid cards reveals the hiding spot of one of these mythical creatures. To successfully capture one, you must first reach the matching location on the map, then succeed in all of the skill checks listed on your card.
A skill check is performed by adding together a player board skill value, crew and item bonuses, and the number rolled on the die. Failure can occur at any step, but if you succeed in every skill check, the cryptid is yours! However, you must also deliver the creature back to your HQ before you can celebrate your triumph.
Plan wisely, hunter. Will you build the most impressive cryptid collection and claim the title of Master of the Eye of Kryptothera by the end of 10 thrilling rounds?
Cryptid Cards
Cryptids are your main source of points. To attempt a capture, move to the map location on your card and perform the listed skill checks. Cryptids are classified into four threat levels; the greater the threat, the more skills are needed for a successful capture. Captured cryptids are placed in cages, matching their threat level, on your player board.
Card anatomy: Skill Checks (the skill icons down the left side of the card), Point Value, Health Loss, Threat Level (L = Low, M = Medium, H = High, crown = Legendary), Cryptid Name, Flavor Text & Event Text, Map Location.
Clue Tokens
Not every hunt ends in success. Each failed attempt leaves behind traces, footprints, whispers, fragments of proof... These gathered clues are worth 1 point each.
Aether Coins
Aether coins fuel your expeditions. You will need one to begin each turn and even more to buy items and hire crew. Earn them through round income and by delivering captured cryptids back to HQ.
Contract Cards
You get a contract card during Round 1. Contract cards are kept private. Only reveal it when instructed to earn points.
Example contract: "Legendary Hoard - Capture at least three legendary cryptids. Reveal upon completion for: 15 Endgame Points."
Game Components
Cards
- 75 Cryptid Cards: 25 Low-Threat Cryptids, 25 Medium-Threat Cryptids, 25 High-Threat Cryptids
- 60 Event Cards & 15 Legendary Cryptids
- 12 Contract Cards
- 50 Item-Crew Cards
Map
- A. 100 North American Locations: Move from point to point using MP (movement points).
- B. 4 Maelstrom Teleport Points: Movement is allowed between like-kind teleport points.
- C. Card Slots (bottom-left): Slots for each deck and discard pile.
- D. Shop Area (right): Slots for the item-crew deck, discard, and the 4 cards of the shop display.
- E. Round Tracker (left): Used to track game-wide events that happen at the start of each round.
- F. MP Tracker: You start with 4 MP; this increases by 1 MP with each legendary cryptid card drawn.
- G. Income Tracker: Your end of turn income increases alongside the round tracker progression.
6 Player Boards
- A. Character Portrait and Ability
- B. Character Skills
- C. 1 Contract Slot (top)
- D. Character Health Tracker: Remove health tokens when HP is lost. Add health tokens when HP is restored.
- E. 3 Crew Slots (left): Crew cards are designed to slip halfway under the board.
- F. 3 Item Slots (right): Item cards are designed to slip halfway under the board.
- G. Cryptid Cages: You have 3 types of cages to deposit your captured cryptids in. Warning: As long as cryptids are in cages, they are not safe from event effects or other players.
- The low threat cage can hold up to 4 low-level cryptid cards.
- The medium threat cage can hold up to 3 medium-level cryptid cards.
- The high threat cage can hold up to 2 high-level cryptid cards OR 1 legendary cryptid card.
- H. Depository: When you return to your HQ, place your captured cryptids here to secure them and earn income (aether coins).
- Gain 1 coin for each cryptid and 2 coins for each legendary cryptid deposited from cages.
- I. Clue Area: Clue tokens you gain, primarily from failed cryptid capture attempts, are placed here.
- J. Income Area: Coins earned by end of turn and depositing cryptids at HQ are stored here and are transferred to the wallet when you return to HQ.
- K. Wallet Area: The wallet holds coins you can use for turn upkeep and at the shop.
- L. Turn Sequence Rules Area (printed on the board): 1. Pay 1 aether coin. 2. Draw & resolve an event card. 3. Move using movement points: A. Pause to capture cryptids. B. Continue moving if MP remain. 4. Buy item(s) or crew from shop. 5. Draw cryptid cards to a hand of 4. 6. Gain end turn aether income. 7. End of turn.
Tokens & Markers
- 6 Player Standees
- 15 Legendary Cryptid Tokens
- 150 Aether Coins (75x1, 50x3, 25x5)
- 6 HQ Markers
- 38 Clue Tokens
- 1 Die
- 42 Health Tokens
- 3 Tracker Standees: 1 Round, 1 Movement, 1 Income
Game Setup
Board & Card Setup
- Place the game board in the center of the play area.
- Shuffle all card decks separately:
- Cryptid Cards (place in the Cryptid Deck slot)
- Item-Crew Cards (place in the Shop Deck slot)
- Contract Cards (set aside for Round 1)
- Event Cards (see Event Deck Setup below)
- Legendary Cryptid Cards (used in Event Deck Setup)
- Draw 4 item-crew cards, placing one face up in each of the shop display slots 1-4.
- Place the following standees:
- MP Standee at 4 MP (starting value)
- Round Standee at Round 1
- Income Standee at 2 coins (starting income)
Event Deck Setup
Important: This step determines the flow of events for the entire game.
- Shuffle the event deck (after ensuring all legendary cryptid cards are separated out). Then, based on the player count, set aside a number of cards as shown in the table below.
