Dungeon Crawler CarlUnstoppable

A card game for one or two players, set in the World Dungeon of Matt Dinniman’s novels. Every card has two faces: on the front, your power. On the back, the monster you must beat to get it.

1-2 playersCooperative45-75 min14+English editionPre-order
Dungeon Crawler Carl: Unstoppable box
SYSTEM NOTICEWelcome, crawler. The audience is watching. The stairs are somewhere on this floor. Good luck finding them.

Your deck is full of monsters.Beat them, and they become cards.

You do not draw at the start of your turn. New cards only come from the monsters you defeat.

SYSTEM NOTICEYou are past the entrance. From here on, exits are marked only on the maps you do not have.
PRINCESS DONUTFinally, someone who reads. I am Princess Donut, and from here on I host this page. Carl holds the door.
Where you ended up

Eighteen floors. One show.

The Earth has become the World Dungeon: eighteen floors run by an alien company, the Borant Corporation, where survivors fight in front of an audience. Each floor has its own way down. You have to find it before the floor finds you.

You play Carl or Princess Donut, his talking cat. Monsters, allies and quests carry the names from the books: Bad Llama, Chilly Goat, Mold Lion, Mordecai, Mongo.

A dead monster does nothing to you. Remember it on turn three.

Unstoppable set up on the table
The game on the table: core decks and upgrade market at the top, your player mat in red, monsters and floor mat on the right. Publisher photo.
The real star

Princess Donut

GC, BWR, NW, the Queen Anne Chonk

Those are the titles printed on her portrait card, and she will want you to read them all. In the game she is the second crawler: her starting cards lean on mana and allies, like Magic Missile, which spends 1, 2 or 3 mana for as much damage, and Mongo, an ally that does not leave play easily. In two, one of you is Carl. The other one is her.

18

floors in the books

The box covers the first two novels: floors 1, 2 and 3. New floors arrive with the expansions.

2

crawlers

Carl and Princess Donut, each with three starting cards of their own.

0

books to read first

You do not need the novels to play. Those who read them find names and jokes on the cards.

MORDECAI’S ADVICERead the eight answers. Down here, whoever skips the instructions never sees the second floor.
Before buying

The game in eight answers.

MechanicsDeck-building with crafted cards

Your deck grows as you beat monsters, and you improve cards by sliding upgrades into their sleeves.

↓ the card
DepthAbove family

Icons, keywords and card combos. BGG says 3 out of 5, from very few votes: the game is just out.

↓ the turn
InteractionCooperative

In two you share the draft and can hit each other’s monsters. Win together or lose together.

↓ in two
LuckNo dice

Luck is in the order your deck reveals its monsters and in the three cards of each draft.

Replayability3 floors, 4 difficulties

100 core cards in six levels, 36 upgrades, 76 threats, 17 bosses, 17 quest cards, 8 races, 8 classes.

↓ modes
LanguageEnglish, text on the cards

Short effects with icons and keywords. Quest cards have a paragraph of story.

↓ see a card
SoloBuilt for one

Solo is the main rule set. Two players is the variant.

↓ solo
Players and downtimeBest with 1

In two, upkeep, threats and cleanup are simultaneous, and you play your cards together.

NEW ACHIEVEMENT!You read this far without skipping anything. Reward: none. But the audience saw it.
PRINCESS DONUTThe prettiest cards are the ones with me on them. The rest are there so Carl feels useful.
The heart of the game

One card, three pieces, one sleeve.

  • Front

    The core: your power. Cost in action points, stat symbol, effect, level from 0 to 6. Tactics are discarded at the end of the turn; allies stay until you level up.

  • Middle

    Upgrades, up to two. You buy them with gold and slide them into the sleeve. They add something to the power in front and something to the monster behind.

  • Back

    The threat: the monster. Attack, defense, a bonus when you beat it, sometimes a keyword. Health is attack plus defense.

The more you power up a card, the nastier the monster on its back.

Magic Missile with two upgrades
Magic Missile + Mana Potion + Toad Cudgel: the two upgrades slide into the sleeve and the card changes. This is also how much English a card holds. Publisher image.
How a turn goes

Five phases. The fourth one hurts.

  1. Upkeep. +1 mana, 3 action points, exhausted allies stand back up.
  2. Draft. Three cards from the deck of your level, you keep one. It goes into a sleeve with the next threat of the floor, face down: you will meet it later.
  3. Main phase. Cards with action points, spells with mana, allies, upgrades with gold. In any order, as long as you can pay.
  4. Threats. Every monster on your battlefield deals you its attack. At 0 health, you lose.
  5. Cleanup. Monsters come in from your deck until there are 3 on the battlefield and 1 on top. The danger marker moves forward.

When your deck runs out, you level up.

You reshuffle, the allies in play are discarded and from then on you draft from a stronger deck. The six levels are the six core decks, from 1 to 6.

What monsters can do

Fast

does not count toward the 3: more monsters come in.

Looming

stands still until you hit it.

Retaliate

every hit deals you 1 damage back.

Sacrifice

beat it and you discard a card or an ally.

Taunt

every damage must go to it.

