Trapweaver
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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
Arcane Familiar
2
ARCANE COMPANION

Gains power when near arcane sources.

How it scores

Gain +2 for each adjacent Room with ARCANE.

Fractured Sentinel
Fractured Sentinel
3
mirror guardian illusion

A reflection of strength... and weakness.

How it scores

If adjacent to any FIRE TRAP, gain the average AFTER values of adjacent FIRE TRAPS minus 1. Otherwise, gain no bonus.

Judging Eye
Judging Eye
2
JUDGMENT ARCANE

Its gaze rewards the careful.

How it scores

If no adjacent tiles are Traps, gain +10. Otherwise, use base value.

Mimic Chest
Mimic Chest
4
arcane mechanical

Takes on the strength of its neighbors—but never all of it.

How it scores

Add your base value to half the average of the base values of adjacent ROOM and TRAP tiles.

Mirror Sentinel
Mirror Sentinel
3
mirror guardian

A silent watcher fueled by distant fires.

How it scores

Use the higher of your base value or the average AFTER values of adjacent FIRE TRAPS plus 1.

Silent Observer
Silent Observer
2
guardian sound

Thrives when placed between Rooms and Traps.

How it scores

If adjacent to both at least one ROOM and one TRAP, gain +6. Otherwise, use base value.

Stonebound Golem
Stonebound Golem
5
STONE GUARDIAN

Strengthens when placed beside solid traps.

How it scores

Gain +2 for each adjacent Trap with STONE or IMPACT.

Wailing Shade
Wailing Shade
3
SOUND ILLUSION

Feeds on illusions and echoes.

How it scores

Gain +2 for each adjacent ROOM with ILLUSION or SOUND.

Relic

4 cards
Chalice of Echoes
Chalice of Echoes
4
HOLY SOUND

Amplifies the presence of Rooms with sound.

How it scores

Gain +2 for each adjacent Room with SOUND.

Discarded Edict
Discarded Edict
3
judgment arcane

Even abandoned, its authority lingers.

How it scores

Use base value.

Flickering Rune
Flickering Rune
2
arcane illusion

Unleashes a surge of magic when placed.

How it scores

Add +2 for each adjacent ARCANE ROOM.

Mirror of Spite
Mirror of Spite
4
MIRROR ILLUSION

Reflects malice even when cast aside.

How it scores

Gain the base value plus the highest after-bonus value of adjacent tiles.

Room

8 cards
Alchemist's Den
Alchemist's Den
3
arcane

Scores higher when near other Rooms.

How it scores

Add your base value to the average of base values of adjacent and opposite ROOM tiles.

Ashen Labyrinth
Ashen Labyrinth
3
fire illusion

A maze of embers and half-seen shapes.

How it scores

Add your base value to +2 for each adjacent FIRE TRAP.

Echoing Hall
Echoing Hall
2
sound illusion

Benefits from traps nearby—its echoes stir them.

How it scores

Add your base value to the average of base values from adjacent and opposite TRAP tiles.

Ember Shrine
Ember Shrine
3
fire holy

Draws strength from nearby burning traps.

How it scores

Add your base value to the average of AFTER values of adjacent FIRE TRAP tiles and twice the number of such tiles.

Reflective Chamber
Reflective Chamber
4
mirror

Reflects, but not without distortion.

How it scores

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
Sanctified Passage
3
holy arcane

Empowered by sacred or arcane neighbors.

How it scores

Add your base value to twice the number of adjacent ROOM tiles with HOLY or ARCANE keywords.

Shifting Corridor
Shifting Corridor
2
illusion

The way forward is never the same twice.

How it scores

Add your base value to the highest base value from opposite tiles, or +2 if none are opposite.

Stoneheart Vault
Stoneheart Vault
3
stone guardian

Strengthens when near stone or impact traps.

How it scores

Gain +3 for each adjacent TRAP with STONE or IMPACT.

Trap

8 cards
Arcbolt Snare
Arcbolt Snare
5
ELECTRIC MECHANICAL

Strongest when flanked by traps.

How it scores

Gain +2 for each adjacent TRAP.

Burning Hallway
Burning Hallway
5
FIRE

Lashes out when fire traps are aligned.

How it scores

Gain your base value plus either the AFTER values of opposite FIRE TRAPS or +2 per adjacent FIRE TRAP — whichever is greater.

Crackling Portal
Crackling Portal
4
mechanical arcane electric

Synergizes strongly with Mechanical and Arcane rooms.

How it scores

Gain +2 for each adjacent ROOM with MECHANICAL or ARCANE.

Crushing Chamber
Crushing Chamber
4
mechanical

Grows deadlier when cornered by Rooms.

How it scores

Gain +2 for each adjacent ROOM. If 3 or more adjacent ROOMS, gain an additional +2.

Falling Boulder
Falling Boulder
6
IMPACT STONE

Less effective if other traps are aligned.

How it scores

Gain from adjacent ROOMS, but lose strength based on opposite TRAPS.

Judgment Gate
Judgment Gate
4
ARCANE JUDGMENT

Rewards thoughtful Room placement nearby.

How it scores

If there are at least 2 adjacent ROOMS, gain +6. Otherwise, use base value.

Sealing Glyph
Sealing Glyph
3
ARCANE JUDGMENT

Punishes crowded areas.

How it scores

If 4 or more adjacent tiles, gain +6. Otherwise, use base value.

Searing Spire
Searing Spire
5
fire arcane

Draws strength from isolated blaze.

How it scores

If no adjacent TRAPS, gain +4. Otherwise, lose 2.