- Split the remaining event deck into three relatively equal piles.
- Shuffle 4 legendary cryptid cards into each pile. Return extra legendary cryptids to the box.
- Stack the piles together without shuffling.
- Place these cards face-down on the event deck slot on the board.
- Finally, place the previously set-aside event cards face down on top of the stacked deck.
| Players | Cards Set Aside |
|---|---|
| 2 | 4 |
| 3 | 6 |
| 4 | 8 |
| 5 | 10 |
| 6 | 12 |
Player Setup
Each player takes a player board and the following pieces:
- 6 HP Tokens (place on HP tracker)
- 5 Aether Coins (place in wallet)
- 1 Player Standee and 1 HQ Marker (same color)
- 8 Cryptid Cards (drawn from the deck)
Please read your hunter's special ability aloud to ensure everyone is familiar with it.
Choose Your HQ
Choose your HQ location by selecting 1 cryptid card from your hand. Place your player standee and HQ marker on the corresponding map location, then discard the chosen card.
Example: The red player chooses their Donkey Lady card, puts their player pieces in San Antonio, then discards the card.
Keep 4 Cryptid Cards
Discard any 3 cryptid cards so that you have a hand of 4 cards.
Note: Discarded cryptids are placed face-up in the cryptid discard pile slot on the board.
If you own any expansions, you can add those cards in during setup (see "Expansions" on p. 18).
Starting Player
The player who most recently spotted Bigfoot goes first. Sightings in films, online clips, or dreams are perfectly acceptable.
Playing the Game
Game Rounds (Round 1)
Each round introduces a game-wide event or change. These round milestones are marked on the round tracker and help pace the experience.
During the first round, each player does the following on their turn:
- Draw 2 contract cards.
- Privately choose 1 to keep and discard the other.
- Place the chosen contract card face-down at the top of your player board (keeping it private until it is scored).
A round is over once each player has completed a turn. At the end of each round, advance the round standee to the next space on the round tracker and read the new milestone aloud. Move the Income standee when the round enters a new income band.
| Round | Milestone |
|---|---|
| 1 | At the start of each player's turn, the active player draws 2 contract cards and keeps 1. Discard the other. |
| 2 | At the start of each player's turn, the active player may lose 1 HP in order to buy 1 item-crew card. |
| 3 | At the beginning of the round, replace the shop display. |
| 4 | At the start of each player's turn, the active player draws 2 cryptid cards and keeps 1. Discard the other. |
| 5 | At the beginning of the round, replace the shop display. |
| 6 | At the start of each player's turn, the active player must discard 1 item-crew card or pay 3 coins. |
| 7 | At the beginning of the round, PvP rules begin. Replace the shop display. |
| 8 | At the start of each player's turn, the active player draws 2 event cards and resolves 1. Return the other card face down to the top of the event deck. |
| 9 | At the beginning of the round, replace the shop display. This round, buy item-crew cards at half cost (rounded up). |
Note: The income bands are not stated in the rulebook text; they are printed on the round tracker of the game board shown in the setup illustration: end of turn income is 2 coins for rounds 1-3, 3 coins for rounds 4-7, and 4 coins for rounds 8-10.
Player Turn Sequence
Each player's turn follows these steps in order:
1. Pay Turn Upkeep
You must pay 1 coin from your wallet to the supply.
If you cannot finance your expedition this turn, you are immediately forced to retreat (see "Retreat" on p. 12); do not continue onto Step 2.
2. Resolve 1 Event Card
Draw the top card of the event deck, then read and resolve the card's effect. Some effects should be resolved immediately, while others are resolved on each player's respective turn. When you are finished, discard the event card.
Note: When a card says "You" it refers to the active player only. When a card says "All" it refers to all players, including the active player.
Drawing a legendary cryptid card is a special event.
When one is revealed:
- Increase the MP tracker by +1 (max 8).
- Read and resolve the card's event.
- Place the matching legendary cryptid token on a standee base in the named city on the board.
- Place the card face up on the edge of the board.
This legendary cryptid is now available for capture, and any player may attempt to capture it on their turn by going to the cryptid's location and resolving the required skill checks.
3. Move and Capture Cryptids
Use your movement points (MP) as shown on the board MP tracker. You start with 4 MP; this increases as legendary cryptids are revealed. Some items and crew you own can increase your MP.
(Illustration caption: moving between two connected map locations, e.g. Thompson to Sandy Lake, is "1 Movement Point Cost".)
You may pause your movement at a map location to make a capture attempt, then resume movement if MP remains. In this way, it is possible to capture multiple cryptids in multiple locations on the same turn as long as you have the MP to move to these locations.
If you wish to make a second capture attempt in the same location, you must first exit and then re-enter the location (spending MP).
Maelstrom Movement
You can teleport from the North to the South Maelstrom and from the East to the West Maelstrom and vice versa. Count MP as you would count moving from one location to another on the map.
4. Visit the Shop
You may buy up to 4 item-crew cards using coins in your wallet. When you are done buying cards, refill all empty shop slots.
If the deck is empty, shuffle the discard pile into a new deck.
5. Collect Income
Gain a number of coins equal to the income level of the current round and place them in your income area on your player board.
Important: You cannot use coins from your income area to pay for your turn upkeep or shop. To move coins to your wallet, you must return to your HQ (see "Return to HQ" on p. 12).
6. Refill Cryptid Hand
Draw until you have 4 cryptid cards in hand.
