Trapweaver is a tactical dungeon-builder where every turn is a puzzle. You draft and place Rooms, Traps, Entities, and Relics onto a 3x3 grid, weaving their keywords into synergies to squeeze out every possible point.
Each card has a base value and a scoring rule. Clever adjacency, matching suits, overlapping keywords, and avoiding anti-synergies turns a modest layout into a high-scoring engine. Study the cards below to plan combos before you dive into your next run.
Gains power when near arcane sources.
Gain +2 for each adjacent Room with ARCANE.
A reflection of strength... and weakness.
If adjacent to any FIRE TRAP, gain the average AFTER values of adjacent FIRE TRAPS minus 1. Otherwise, gain no bonus.
Its gaze rewards the careful.
If no adjacent tiles are Traps, gain +10. Otherwise, use base value.
Takes on the strength of its neighbors—but never all of it.
Add your base value to half the average of the base values of adjacent ROOM and TRAP tiles.
A silent watcher fueled by distant fires.
Use the higher of your base value or the average AFTER values of adjacent FIRE TRAPS plus 1.
Thrives when placed between Rooms and Traps.
If adjacent to both at least one ROOM and one TRAP, gain +6. Otherwise, use base value.
Strengthens when placed beside solid traps.
Gain +2 for each adjacent Trap with STONE or IMPACT.
Feeds on illusions and echoes.
Gain +2 for each adjacent ROOM with ILLUSION or SOUND.
Amplifies the presence of Rooms with sound.
Gain +2 for each adjacent Room with SOUND.
Even abandoned, its authority lingers.
Use base value.
Unleashes a surge of magic when placed.
Add +2 for each adjacent ARCANE ROOM.
Reflects malice even when cast aside.
Gain the base value plus the highest after-bonus value of adjacent tiles.
Scores higher when near other Rooms.
Add your base value to the average of base values of adjacent and opposite ROOM tiles.
A maze of embers and half-seen shapes.
Add your base value to +2 for each adjacent FIRE TRAP.
Benefits from traps nearby—its echoes stir them.
Add your base value to the average of base values from adjacent and opposite TRAP tiles.
Draws strength from nearby burning traps.
Add your base value to the average of AFTER values of adjacent FIRE TRAP tiles and twice the number of such tiles.
Reflects, but not without distortion.
Use the higher of your base value or your base value multiplied by half the average of base values of adjacent FIRE TRAPS plus 1.
Empowered by sacred or arcane neighbors.
Add your base value to twice the number of adjacent ROOM tiles with HOLY or ARCANE keywords.
The way forward is never the same twice.
Add your base value to the highest base value from opposite tiles, or +2 if none are opposite.
Strengthens when near stone or impact traps.
Gain +3 for each adjacent TRAP with STONE or IMPACT.
Strongest when flanked by traps.
Gain +2 for each adjacent TRAP.
Lashes out when fire traps are aligned.
Gain your base value plus either the AFTER values of opposite FIRE TRAPS or +2 per adjacent FIRE TRAP — whichever is greater.
Synergizes strongly with Mechanical and Arcane rooms.
Gain +2 for each adjacent ROOM with MECHANICAL or ARCANE.
Grows deadlier when cornered by Rooms.
Gain +2 for each adjacent ROOM. If 3 or more adjacent ROOMS, gain an additional +2.
Less effective if other traps are aligned.
Gain from adjacent ROOMS, but lose strength based on opposite TRAPS.
Rewards thoughtful Room placement nearby.
If there are at least 2 adjacent ROOMS, gain +6. Otherwise, use base value.
Punishes crowded areas.
If 4 or more adjacent tiles, gain +6. Otherwise, use base value.
Draws strength from isolated blaze.
If no adjacent TRAPS, gain +4. Otherwise, lose 2.