Crystal Collapse has been designed to be easy enough that a child can learn the basics within a couple of turns, but with layers of tactical complexity that means in year to come we can still be surprised by players in tournaments! ”Simple to learn, difficult to master” has been our mantra from the get-go.

Game Concept
In Crystal Collapse the aim is to be the first to reach 8 quest points. These quest points can be collected by fulfilling the progress conditions of a quest.
With a team of 4 heroes and heroines, the players take part in this action-packed skirmish gaming experience.
Players take turns activating their heroes and heroines, carrying out actions and working on their quest progress step by step.
Players can build a collection of their favourite heroes and heroines, form new teams and compete with others on challenging quests.

Team Formation
Each player requires a selection of heroes and heroines to create a team. Each team consists of one hero of each Suit from a deck of standard playing cards (hearts, diamonds, clubs, spades) who each fill a specific role.
Players can form a team using any characters from any factions or Hero Packs they like as long as this requirement is met.

Quest Points and Quests
Although it is possible to win a game of Crystal Collapse solely by hunting down enemy heroes and heroines, a combination of combat and collecting quest achievements will lead to victory. Quests have different victory conditions which need to be met to progress, which vary from quest to quest. The specifics of each quest, including game structure, deployment zones and more can be found in the Quest Books.
Quests are selected using the standard procedure or as described in the rules. You can find further information in the course of these rules.
The following pages cover the basics of how to play the game in bite sized chunks and provide tutorial videos to help you get started.
- What do you need to play
- Profile Cards
- Movement
- Targeting (line of sight, area of effect, targeting cone)
- Playing Field and Terrain
- Actions
- Passive Abilities
- Active Abilities
- Manoeuvre Effects