In the event you have more than 4 cryptid cards in hand, do not draw until you have fewer than 4 cards.
If the cryptid deck is empty, reshuffle the cryptid discard pile and place it into the cryptid deck slot on the board.
7. End of Turn
Play passes to the next player in clockwise order.
Skill Checks
Skill checks are performed to resolve events, capture cryptids, and engage in PvP. Each character has a unique base skillset that can be boosted with item-crew cards bought from the shop.
Each skill is represented by a color and symbol:
- Might (Red Square)
- Agility (Yellow Circle)
- Intelligence (Blue Triangle)
- Wisdom (Purple Hexagon)
- Charisma (Green Diamond)
Resolve a Skill Check
Roll the die and add the result to your base skill, plus any bonuses from item-crew cards. To succeed, the final result must match or exceed the target value.
Important: A skill value cannot exceed 3, even with bonuses. For example, if your character has 2 might and an item provides another 2 might, you may only add 3 to your roll.
Example: You need at least 4 charisma to succeed in the Grand Display event. You roll a 2 on the die, your character has 1 charisma, and you have an item that gives you +1 charisma. A total of 4 charisma results in a success!
Capturing Cryptids
To attempt the capture of a cryptid, you must be on the map location shown on your cryptid card. Reveal the card and resolve the skill checks shown in order from top to bottom.
Important: If you fail any one skill check during a capture attempt, the capture is a failure.
On Success
- Place the captured cryptid into the appropriate cage.
- Lose any health as noted on the card (-1 HP for high-threat, -2 HP for legendary).
- For a captured legendary, remove its token from the board.
On Failure
- Gain 1 clue for low, medium, and high-threat. No clue is gained for legendary.
- Lose any health as noted on the card.
- Discard the cryptid card.
- A legendary cryptid token stays in its location.
Note: When the health loss icon shows F-1, this means you only lose 1 HP on failure.
Cage Management
Each player board has three types of cages that hold different cryptids and have different capacities:
- Low Threat: Holds up to 4 low-threat cryptids.
- Medium Threat: Holds up to 3 medium-threat cryptids.
- High Threat: Holds up to 2 high-threat cryptids OR 1 legendary cryptid.
If the appropriate cage is full, discard either the newly captured cryptid card or one in that cage. Gain 1 clue token (worth 1 point).
To free up space in your cages, you need to return to HQ to deposit your captured cryptids (see "Return to HQ" on p. 12). Beware: Cryptids in your cages are at risk of being lost to events or stolen by other players.
Legendary Cryptids
Legendary cryptids are the rarest and most valuable creatures, requiring three different skill checks. They can appear when event cards are drawn (Step 2).
When a legendary cryptid is captured, it must always be placed in the high-threat cage. You may discard high-threat cryptids to make room for a captured legendary, but you do not receive clue tokens if you do.
Legendary cryptids cannot be stolen with items or crew, but they are still vulnerable to events, as well as PvP encounters (see "Player vs Player", p. 12).
Turn Example
Sara starts her turn by paying 1 aether coin to begin her expedition, then draws the Alchemist's Elixir event card. The effect applies to "All" hunters, so each player chooses to restore their HP to full OR gain 1 random item or crew from the shop deck.
Sara chooses to draw a random item and gains the Aetherbolt Pistol, which provides a permanent +1 might. As part of the event, she may also spend 1 HP to lower a cryptid's skill check value by 1 this turn.
Sara begins her turn in Sandy Lake and moves to Moosonee, where she decides to attempt a cryptid capture. She plays the Temagami Bigfoot from her hand, a low-threat cryptid found in Moosonee that requires a skill check of 3 might.
Although her character's might is 0, her new Aetherbolt Pistol grants +1 might, meaning she only needs to roll 2 or higher. However, she rolls a 1 = failure! Sara discards the Temagami Bigfoot and gains 1 clue token. She loses no health, as shown on the card.
The movement tracker is at 5 MP, meaning Sara still has 4 MP remaining. She uses all 4 MP to move to Madison, where she attempts to capture another monster from her hand, the Hidebehind, a high-threat cryptid requiring a skill check of 3 charisma and 4 wisdom.
Sara's character has 1 charisma and 2 wisdom. She decides to use the event card effect by losing 1 HP to reduce the Hidebehind's charisma check by 1, automatically passing the charisma check (since any roll will result in a successful check). She then rolls a 5, passing the wisdom check and successfully capturing the Hidebehind!
Sara adds the cryptid to her high-threat cage and loses another 1 HP from the dangerous capture attempt, as shown on the card.
Sara has used all 5 MP available this turn, and she does not have enough coins in her wallet to buy from the shop. She collects income, as shown by the income tracker. Finally, she draws 2 cryptid cards to refill her hand to 4 total cards and ends her turn.
David's turn starts with upkeep and drawing an event card. He draws the legendary cryptid, Chupacabra. Because a legendary cryptid event has come up, the movement tracker immediately increases by +1 (to 6 MP). David places the Chupacabra token in Mexico City, as noted on the card. He then reads the effect aloud, which forces him to lose 2 HP.
Chupacabra is now available for capture, and David continues with his turn.
Return to HQ
Your headquarters is a vital haven where you can rest and secure your captured cryptids.
On your turn, you may return to HQ by ending your movement at the location with your HQ marker.
When you return to HQ:
- Shop using coins in your wallet (optional).
