Therein lies the immortal coil

Build Characters. Slay Monsters. Fight for Victory.

An ever-shifting battlescape enacts the wrath of unforgiving lands.

Low Complexity | Competitive | Dungeon Brawling

Crystal Crucible is a fantasy combat card game that uses a tile-based system to provide you with a dynamic battlefield in which you fight against monsters and other player’s characters alike. 

Take your first steps of adventure in the far flung future of Earth, a world ruled by cosmically ancient and angry gods. Control a customized character who is cursed to never die, ever-bound to face the horrors of battle again and again, and guide them through the dangers of the Plaguetide Swamp, a radioactive, brackish wilderness ruled by a monstrous snail with tentacles a thousand feet long, endlessly slithering and searching the terrible marshes for prey.

  • 178 Cards

    • 2-4 Players
    • 30-90 minute playtime
    • Ages 14+
    • Requires a 2x2’ play area
    • Simplified TTRPG-inspired gameplay
    • 144 character combinations
    • 72 unique Spells
    • 10 Monsters, 8 Items, & 15 Tiles
    • All gameplay instructions on 8 cards
    • No other components needed
    • Published independently
    • Created & printed in Richmond, Va

The Mythril seed writhes: twisted, the pillars of the world shorn, broken, and maligned.

From this corruption pours the combined malice of the ages: time and insanity amok, magick untethered, monsters unleashed. Horrors fall from shattered skies, death claws from tremors below.

The Cataclysm is upon the world.

Entwined within the hollow cycle of rebirth is inescapable death.

You are a Mythrilium, doomed to die a hundred deaths and a hundred more, a living catalyst of magick, cast unceremoniously into a world verdantly polluted by the arcane.

After the decimation of our world wrought by the will of an ancient artificial species from far, far away, Earth seethes, gripped in magick, its many species beholden to the arcane's enticing tangles. Countless ages of magick induced strife and the meddling machinations of jailer gods have rendered the history you and I live forgotten, focusing this new world – Laodicea – to a destiny of inescapable degradation born from reliance upon the seeded source of all magick: mythril.

As magick rips reality apart, it is with a constant fear Mythrilium step through life, knowing that any wayward step may very well lead to deep passages, untold wonders, or certain and painful death.

It is your duty as the player to ensure your character's encounters with unrelenting, inescapable struggle are not in vain. To strike out your fear of the monstrous, enshrine your valor and might, and revel in the spoils of victory.

To achieve any form of peace in such a world is to embrace the madness of unending battle, cresting upon the bleak waves of hope. A hope that someday, some when, there will be a glorious end.

  • Archer

    The first Archer, Pharite, coined the moniker as a description for her technique: arcing the trajectory of her arrows to achieve great distance on the field of battle. After loosing the arrow that would fell the Giant King, she cemented her place among the great people of the Tlo. 

    An ancient profession derived from hunting, Archers have been an omnipresent force on the battlefield since the ancient days of pre-history. Even after the invention of archtillery—contraptions consisting of a long metal tube pointed skyward and loaded with explosive shells launched by the telekinetic force of Pyther Mages—Archers’ skills and tactics provide unending flexibility to influence the tide of battle.

  • Bomber

    Depending on who you were to ask, the day the bomb was invented would be described as either dark or glorious. When pressed into slavery by a tribe of Fire Mage Deikin, Hrogtiluk Earth Mages crafted hollow clay vessels and filled them with the sulfurous dung of Fire Bats. By lighting these fire pots with a short wick, the Hrogtiluk found they could be thrown a short distance, and to great affect.

    No matter one’s opinion of the invention, undeniable is the impact of the invention of bombs on the battlefield. Long gone are the tactics of grand armies meeting head on in open fields, now traded for squads of soldiers hunkering in rows and rows of trenches cut across shelled and barren landscapes.

  • Brewer

    The ancient art of Alchemy was one of the first forays into science, only proceeded by its twin sister Astrology. Originally the practice of both great and lost minds searching for the elixir of life, Alchemy grew into what we know today: the practice of harnessing reactions between two or more ingredients.

    With the myriad of reactions found, the practice of Alchemical science was unintentionally dangerous, until it became a race to discover more and more violent reactions for the purpose of battlefield dominance. Now, the soldier’s profession of Brewer is reserved for the bravest and perhaps least sane: marching forward with a bubbling cauldron strapped to their back, their weapon always poised to boil over with just one misstep.

