Build your table, then start.
Race rival Factions to be the first to Kraft 9 Power Krystals and claim the Krown of Krystalia. Each turn you spend 3 action points — and in multiplayer, one action point does exactly one thing.
The clips below show the game itself; these show where everything lives on screen. Every shot is of a real game in progress.
In the Gathering area you roll dice onto cards; when your dice on a card total 3 or more, you Gather that card into your hand. In the Krafting area, dice enter as Raw Krystals at value 1. By playing cards from your hand you raise their value. When a die reaches value 3 it becomes a Power Krystal and is placed permanently on your Krown. The first player to collect 9 wins instantly.
Left — The Gathering. Six slots hold face-up cards. Influence them with your dice; a Gathered card is immediately replaced from the deck. There are no dice limits anywhere.
Right — The Krafting. Six Faction zones surround a central area. Dice sit on the Faction zones; cards are played into the centre. Each card belongs to one Faction and affects only the dice in that matching zone. There are 6 Factions, each with 9 cards (3 Magic, 3 Master, 3 Menace). All Factions share the same effects — the difference between them is purely thematic.
On your turn you have 3 action points. Use them in any order, and repeat the same action if you like. In multiplayer each action point does one thing. Click an Actions tile to choose an action, then carry it out — that spends one point. The chosen tile lights up and the others grey out until you finish it or hit ✕ End this action to pick a different one. Master L3 grants a bonus action this turn; spent amulets from You.Goat.Magic! add extra free actions.
Roll one of your dice and place it on a Gathering card. To Gather a card, the total of all your dice on it must reach 3 or more — a single 3 is an instant Gather; 2+1, 1+1+1 and 2+2 also work. When you Gather: add the card to your hand, return every die on it (yours and opponents') to its owner, and replace the card from the deck.
In game: click an Available die, then a Gathering card to roll it there.
Take back one of your dice from anywhere on the board — a Gathering card or a Krafting Faction zone. It returns to your supply and its current value is lost. Allocate it again later and it re-enters at value 1.
In game: click one of your dice on the board to take it back.
Take one die from your supply and place it on a Faction zone in the Krafting area. It must have a value of 1 when allocated this way. This Raw Krystal is now in the Krafting process, waiting to be raised toward a Power Krystal.
In game: click an Available die, then a Faction zone.
Play one card from your hand into the central Krafting area to change dice values. A card affects only dice in its matching Faction zone — the one exception is Menace Level 1, which moves a die between Factions. If a card has more than one effect, use one or both in any order, and you may split them across different players' dice. You can play a card even with no die in that zone — just skip any effect that needs a target.
In game: click a card in your hand.
If you roll a 0 during Action A, the die is too toxic for any card to bear. Instead of placing it, choose one Gathering card that has not yet been influenced and repel it: remove it to the played-cards pile (no effect triggered), then draw a fresh card into the empty slot. The die returns to your supply. This is still 1 action point.
If every Gathering card is already influenced, nothing happens. Repelled cards aren't lost — they shuffle back with the played cards when the Day Stone completes a full circle.
The Day Stone tracks the passing days, moving clockwise around six positions on the Krafting side of the board. Each time any player Krafts a Power Krystal, the Day Stone advances one position.
A Day of Krystalia passes every time 6 Power Krystals are scored across all players — when the Day Stone returns to its starting position. Then all played cards in the central Krafting area shuffle back into the deck. Cards in the Gathering slots and in players' hands are not affected.
Dice enter the Krafting area as Raw Krystals at value 1. Cards change their value; when a die reaches 3 — through one card or a sequence over several turns — it immediately becomes a Power Krystal: remove it from the Faction zone, place it on your Krown, and advance the Day Stone one position. Your 9th Power Krystal wins the game instantly.
Krystalia's Favour. Once you have 6 or more Power Krystals, every die you roll (in the Gathering or Krafting, even your dice rolled by an opponent's Menace Level 3) counts higher: a 1 counts as 2, a 2 counts as 3; 0 and 3 are unchanged. Values never exceed 3.
The Krown of Krystalia goes to the player who reads the table, not the one who rushes it.
Spoiler warning
The log records every action, including the cards your opponents draw. Reading it hands you an unfair peek at their hand and spoils the fun. To play fair, keep it hidden — open it only when you're debugging.