- Deposit cryptids from cages into the HQ Depository (gain 1 coin per cryptid, 2 coins per legendary).
- Restore all HP.
- Collect end-of-turn income, then move all coins from income to wallet.
- Refill your hand (4 cryptid cards).
- End your turn.
Important: Simply passing through your HQ location does not trigger these effects.
Important: If a card or effect moves you to HQ when you are not the active player, resolve the Return to HQ effects except shopping and collecting end-of-turn income. Move coins for income to wallet.
Retreat
You must retreat any time your HP is reduced to 0 OR if you are unable to pay turn upkeep (1 coin from your wallet) at the start of the turn.
When retreating:
- Move your player standee to HQ.
- Discard all cryptids in cages.
- Discard all crew cards (keep all item cards).
- Restore all HP.
- Skip visiting the shop.
- Collect end-of-turn income only if you are the active player.
- Move all coins from income to wallet.
- End your turn if you are the active player.
Important: When legendary cryptids are discarded, they escape and return to their habitat. Place their legendary token back on the designated map location.
Player vs Player
Player vs. player (PvP) begins in Round 7 and is mandatory when:
- A player enters another player's location.
- A player starts their turn in another player's location (after resolving the event card).
If the active player enters a location with multiple players, they must resolve PvP with each player separately.
The active player can only initiate PvP with the same player once per round.
PvP Resolution
- Each player chooses their highest skill (with bonuses, max. 3).
- Roll the dice and add the result to your skill and bonuses value.
- Compare totals.
Outcomes
Offender Wins: The defender loses 1 HP, and the offender takes any 1 cryptid (even a legendary) from the defender's cages. If they have none, steal a non-legendary cryptid from HQ. If you cannot do either, take 1 coin from their wallet or income.
Defender Wins: The offender loses 1 HP.
Tie: Both players lose 1 HP.
End of Game
At the end of Round 10, all players calculate their final scores. Before you begin tallying, convert all remaining cryptid cards in cages to 1 clue token each.
- Total number of points from cryptids secured in your HQ
- Completed contract points
- Clue tokens (1 point each)
- Coins (every 3 = 1 point)
The hunter with the most total points is the winner!
In the event of a tie, break the tie in the following order:
- Most legendary and high-threat cryptids
- Most medium-threat cryptids
- Most low-threat cryptids
- Most clues
- Most coins
Still tied? Email us at [email protected]
Kryptothera Glossary
Aether Coins: The in-game currency (shortened to "coins"). Used to pay for turn upkeep, buy item-crew cards, and for scoring (3 coins = 1 point).
Clues: Earned when a capture fails (except for a legendary). Each clue is worth 1 point during scoring.
Contract Cards: Optional private in-game objectives. Reveal them as instructed to earn bonus points. Not used in Co-op mode.
Cryptids: The creatures you are hunting, categorized by threat level: low, medium, high, and legendary.
Cages: Slots on your player board where captured cryptids are stored by threat level. Avoid full cages or hunts may only yield clues.
Event Cards: Resolved at the start of each turn. Solo and Co-op modes use custom event decks.
Glyphs: Special tokens earned in Solo and Co-op modes via events or by sacrificing legendary cryptids. Used to reduce Order influence and affect endgame scoring.
HP (Health Points): Represented by health tokens on the player board. Losing all HP on the health tracker forces the player to retreat.
Hunter of the Order: The NPC opponent in Solo and Co-op modes. Captures cryptids each round based on event effects.
Legendary Cryptids: Rare, powerful creatures. Require 3 skill checks for a successful capture. Stored in high threat cages. May be sacrificed in Solo and Co-op modes for glyphs.
Maelstrom Portals: Special map locations that allow teleportation between like-kind points (1 MP cost).
MP (Movement Points): Determines how far you can move each turn. Starts at 4 and increases as legendary cryptids are revealed (max. 8).
Order Influence: An escalating level tracked in Solo and Co-op modes. If it reaches 6, the ritual card's malus effect triggers.
PvP (Player vs Player): Combat between players from Round 7 onward. Disabled in Solo and Co-op modes.
Ritual Card: Defines the end-game scoring bonus or penalty in Solo and Co-op modes. One card per game.
Shop: Buy up to 4 item-crew cards using coins from your wallet. Refill after purchase.
Wallet vs. Income Area: Coins in your wallet can be spent. Income coins must be moved to wallet by returning to your HQ.
Solo Mode: The Descent
Kryptothera: The Descent is a dedicated expansion for single-player exploration within the world of Kryptothera. Sold separately from the base game.
Overview
The Order thrives in shadow. Its influence must be pushed back. For even a hope of success, you must grasp at an unknown power, accumulating powerful glyphs. Choose the right moments to use them or risk letting darkness take hold...
In Kryptothera: The Descent, you face the Hunter of the Order, a growing NPC (non-player character) threat driven by a custom solo event deck. Play as a lone hunter resisting the rising power of the Order and its relentless agent.
This is your hunt. The world won't save itself.
Important Concepts
At the start of each game, you choose a ritual card; this card gives you a unique end-game scoring bonus or penalty.
The Order's influence is tracked on a dedicated tracker card using an influence tracker token. The solo event deck will dictate when the influence token advances. Additionally, if the Order reaches 6 influence, a special negative event on your ritual card, called a malus effect, is activated.
