- Coin hoard 2
- Treasure chest best 6
- Gargoyle 4
Stop on the chest for 6; drink past it and the gargoyle pays 4.
Five rooms wind down the glass — your liquid level is your adventure.
Pour to the START line at the dungeon gate, up near the rim. No shortcuts, no head starts.
The dungeon descends as you drink — top of the glass to the bottom. No skipping ahead, no doubling back.
A single drink per room — a cautious sip or a fearless gulp. Once you lower the glass, that's your move.
Wherever your level settles, you score the zone it lands in — treasure pays well, vermin pay poorly. Zones in other rooms count for nothing.
Level resting on the line between two zones? The dungeon is cruel: the lower score stands.
After Room 5, tally all five scores. The richest delver claims the crown — and, by Manor tradition, chooses the next round.
Each room holds three zones. Land your liquid level inside one and score its number — treasure pays, vermin doesn't. Here is Room 1; the other four work the same way, with richer prizes the deeper you go.
Stop on the chest for 6; drink past it and the gargoyle pays 4.
Rooms 2 – 5 wind on down the glass, worth 1 to 10 apiece.
Every zone is listed on the scorecard below.
A flawless delve scores 37. A doomed one limps home with 10.
Keep the tally as you descend — tap the zone each delver landed in. The count keeps itself and survives a dropped phone (screen permitting).
The scorekeeper needs JavaScript — parchment and honour work too.