Terror

every hit costs you 1 action point.

SYSTEM NOTICEYou came all the way down here. Sure you do not want to stop? There are goblins below.
PRINCESS DONUTYou play the turn. I watch, and when you slip I tell the audience. Lovingly.
Try it

A turn on the first floor.

Goal: end the turn with as few monsters as possible on the battlefield, because each one attacks you. In the real game you win by going down the stairs before your health or the danger track runs out.

Simplified deck: only Strike, Royal Tantrum, Goblin and Chilly Goat, with the values printed on the cards in the rulebook. Goblin attacks for 1 + danger and has no defense; Chilly Goat attacks for 2 and its defense equals the danger. «Later» is an example situation. The achievement messages are ours: in the game, achievements are listed on the floor mat and give XP.

PRINCESS DONUTPrincesses do not wait. Neither does the danger marker, but at least it has an excuse.
Win or lose

How do you get off a floor?

Every floor mat has a danger track. The marker moves one space per turn, and its value, from 0 to 5, is added to many monsters’ attack or defense. When it reaches the skull, you lose. This is the first floor in arcade mode:

0011122233344555☠

Some spaces give an optional effect, like spending 1 gold to remove a card from your deck.

You win if

  • every player goes down the stairs.
  • The Stairs card is shuffled into your deck: when it reaches the top it comes into play, and you go down if no boss is active and you met the floor’s requirements.
  • On the first floor (arcade) bosses join your deck at levels 2, 3 and 4: you need one neighborhood boss and one borough boss per player.

You lose if

  • your health or your partner’s reaches 0;
  • the danger marker reaches the skull.
  • Each floor sets its own rules on its mat: the third one uses quests, cards in two to four parts to complete in order.

Four difficulty levels

Normal

skips the green spaces of the track

Hard

skips the yellow ones

Expert

skips the red ones

Unbeatable

as Expert, and every level-up from 3 to 6 pushes danger one more space

PRINCESS DONUTCampaign or arcade? A princess picks the campaign: more floors, more audience, more admirers.
Two ways to play

Campaign or arcade?

Campaign

The rulebook suggests starting here

  • Floors in order, one per session.
  • A campaign sheet, filled in pencil: your deck, your XP, your defeats.
  • Achievements on the floor mat give XP; with XP you buy permanent benefits.
  • Race and class arrive after floor 2.
  • Lose a floor and you try it again, at -3 on your final score.
  • Little carries over: each floor you start from your starting deck and the benefits you bought.

Arcade

One evening, one floor

  • Pick any floor.
  • Race and class right away: draw three of each and keep one, or use the pair on the back of your portrait.
  • No campaign sheet.
  • A score if you want it: difficulty, spaces left on the track, bosses, quests and achievements, times 100.
PRINCESS DONUTSolo means without me. Your call. The audience will be a little less thrilled.
Solo

Alone in the dungeon.

The rulebook is written for one player: everything above is the solo game. There is no automa. The challenge comes from three things.

The clock

The danger track moves every turn and makes monsters stronger. You cannot wait: every turn spent getting ready is a turn closer to the skull.

Your own deck

Every card you draft brings a monster in with it. Grow too fast and the deck turns against you; grow too slow and you cannot keep up.

The bosses

They enter your deck as you level up, with much more health. Juicer, a first-floor boss, needs 8 damage.

Your turn alone: by the end of the main phase you want few monsters left, because the threat phase hits you for each of them. The choices that matter: which monster to finish, whether to spend gold on an upgrade now or save it, whether to hit the monster on top of your deck before it comes in.

And in two?

  • One plays Carl, the other Princess Donut, each with their own deck, mat and battlefield.
  • Draft: each reveals two cards from their own level; if Carl picks from Donut’s pair, Donut must pick from Carl’s.
  • You can hit your partner’s monsters: the card goes to their hand, the bonus to whoever lands the last hit.
  • Upkeep, threats and cleanup are simultaneous; the danger marker moves only once.
  • You win only if both go down the stairs.
A WORD FROM THE SPONSORSMore floors, more crawlers. The sponsors approve. The sponsors always approve when someone buys.
The boxes

Which box do you need?

The base game is always needed: both expansions require it.

Dungeon Crawler Carl: UnstoppableBase game

Unstoppable

Floors 1 to 3, Carl and Princess Donut, campaign and arcade. Everything to play alone or in two.

For everyone: start here.

€69,99Pre-orderSee it
Dungeon Crawler Carl: Unstoppable – The Iron TangleExpansion · floor 4

The Iron Tangle

The fourth floor: a subway of interconnected tunnels on a map with stations and a train token. 5 new bosses, 16 floor-4 monsters, new tactics, allies and upgrades.

For you once you have gone down the stairs of floor 3.

Not needed yet if you are still on the first floors.

€29,99Pre-orderSee it
Dungeon Crawler Carl: Unstoppable – Crawler ChaosExpansion · crawlers

Crawler Chaos

New playable crawlers, including Katia, Imani, Prepotente and Archie, plus rules to build your own. 8 races and 8 classes, and a booklet with Ben Wolf’s short story on how Archie entered the dungeon.