To push back the influence tracker, you need glyphs. Glyphs are gained through events and, if necessary, by sacrificing legendary cryptids. You can choose to spend 1 glyph to reduce the Order's influence by 1 any time during your turn.
Lastly, the Order will automatically capture and secure cryptids, which is also determined by solo event cards. Keep these cards hidden from yourself until final scoring.
Order Influence Card
The influence tracker token starts off the card at "0." If it reaches the maximum 6 influence, the malus effect is active. The effect is ongoing; the Order's influence can no longer be lowered.
Glyph Tokens
Glyphs are used to reduce the Order's influence (1 glyph = -1 influence). Return spent glyphs to the supply and adjust the influence token on the Order's card. (Note: Token art is only for flavor)
Hunter of the Order (NPC) Area
Designate a space near the board where you will place captured NPC cryptids. All captured NPC cryptid cards should be drawn blindly. Place them face down in this area. They should remain secret until final scoring.
Ritual Cards
Your ritual card lists the end-game glyph requirements, resulting in success or failure. Read the malus effect out loud when you select the ritual card.
Card anatomy: Card Name, Flavor Text, Malus Effect, Ritual Bonus (Success) and Penalty (Failure).
Example ritual card, "Ashes to Sight": Malus effect (Ongoing): If influence is >=6 before Round 10: At the end of every round, you must discard 1 Aether Coin or lose 1 clue. If unavailable, lose 1 HP. End of Game, Success (3+ Glyphs): You disrupt the last fire. From its remains, retrieve 1 discarded Cryptid. +8 Points. Failure (0-2 Glyphs): You lose all clues, then discard 3 random captured Cryptids.
Solo Mode Setup
Follow the base game setup steps with the following changes:
A) Ritual Card
Select 1 ritual card: choose between Ashes to Sight, The Anti-Eye Opens, and The Mirror Rites. Place the card in front of you and return the unchosen cards to the box.
B) Event Deck
Replace the base game event deck with the solo event deck.
- Split up the solo event deck into 2 relatively equal piles.
- Shuffle 5 legendary cryptid cards into each pile.
- Stack the piles together without shuffling and place the deck on the board.
C) Starting Resources
- 6 coins (place in wallet)
- 1 item card (the first random item drawn from the shop deck)
- 1 contract card (draw 2, keep 1)
Note: Some contract cards are disabled in this mode. From the base game, do not use Legend Whisperer, Rival's Bane, and Silent Pursuer. From expansions, do not use Nemesis, The Mercenary, and The Pacifist.
D) Player Abilities
The Boss (Solo Mode): Once per round, if the NPC captures 2 cryptids at once, you may pay 2 coins to cage 1 low-threat cryptid from your hand.
E) Item-Crew Deck
These expansion cards are disabled: Diplomat, Saboteur, and Thief.
Special Solo Rules
The following rules are important gameplay changes. All other base game rules remain the same.
Order Influence
Advance the influence token when an event card states "Raise Order influence." At 6 influence, the ritual card's malus effect becomes active.
Legendary Cryptid Events
When you draw a legendary cryptid, resolve it as in the base game. Then, draw another event card and resolve it.
In the unlikely event a second legendary cryptid card is drawn, repeat the same steps until you draw and resolve a non-legendary event card.
Sacrificing Legendary Cryptids
You may discard a captured legendary cryptid from its cage in exchange for 1 glyph token. If you do, remove the cryptid's card and token from the game.
Note: You cannot hold more than 10 glyphs.
NPC Cryptid Captures
Check if the NPC captures any cryptids every time a new event card is drawn in the "Order hunter's turn" section (top-right corner).
Stall the Hunt: For every 9 cryptids captured by the NPC, skip the NPC's capture step for 1 turn.
Player vs. Player
PvP rules are disabled in this mode.
Solo Scoring & Victory
At the end of Round 10, calculate your score by adding up:
- Total number of points from cryptids secured in your HQ
- Completed contract points
- Clue tokens (1 point each)
- Coins (every 3 = 1 point)
- Ritual bonuses or malus effect (based on glyphs)
Flip over all captured NPC cryptids in the Hunter of the Order (NPC) area. The Order Hunter Score is calculated by adding up:
- Total number of points from captured NPC cryptids
If your score exceeds the Order's score, you win!
Difficulty Variants
Rookie: Start with 1 random crew card and 8 coins.
Standard: Default rules.
Expert: No bonus item. Start with 5 coins.
- High-threat cryptids: Lose 2 HP on capture failure.
- Only 4 legendary cryptids in play.
Legend: No bonus item. Start with 5 coins.
- Medium-threat cryptids: Always lose 1 HP.
- High-threat cryptids: Always lose 2 HP.
- Only 4 legendary cryptids in play.
Co-op Mode: United We Hunt
Kryptothera: United We Hunt is a dedicated expansion for cooperative play within the world of Kryptothera. Sold separately from the base game.
Overview
The Order's eye sees much. Its influence must be pushed back. For even a hope of success, you must grasp at an unknown power, accumulating powerful glyphs. Choose the right moments to use them or both light and sight will fade...
In Kryptothera: United We Hunt, you face the Hunter of the Order, a cunning NPC threat powered by a custom co-op event deck. Join forces as a team of four hunters to stand against the growing shadow of the Order.
Stand together. Fight smart. The Order is watching.
Important Concepts
At the start of each game, your team chooses a ritual card; this card gives you a unique end-game scoring bonus or penalty.