  • Lancer

    The first tool made specifically for killing, spears are older than even the bow and arrow, and have, since before the invention of war itself, been present on the battlefield: the first struggles between hunter and prey.

    Originally used by inexperienced and leveed soldiers to ward off cavalry, spears have evolved from their light hunting counterparts into their heavier cousin, the lance. On the field of battle, Lancers now use their implement to vault over trenches to flank their enemy, direct attacks by signaling over trench walls, and, in the tradition of the spear formation, ward off impending mounted charges. But still do the masters of the lance push its use further, into the realm of martial arts and the sacred practice of dueling. 

  • Sapper

    The most recently founded soldierly profession, Sappers serve as battlefield carpenters, mechanics, firefighters, bridgers, and most importantly, excavators. As trench warfare has evolved, the list of demands on Sappers grows, forcing them to take their role further into the face of grave danger.

    To a Sapper’s squad, there is no one more useful. Digging foxholes, collapsing trench walls, excavating trapped ruts to maim and hinder incoming mounts: these are but a few of the tasks a Sapper will perform in a day. Overtime, as the losses of Sappers mounted, armies began outfitting them with heavier and heavier armor, until they were kitted in full plate harness. Now, Sappers fill the role of soldier and engineer alike.

  • Raider

    On the field of battle, the polearm and lance reign supreme. But in the close confines of the trenches that now scar the theater of war, their advantage is befouled. It was the invention of the gauntlet sword, along with its marriage to the ancient martial art of Sla-Fue, that saw the introduction of the soldiers known now as Raiders, and the resurgence of close quarters grappling on the battlefield. 

    Invented by the Shenrike monk Ar Kazor in the hidden sands of the Crespican Desert, Sla-Fue was originally viewed by society as a brigand’s form of fighting, until its hand strikes and grapples proved to be highly effective while fighting in the confined spaces of the trenches.

  • Fencer

    The sacred act of dueling is as ancient as hunting, but has almost always been reserved for the upper echelons of society. Practitioners commissioned more elegant and lighter weapons as the tradition richened, until eventually culminating with the side sword, a weapon fashioned with a blade equally capable in cutting and thrusting, and a hilt offering many points of grip for precise articulation.

    With the introduction of the side sword came the profession of Fencer, who evolved from practitioners of theory to swords for hire and bodyguards for well to-do clients. As the chaotic nature of war intensified, officers began to employ Fencers as their personal detail to ward off assassination attempts.

  • Tamer

    While politicking and trade disputes have forever led to conflict, so too has the ever-present danger of monsters. But monsters do not simply inspire fear—for some, they bring a curious wonder, a desire to learn more about their magnanimous beauty and their terrifying power— known as the field of study, Monstrology.

    As early as monsters were hunted, so were they tamed, until the practice arose to become the profession of Tamer. So intrinsic to society, Tamers have always traveled with armies on campaign, positioned along with its auxiliaries, awaiting attack from monsters. Rather than expend soldiers fighting off monsters, generals have always preferred to tame them instead, to be used, rather than killed, by the war machine.

  • Trickster

    Espionage, subterfuge, covert operations: these have often turned the tide of war in favor of a smaller and less deadly army. As battlefield tactics and technology have evolved, so too has the need for information collection, management, and manipulation grown into a defining aspect of war.

    Not so much a soldierly profession, but rather a found duty, the role of Trickster is both reviled and relied upon by all armies. Serving as scout, soldier, and spy alike, Tricksters turn the tide of battle by using the knowledge they hold of enemy forces against them, sewing chaos through tactical and magickal trickery alike. For a soldier on the battlefield, there is nothing more worrisome than an enemy Trickster.

  • Berserker

    Ever since the Seeding of Mythrhil, one out of every few thousand born have the cursed gift of stilledflesh. Inevitably, those born with stilledflesh find themselves drawn into conflict and war, as the incapability of feeling pain proves itself invaluable in battle.

    Those afflicted with stilledflesh are often given the lightest armor and heaviest weapons, favoring endurance and power over protection and tact. Often sent in as the vanguard, Berserkers are among the last standing on the field, sporting dozens of wounds that would have brought low lesser soldiers. But all too often does their strength lead to their death, given orders by generals who care not for their life, but rather their power.

