Learn the Cards
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.
Entity
8 cards
Arcane Familiar
2Gains power when near arcane sources.
Gain +2 for each adjacent Room with ARCANE.
Fractured Sentinel
3A 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.
Judging Eye
2Its gaze rewards the careful.
If no adjacent tiles are Traps, gain +10. Otherwise, use base value.
Mimic Chest
4Takes 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.
Mirror Sentinel
3A silent watcher fueled by distant fires.
Use the higher of your base value or the average AFTER values of adjacent FIRE TRAPS plus 1.
Silent Observer
2Thrives when placed between Rooms and Traps.
If adjacent to both at least one ROOM and one TRAP, gain +6. Otherwise, use base value.
Stonebound Golem
5Strengthens when placed beside solid traps.
Gain +2 for each adjacent Trap with STONE or IMPACT.
Wailing Shade
3Feeds on illusions and echoes.
Gain +2 for each adjacent ROOM with ILLUSION or SOUND.
Relic
4 cards
Chalice of Echoes
4Amplifies the presence of Rooms with sound.
Gain +2 for each adjacent Room with SOUND.
Discarded Edict
3Even abandoned, its authority lingers.
Use base value.
Flickering Rune
2Unleashes a surge of magic when placed.
Add +2 for each adjacent ARCANE ROOM.
Mirror of Spite
4Reflects malice even when cast aside.
Gain the base value plus the highest after-bonus value of adjacent tiles.
Room
8 cards
Alchemist's Den
3Scores higher when near other Rooms.
Add your base value to the average of base values of adjacent and opposite ROOM tiles.
Ashen Labyrinth
3A maze of embers and half-seen shapes.
Add your base value to +2 for each adjacent FIRE TRAP.
Echoing Hall
2Benefits from traps nearby—its echoes stir them.
Add your base value to the average of base values from adjacent and opposite TRAP tiles.
Ember Shrine
3Draws 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.
Reflective Chamber
4Reflects, 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.
Sanctified Passage
3Empowered by sacred or arcane neighbors.
Add your base value to twice the number of adjacent ROOM tiles with HOLY or ARCANE keywords.
Shifting Corridor
2The 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.
Stoneheart Vault
3Strengthens when near stone or impact traps.
Gain +3 for each adjacent TRAP with STONE or IMPACT.
Trap
8 cards
Arcbolt Snare
5Strongest when flanked by traps.
Gain +2 for each adjacent TRAP.
Burning Hallway
5Lashes 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.
Crackling Portal
4Synergizes strongly with Mechanical and Arcane rooms.
Gain +2 for each adjacent ROOM with MECHANICAL or ARCANE.
Crushing Chamber
4Grows deadlier when cornered by Rooms.
Gain +2 for each adjacent ROOM. If 3 or more adjacent ROOMS, gain an additional +2.
Falling Boulder
6Less effective if other traps are aligned.
Gain from adjacent ROOMS, but lose strength based on opposite TRAPS.
Judgment Gate
4Rewards thoughtful Room placement nearby.
If there are at least 2 adjacent ROOMS, gain +6. Otherwise, use base value.
Sealing Glyph
3Punishes crowded areas.
If 4 or more adjacent tiles, gain +6. Otherwise, use base value.
Searing Spire
5Draws strength from isolated blaze.
If no adjacent TRAPS, gain +4. Otherwise, lose 2.