The Order's influence is tracked on a dedicated tracker card using an influence tracker token. The solo & co-op event deck will dictate when the influence token advances. Additionally, if the Order reaches 6 influence, a special negative event on your ritual card, called a malus effect, is activated.
To push back the influence tracker, you need glyphs. Glyphs are gained through events and, if necessary, by sacrificing legendary cryptids. You can choose to spend 1 glyph to reduce the Order's influence by 1 any time during your turn.
Lastly, the Order will automatically capture cryptids, which is also determined by event cards. Keep these cards hidden from the team until final scoring.
Important: If playing with fewer than 4 players, control additional characters cooperatively.
Order Influence Card
The influence tracker token starts off the card at "0." If it reaches the maximum 6 influence, the malus effect is active. The effect is ongoing; the Order's influence can no longer be lowered.
Glyph Tokens
Glyphs are used as a team resource to reduce the Order's influence (1 glyph = -1 influence). Return spent glyphs to the supply and adjust the influence token on the Order's card. (Note: Token art is only for flavor)
Hunter of the Order (NPC) Area
Designate a space near the board where you will place captured NPC cryptids. All captured NPC cryptid cards should be drawn blindly. Place them face down in this area. They should remain secret until final scoring.
Ritual Cards
Your ritual card lists the end-game glyph requirements, resulting in success or failure. Read the malus effect out loud when you select the ritual card.
Card anatomy: Card Name, Flavor Text, Malus Effect, Ritual Bonus (Success) and Penalty (Failure).
Example ritual card, "The Dead Signal": Malus effect (Ongoing): If Order influence reaches 6 before round 10: At the start of each round, each player loses 1 HP unless they pay 1 aether coin. End of Game, Success (6 Glyphs): You overload the towers. Each player draws 2 cryptids into HQ, & as a team +12 Points. Failure (0-5 Glyphs): Each player loses all aether coins and discards 1 cryptid from HQ to the Order Hunter area.
Co-op Mode Setup
Follow the base game setup steps with the following changes:
A) Ritual Card
Select 1 ritual card: choose between The Archive Awakens, The Dead Signal, and The Flood Gate Opens. Place the card in front of you and return the unchosen cards to the box.
B) Event Deck
Replace the base game event deck with the co-op event deck AND the solo event deck.
- Set aside 8 event cards, then split the remaining event deck into 3 relatively equal piles.
- Shuffle 4 legendary cryptid cards into each pile. Return extra legendary cryptids to the box.
- Stack the piles together without shuffling and place the deck on the board. Place the previously set-aside event cards on top.
C) Starting Resources & Location
- 5 coins (each player's wallet)
- 1 item card (each player receives the first random item drawn from the shop deck)
- Draw 4 cryptid cards; decide together which single location to choose for a shared HQ, then discard the cards. All players start in the same location.
- Each player draws 4 cryptid cards. You may trade these cards equally between teammates to form your starting hands.
D) Item-Crew Deck
These expansion cards are disabled: Diplomat, Saboteur, and Thief.
Special Co-op Rules
The following rules are important gameplay changes. All other base game rules remain the same.
Order Influence
Advance the influence token when an event card states "Raise Order influence." At 6 influence, the ritual card's malus effect becomes permanently active.
Legendary Cryptid Events
When you draw a legendary cryptid, resolve it as in the base game. Then, draw another event card and resolve it.
In the unlikely event a second legendary cryptid card is drawn, repeat the same steps until you draw and resolve a non-legendary event card.
Sacrificing Legendary Cryptids
You may discard a captured legendary cryptid from its cage in exchange for 1 glyph token for the team. If you do, remove the cryptid's card and token from the game.
Note: The team cannot hold more than 10 glyphs.
NPC Cryptid Captures
The NPC captures cryptids as described by event cards. The NPC's cards remain hidden until endgame scoring unless instructed otherwise.
Stall the Hunt: For every 9 cryptids captured by the NPC, skip the NPC's capture step for the next 4 player turns.
Player vs. Player and Contract Cards
These are disabled in this mode.
Free Trading
Hunters in the same location may give or exchange caged cryptids, cryptid cards from hand, items, crew, wallet coins and clue tokens. HP and income coins cannot be exchanged.
Assisted Capture
Once per turn, the active player may declare an assisted capture. Hunters in the same location may contribute up to +3 total from their base skills, in any combination. This may exceed the normal skill cap of 3.
Cryptid Deck and Cryptid Discard Exhaustion
Players no longer refill their cryptid hands. Resolve other cryptid draws and NPC captures as far as possible. If before Round 10, the next round becomes the Final Round.
Co-op Scoring & Victory
At the end of Round 10, calculate your score by adding up:
- Total number of points from cryptids secured in each HQ
- Clue tokens (1 point each)
- Coins (every 3 = 1 point)
- Ritual bonuses or malus effect (based on glyphs)
Flip over all captured NPC cryptids in the Hunter of the Order (NPC) area. The Order Hunter Score is calculated by adding up:
- Total number of points from captured NPC cryptids
If your team score exceeds the Order's score, you win! The highest-scoring hunter becomes the MVP.
Side Quests
1. Unlock The Cryptic Path (Eye of Kryptothera)
Ten fragments lie across beast and fate; in dim silence six beasts guard the outer circle, while four trials reveal the Order's true goal. Stillness gathers at the circle's centre where lies the Eye. Step lightly; seek the hubs and the Order's gaze begins.
