Solo Mode is a race against the clock: complete your Krown — Kraft all 9 Power Krystals — before the end of the sixth turn. Reach 9 in time and you win; fall short, and the throne stays empty.
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 you raise their value. When a die reaches value 3 it becomes a Power Krystal on your Krown.
Solo uses the same board and components as a standard game. 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.
Each turn you have 3 actions — one per cube, plus any bonus action from Master L3. Clicking an Actions tile spends one action and opens an action cluster — up to 3 acts of that one action. You cannot switch action mid-cluster: if you spend an action to play up to 3 cards and only play one, the action is still spent, so plan accordingly.
Roll & Influence: Pick up
to 3 Available Dice, roll them all at once, then place values on Gathering cards. A card
whose dice total ≥3 is Gathered into your hand. A rolled 0 triggers Toxic Repel.
Retrieve: Take back up to 3
dice from anywhere on the board. Each returns to your supply and its current value is
lost.
Allocate: Place up to 3
Available Dice into Faction zones as Raw Krystals (value 1).
Play & Resolve: Play up
to 3 cards. A card affects only dice in its matching Faction zone — the one exception is
Menace L1, which moves a die between Factions. A die reaching value 3 becomes a
Power Krystal.Choosing an action lights its tile, greys the rest, and puts the next instruction in the banner. In Solo each one opens a cluster of up to three.
If a rolled die shows a 0, it is too toxic to place. 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. If every Gathering card is already influenced, nothing happens.
The Day Stone is your turn counter. It starts on the top middle position and advances one position each time you finish a turn — that is, each time you spend all your Action Marker cubes. After six turns, when the Day Stone completes its loop, the game ends. Note that in solo the Day Stone does not advance when you Kraft — only at the end of each turn.
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 on your Krown. Your 9th wins instantly.
Krystalia's Favour. Once you have 6 or more Power Krystals, every die you roll counts higher: a 1 counts as 2, a 2 counts as 3; 0 and 3 are unchanged. Values never exceed 3.
Effects are the same as the standard game, except for three cards (marked SOLO).
Solo Krafting Krowns is a race. Kraft 9 Power Krystals before the Day Stone completes its loop — 6 turns, 3 actions each (~18 moves). No opponents, no mercy. Just you, the deal, and the clock.
Every game is dealt from a seed — a number that fixes your opening hand, the Gathering cards, and the deck order. Type a seed on New Game to replay a deal, or to take on a specific challenge. Difficulty comes down to one thing: how early, and how repeatably, you can assemble a scoring combo inside 6 turns.
If a seed feels impossible, it may just be a hard one. Note the number, and come back sharper.
A die enters a Faction as a Raw Krystal at value 1, and becomes a Power Krystal at value 3, via a same-Faction combo:
Heavy hitters: Magic L2 flips all of that Faction's dice to 2; Master L2 adds +1 to two dice at once. The pattern is always: get dice into a Faction, then apply that Faction's cards to walk them to 3.
The Krown of Krystalia goes to the player who reads the deal, not the one who rushes it. Study your seed. Then take it.
Leave the seed blank for a fresh random deal, or type a seed to play that exact deal again.
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