  • Enchanter

    Soon after the founding of magick, so too did the study and practice of enchanting come to be born. Spells are sounds, thoughts, and emotions, formed into something tangible with intention. But, thought the first enchanters, are words and their symbols not another form of thought, of feeling.

    And so did they begin to carve slight channels into pieces of mythril, chiseling recursive instructions into armor, weapon, and jewelry alike, so that these divets forming palindromic sentences would capture the energy of the Ather and attune it into purpose, without active thought, and without a mind to form intent. Ever since, the art of Enchanting has held its place among the most noble - and deadly - of professions.

  • Reaper

    Sometimes, you need a heavy soldier with a heavy weapon to storm a position. That soldier is a Reaper. Reserved for the most highly trained and decorated soldiers, Reapers are clad in the best full harness Gleemur can buy, and wield heavy and sweeping curved swords taller than their own stature. By charging headlong into battle, with cleaving strikes they reap through enemy lines as a farmer does through wheat.

    But such a heavy soldier must carefully plan their attack and escape route, as their heavy armor and heavier arms prohibit their ability to react quickly to changes amongst the battlefield.

  • Ather

    Ather Mages wield the power of the Ather itself, the source of Magick.

    The magick of choice for those who seek to adapt and manipulate.

    • Spells: Blink, Arcshock, Invisibility, Overcharge, Magick Mirror, Disrupt
  • Blood

    Blood Mages wield the power of transformation, gifted by Sors, the lifeweaver. 

    The magick of choice for those who seek to punish their enemies.

    • Spells: Skinshape, Tarnalictus, Mortagaron, Noblegensis, Riccocansis, Sanguinificus
  • Dark

    Dark Mages wield the power of the void, the realm of Ebris, the great Nothing.

    The magick of choice for those who seek to remove the meaning of things.

    • Spells: Vorpal Weapon, Disillusion, Destroy, Dark Cloud, Denounce, Diminish
  • Death

    Death Mages wield the power of Death, and call upon her armies of Nexidius.

    The magick of choice for those who seek to visit death upon their enemies.

    • Spells: Raise Gravegate, Raise Skeleton, Rotgut, Funerary Veil, Compel, Raise Skeleton
  • Earth

    Earth Mages wield the power of nature, controlling land and plant alike.

    The magick of choice for those who seek to cultivate their advantage.

    • Spells: Generate, Trees, Ravine, Poisonbloom, Mountain, Armageddon
  • Ether

    Ether Mages wield the power of the Ether itself, the basin of souls.

    The magick of choice for those who seek to haunt their enemies.

    • Spells: Call Spectre, Siphon, Drain Touch, Soul Flare, Chill Step, Ethereal Cloak
  • Fate

    Fate Mages wield the power of Fate itself, glimpsing the threads which make Destiny.

    The magick of choice for those who seek to test their luck.

    • Spells: Gaze, Fray, Writ, Portend, Scry, Dedicate
  • Fire

    Fire Mages wield the power of the eternal flame, the burning heart of Igni.

    The magick of choice for those who seek to destroy all which lives.

    • Spells: Ember, Fireball, Flammfleet, Flare, Consume, Assimilate Pyre
  • Holy

    Holy Mages wield the power of the sun, the living mother of all that is sacred.

    The magick of choice for those who seek to protect the righteous.

    • Spells: Lightspark, Invoke Morningstar, Heal, Halo, Enchanted Armor, Sunbolt
  • Pyther

    Pyther Mages wield the power of the Pyther itself, the source of the physical.

    The magick of choice for those who seek to stand tall amongst the battlefield.

    • Spells: Repulse, Polter, Gravity Slice, Fly, Maul, Gravitic Shield
  • Storm

    Storm Mages wield the power of the Tempest, the titanic storm of Ensul’s Coaelitu.

    The magick of choice for those who seek to control the tides of battle.

    • Spells: Stormsong, Zephyr, Flood, Freeze, Ice Spear, Sonic Boom
  • Summon

    Summon Mages wield the power of Time, calling forth entities from far-flung places.

    The magick of choice for those who seek to call upon wisdom of great beings.

    • Spells: Conjure Warpgate, Summon Dragon, Summon Acolyte, Summon Yaga, Summon Demon, Corpus Chronos