-- T.S.E (The Treacherous Land, 1922).
Some say the Order grows desperate to seize the Eye of Kryptothera. They already know the positions of several power hubs, yet the true location remains elusive, hidden somewhere beyond their reach.
Look closely: a few cards bear unusual capital letters woven into their text. Together, these fragments spell out a secret, pointing to the place where the Eye truly lies...
2. Hidden Contract (Symbol of the Order)
Where the world of Kryptothera thins, the Order leaves its marks. A stray letter, a wrong capital. Most hunters pass them by... Across the card text, artwork, and the box itself, a message lies scattered in fragments. It was not meant for all. Those who look too closely may feel it drawing them in, quiet and patient.
No keys are needed; only wits, only eyes, only a willingness to follow what should be ignored. And when the final round ends, you must bring what you've learned where the Order gathers. Those who stand alone upon that name accept this message as a hidden contract.
The prize is 30 end-game points. But what is offered comes at a cost the Eye does not forget.
Important: For hints and solutions, visit the NoctiLux website at www.NoctiLux.co.uk.
Expansions
Note: All expansion cards include a unique mark per expansion.
Event Cards
- The event deck may be expanded without an upper size limit.
- A recommended size of 60 cards ensures consistent pacing.
- Solo & Co-op Modes use their own dedicated event decks.
Cryptid Cards
- The cryptid deck may be expanded without an upper size limit.
- The total number of legendary cryptid cards per game remains restricted according to the chosen game mode.
Item-Crew & Contract Cards
- These decks may be expanded without an upper size limit.
- A small number of cards are disabled in Solo and Co-op Modes.
Player Boards
- Base Game: Up to 6 players.
- Frontiers Awaken: Up to 7 players (minimum 70 event cards).
- Co-op Mode: 4 players only (choose any four existing boards).
Expansion Components Compatibility with Base Game
Check mark = Mix & match freely. Warning = Restrictions apply. "-" = not included.
| Expansion | Events | Cryptids | Legendary | Item-Crew | Contracts | Player Boards |
|---|---|---|---|---|---|---|
| Frontiers Awaken | Mix & match | - | - | Mix & match | Mix & match | Mix & match |
| A Cryptid in Every City | - | Mix & match | Mix & match | - | - | - |
| Something Lurks in the Shadows | - | Mix & match | - | - | - | - |
| From the Mountains to the Sea | - |
3. The Legacy Trials
The world of Kryptothera changes as you hunt... Play five stages to chart the clash between Order & hunters.
Before attempting the Legacy Trials, play a few standard games to familiarise yourself with the rules.
Complete 3 of 5 missions per stage to advance. Record progress; replay failed stages until the required missions are completed.
Base = Base game components only. Exp = Expansion components to include.
I - The Awakening
The Eye stirs; the Order notices.
- (Base) 1 player captures 1 Legendary cryptid before round 7.
- (Base) No player retreats for 3 consecutive rounds.
- (Base) 1 player deposits 6 cryptids in a single turn.
- (Exp) 1 player captures 5 "A Cryptid in Every City" cryptids.
- (Exp) 1 player successfully resolves 5 "Frontiers Awaken" events.
II - The Fracturing
The Order tears the Aether grid.
- (Base) Medium threat cryptids deal 1 extra HP damage.
- (Base) Reach 8 MP before round 7 in a single game.
- (Base) 1 player captures 6 High threat cryptids before Round 9.
- (Exp) 1 player captures 5 "From the Mountains to the Sea" cryptids.
- (Exp) 1 player ends the game with 2 "Frontiers Awaken" Items/Crew.
III - The Pulsing
Corruption spreads through the grid.
- (Base) All players start the game with -2 HP (no restore before round 3).
- (Base) 2 players each capture 1 Legendary cryptid when at half HP or less.
- (Base) No player falls to 0 HP until round 6.
- (Exp) 2 players each capture 2 "The Threat was Never Higher" cryptids without failing.
- (Exp) 1 player captures 3 "Something Lurks in the Shadows" cryptids: +1 requirement to all skill checks.
IV - The Rising
Guilds divided; the Order moves openly.
- (Base) PvP starts at round 5.
- (Base) 2 players each capture 2 Legendary cryptids: +1 to all skill checks.
- (Base) No player returns to HQ before round 4.
- (Exp) 2 players capture a total of 5 expansion cryptids; between them, each skill check appears at least once.
- (Exp) 2 players end the game each with 4 "Frontiers Awaken" Items/Crew.
V - The Descending
Hunters and Order collide.
- (Base) High & Legendary cryptids deal 1 extra HP damage.
- (Base) Each player draws & keeps 2 Contracts; as a group, complete at least 3.
- (Base) 2 players each deposit 2 cryptids from each threat.
- (Exp) Choose a Ritual card and apply its malus until the end (no other Solo/Co-op mode rules apply).
- (Exp) 1 player captures 2 "Monstrous Holiday" Legendaries: +1 to all skill checks.
Epilogue
The Eye Endures.
Those who survive the Trials are carved into legend as the greatest hunters of their age. The guilds will speak their names in awe...
...Balance finally returns. The Order is broken. Peace for the first time in decades. But peace is never for long. Across the ocean, lights have begun to flicker... Europe is whispering of its own legends.
