

Kinfire Delve: Vainglory’s Grotto
Deeper turns introduce changing constraints as outcomes reshape the next challenge. In Kinfire Delve Vainglory’s Grotto each card you play interacts with the Well deck in ways that alter how the run unfolds. Successes open new options while failed attempts can trigger penalties that affect future choices. The result is a run-based system that reacts to player actions rather than following a fixed script.
The game is built for one or two players and uses tactical card play with light dice integration. You take on the roles of Seekers working through a stack of escalating encounters. Each challenge has a colour requirement that guides which skill cards can be used. You roll four dice to support your play and may boost actions with additional abilities depending on your character. Every Seeker has an asymmetric deck which drives replay and varied tactics.
Health is a shared pressure point. Running out triggers exhaustion which tightens the decision space and increases risk. As you progress you gain rewards such as recovery effects or deck manipulation that help you survive deeper into the Well. When the deck is cleared the group faces Vainglory as the final threat. Losing all health at any point ends the run.
The design rewards planning and resource timing over luck. Hand management sits at the core of the experience and push-your-luck tension builds naturally as cards thin out. The box is compact but the mechanics carry more weight than the footprint suggests. It suits players who enjoy cooperative pressure, evolving constraints and replayable short-form campaigns.
Kinfire Delve: Vainglory’s Grotto
Deeper turns introduce changing constraints as outcomes reshape the next challenge. In Kinfire Delve Vainglory’s Grotto each card you play interacts with the Well deck in ways that alter how the run unfolds. Successes open new options while failed attempts can trigger penalties that affect future choices. The result is a run-based system that reacts to player actions rather than following a fixed script.
The game is built for one or two players and uses tactical card play with light dice integration. You take on the roles of Seekers working through a stack of escalating encounters. Each challenge has a colour requirement that guides which skill cards can be used. You roll four dice to support your play and may boost actions with additional abilities depending on your character. Every Seeker has an asymmetric deck which drives replay and varied tactics.
Health is a shared pressure point. Running out triggers exhaustion which tightens the decision space and increases risk. As you progress you gain rewards such as recovery effects or deck manipulation that help you survive deeper into the Well. When the deck is cleared the group faces Vainglory as the final threat. Losing all health at any point ends the run.
The design rewards planning and resource timing over luck. Hand management sits at the core of the experience and push-your-luck tension builds naturally as cards thin out. The box is compact but the mechanics carry more weight than the footprint suggests. It suits players who enjoy cooperative pressure, evolving constraints and replayable short-form campaigns.