For you if Carl and Donut are not enough.

Not needed for your first campaign.

€29,99Pre-orderSee it
Solo playmatAccessory: not needed to play · €19,99 · pre-order
See it
Co-op playmatAccessory: not needed to play · €19,99
See it
The Iron Tangle
The Iron Tangle: the subway map of floor 4 and some of the new cards. Publisher image.
Crawler Chaos
Crawler Chaos: the storybook, Prepotente and Imani, new cards. Publisher image.
🎲

Not to be confused: the Dungeon Crawler Carl RPG is a role-playing game, with rulebooks, dice and a game master. Unstoppable is the card game. Same world, different games.

SYSTEM NOTICEYou are almost at the bottom of the page. The stairs, however, are still in the deck.
Honestly

Is it for you?

You will like it if

  • you often play alone and want a deck that grows fast, turn after turn
  • you play in two and want to really help each other, not just sit side by side
  • you like a short campaign you can start over at a higher difficulty
  • you have read the books and want to go back into the dungeon

Skip it if

  • you play in three or more: the game stops at two
  • nobody at your table reads English
  • icons and keywords on every card tire you out
  • you want a story to read: here it lives in names and quests, not in a book
  • crude language bothers you: there are swear words on the cards, 14+
🐸

Frog’s advice

Start with the base game in campaign mode, on Normal, with the crawler you like most. Play a floor in arcade first if you want to learn the turn without the campaign sheet. After the stairs of floor 3, The Iron Tangle; Crawler Chaos when you want new faces.

Questions

What people ask before buying

What is Dungeon Crawler Carl: Unstoppable?

A cooperative card game for 1 or 2 players by John D Clair, published by Renegade Game Studios, based on Matt Dinniman’s Dungeon Crawler Carl novels. 45-75 minutes, ages 14 and up. Each game you try to survive one floor of the World Dungeon and go down the stairs.

Is it the Dungeon Crawler Carl role-playing game?

No. The Dungeon Crawler Carl RPG is a role-playing game with rulebooks, dice and a game master. Unstoppable is a card game for 1-2 players. Same world, different games.

How does it work?

Each card is a sleeve: on the front a power (the core), on the back a monster (the threat), in the middle up to two upgrades. Monsters come from the top of your own deck onto the battlefield; when you beat one, the card flips into your hand. You do not draw at the start of the turn: new cards come from defeated monsters and from one draft per turn.

What happens in a turn?

Five phases: upkeep (+1 mana, 3 action points), draft (three cards from your level, keep one), main phase (cards, spells, allies, upgrades), threat phase (every monster on your battlefield deals its attack), cleanup (monsters refill to 3 plus 1 on top of the deck, the danger marker moves on). When your deck runs out you level up and draft from a stronger deck.

How do you win and lose?

You win when every player goes down the stairs: The Stairs card is shuffled into your deck and you can go down when it is in play, no boss is active and you met the floor’s requirements. You lose if a player’s health reaches 0 or the danger marker reaches the skull.

Can you play it solo?

Yes, the rulebook is written for one player and the two-player game is the variant. The challenge comes from the danger track, your own deck full of monsters and the bosses. There are four difficulty levels: Normal, Hard, Expert and Unbeatable.

How does it play with two?

One plays Carl, the other Princess Donut, each with their own deck. In the draft you swap choices, you can hit each other’s monsters, and upkeep, threats and cleanup are simultaneous. You win only if both go down the stairs.

Campaign or arcade?

Campaign: floors in order, a campaign sheet, XP from achievements to spend on permanent benefits, race and class after floor 2. Arcade: any floor, one evening, race and class right away, a score if you want one. The rulebook suggests starting with the campaign.

How much English is there?

A lot of short text: every card has its effect written in English with icons and keywords, and the quest cards of floor 3 have a paragraph of story. At least one player must read English comfortably.

How much luck is there?

There are no dice. Luck is in the order your deck reveals its monsters and in the three cards you see in each draft.

Which box should I start with?

The base game: both expansions require it. The Iron Tangle adds floor 4, with a subway map, 5 bosses and new cards: take it after floor 3. Crawler Chaos adds new crawlers such as Katia, Imani, Prepotente and Archie, rules to build your own, 8 races and 8 classes.

Do I need to have read the books?

No. The rules explain everything. The box covers the first two novels, floors 1 to 3, and readers will recognize names and jokes on the cards.

Is it suitable for kids?

The box says 14+. The language comes from the novels: there are swear words on the cards.

What is in the box?

2 portrait cards, 6 starting character cards, 16 starting core cards, 22 starting threats, 100 core cards, 54 threats, 36 upgrades, 17 bosses, 17 quest cards, 2 Stairs cards, 8 races, 8 classes, 6 floor mats, 2 dual-layered player mats, 120 sleeves, 20 dividers, 30 campaign sheets, 2 reference sheets, tokens, markers and discs, and the rulebook.

PRINCESS DONUTOne last thing: when you open the box, my card goes on top. For the photos, of course.

The stairs are down there. Are you coming?

Dungeon Crawler Carl: Unstoppable
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