Side Quests
1. Unlock The Cryptic Path (Eye of Kryptothera)
Ten fragments lie across beast and fate; in dim silence six beasts guard the outer circle, while four trials reveal the Order's true goal. Stillness gathers at the circle's centre where lies the Eye. Step lightly; seek the hubs and the Order's gaze begins.
-T.S.E (The Treacherous Land, 1922).
Some say the Order grows desperate to seize the Eye of Kryptothera. They already know the positions of several power hubs, yet the true location remains elusive, hidden somewhere beyond their reach.
Look closely: a few cards bear unusual capital letters woven into their text. Together, these fragments spell out a secret, pointing to the place where the Eye truly lies...
2. Hidden Contract (Symbol of the Order)
Where the world of Kryptothera thins, the Order leaves its marks. A stray letter, a wrong capital. Most hunters pass them by... Across the card text, artwork, and the box itself, a message lies scattered in fragments. It was not meant for all. Those who look too closely may feel it drawing them in, quiet and patient.
No keys are needed; only wits, only eyes, only a willingness to follow what should be ignored. And when the final round ends, you must bring what you've learned where the Order gathers. Those who stand alone upon that name accept this message as a hidden contract.
The prize is 30 end-game points. But what is offered comes at a cost the Eye does not forget.
Important: For hints and solutions, visit the NoctiLux website at www.NoctiLux.co.uk.
3. The Legacy Trials
Play five stages to chart the clash between Order & hunters. The world of Kryptothera changes as you hunt... Before attempting the Legacy Trials, play a few standard games to familiarise yourself with the rules. Complete 3 of 5 missions per stage to advance. Record progress; replay failed stages until the required missions are completed.
(Base = Base game components only. Exp = Expansion components to include.)
I - The Awakening (The Eye stirs; the Order notices.)
- (Base) 1 player captures 1 Legendary cryptid before round 7. No player retreats for 3 consecutive rounds. 1 player deposits 6 cryptids in a single turn.
- (Exp) 1 player captures 5 "A Cryptid in Every City" cryptids. 1 player successfully resolves 5 "Frontiers Awaken" events.
II - The Fracturing (The Order tears the Aether grid.)
- (Base) Medium threat cryptids deal 1 extra HP damage. Reach 8 MP before round 7 in a single game. 1 player captures 6 High threat cryptids before Round 9.
- (Exp) 1 player captures 5 "From the Mountains to the Sea" cryptids. 1 player ends the game with 2 "Frontiers Awaken" Items/Crew.
III - The Pulsing (Corruption spreads through the grid.)
- (Base) All players start the game with -2 HP (no restore before round 3). 2 players each capture 1 Legendary cryptid when at half HP or less. No player falls to 0 HP until round 6.
- (Exp) 2 players each capture 2 "The Threat was Never Higher" cryptids without failing. 1 player captures 3 "Something Lurks in the Shadows" cryptids: +1 requirement to all skill checks.
IV - The Rising (Guilds divided; the Order moves openly.)
- (Base) PvP starts at round 5. 2 players each capture 2 Legendary cryptids: +1 to all skill checks. No player returns to HQ before round 4.
- (Exp) 2 players capture a total of 5 expansion cryptids; between them, each skill check appears at least once. 2 players end the game each with 4 "Frontiers Awaken" Items/Crew.
V - The Descending (Hunters and Order collide.)
- (Base) High & Legendary cryptids deal 1 extra HP damage. Each player draws 2 Contracts and keeps 2; as a group, complete at least 3. 2 players each deposit 2 cryptids from each threat.
- (Exp) Choose a Ritual card and apply its malus until the end (no other Solo/Co-op mode rules apply). 1 player captures 2 "Monstrous Holiday" Legendaries: +1 to all skill checks.
Epilogue (The Eye Endures.)
Those who survive the Trials are carved into legend as the greatest hunters of their age. The guilds will speak their names in awe... Balance finally returns. The Order is broken. Peace for the first time in decades. But peace is never for long. Across the ocean, lights have begun to flicker... Europe is whispering of its own legends.
Expansions
Note: All expansion cards include a unique mark per expansion.
Event Cards
- The event deck may be expanded without an upper size limit.
- A recommended size of 60 cards ensures consistent pacing.
- Solo & Co-op Modes use their own dedicated event decks.
Cryptid Cards
- The cryptid deck may be expanded without an upper size limit.
- The total number of legendary cryptid cards per game remains restricted according to the chosen game mode.
Item-Crew & Contract Cards
- These decks may be expanded without an upper size limit.
- A small number of cards are disabled in Solo and Co-op Modes.
Player Boards
- Base Game: Up to 6 players.
- Frontiers Awaken: Up to 7 players (minimum 70 event cards).
- Co-op Mode: 4 players only (choose any four existing boards).
Expansion Components Compatibility with Base Game
Mix & match freely = yes; Restrictions apply = restricted; "-" = not applicable.
| Expansion | Events | Cryptids | Legendary | Item-Crew | Contracts | Player Boards |
|---|---|---|---|---|---|---|
| Frontiers Awaken (FA) | Mix & match freely | - | - | Mix & match freely | Mix & match freely | Mix & match freely |
| A Cryptid in Every City (CC) | - | Mix & match freely | Mix & match freely | - | - | - |
| Something Lurks in the Shadows (SS) | - | Mix & match freely | - | - | - | - |
| From the Mountains to the Sea (MS) |