Invokyr 指南:骰子、神像与怪物生存

每一局都是资源问题:移动点数、一次性骰子,以及足够换取下一次掷骰的神像。本文讲清循环、骰子表与怪物应对。

信息核对: 2026-10-20阅读时间: 10 min独立粉丝 Wiki语言: English body · localized metadata
Invokyr key art

以下完整指南目前为英文;游戏名称、数字与官方术语保持原样。

The loop in one paragraph

Roll the six-sided movement die in the game room. The token advances along the board, the manor rearranges, and the tile you land on asks for something: survive an event, clear a challenge, or bring back idols. Return to the board, pay the idols the tile demands, and you earn the next roll. When the token reaches the centre, the board phase ends, the squad is pulled deeper into the manor, and the final objective begins.

The number that matters

A full run is reported to require 19 movement points. The movement die caps at six, so no squad finishes in three lucky rolls. Plan for multiple board cycles, multiple idol runs and at least one death.

The board game loop, step by step

  1. Gather in the game room. Rolling while half the squad is across the manor is how runs end early.
  2. Roll the movement die. The token moves; rooms can change position; a new threat may enter the run permanently.
  3. Resolve the tile. Events, challenges, traps and monster spawns are all tile outcomes. Some ask for a fetch, some ask for survival, some split the squad.
  4. Collect idols. Search drawers, bags, closets, shelves — anywhere a small object can hide. Idols are the only way to buy another roll.
  5. Return and pay. Put the required idol value on the board. The next movement roll unlocks.
  6. Repeat until the token reaches the centre. All players are then teleported deeper into the manor.
  7. Recover the Gamemaster's Soul. Bring the soul idol back to the board, seal it, and say “Invokyr” into the microphone to finish the run.

The game does not pause while you explore. Every roll is a commitment: it spends the die, advances the board and can summon something that stays for the rest of the session.

Dice rules that apply to every die

Special dice are found in the manor, usually in drawers and containers, sometimes on tables. They are single-use. Most follow the same risk profile:

  • 5-in-6 — good roll: the die does what its name promises.
  • 1-in-6 — bad roll: the effect misfires, reverses or is replaced by a chaos event: lightning, fireworks, an explosion or a minor monster spawn.

That means a “safe” die is never safe. It is a 16.7% chance of a different problem. The practical consequence: do not spend a utility die on a low-threat tile, and do not stand in the landing zone when someone throws one.

Dice are physical throws

Most dice are thrown and land where they land. The effect is centred on the impact point, not on the player. A healing circle you cannot reach is wasted; a teleport die that lands in a locked room is a one-way trip.

Every confirmed die and what it does

DieGood rollBad roll / caveat
HealCircular healing area: living players inside recover 50 HP; dead players inside revive with 10 HPStill requires players to be inside the circle
ResurrectRevives one random dead player, even if the body was left in an earlier layoutBad roll spawns a Player Mimic that can use dice against you
FireAfter a short delay, the landing area ignites; burns flammables and some monstersFire starts immediately
StormDelayed lightning strike at the landing point; damages players or monsters and can ignite groundLightning strikes immediately
FreezeImmobilises the entity hit for several secondsGround at the landing point catches fire
CocoonAfter a delay, entities near the impact are cocooned; players can struggle outCocoon activates immediately — including on teammates
ChaosActivates one of the six effects shown on its facesThe face decides; you do not
TeleportTeleports the thrower to the landing pointSpawns a minor monster, usually a Dress Mannequin or Penguin
AntigravityA sphere of reduced gravity; float across gaps and move idolsEffect is spatial — the die must land where you need it
ScannerRadar pulse reveals interactables through walls and doors; idols, players and monsters glow greenInformation only; no damage, no escape
RallyTeleports every player to the landing pointCan drag a teammate out of a safe position
LanternCreates a portable lantern; can be dropped as a marker and recolouredLight source, not a weapon
ThreadA thread rolls toward the game room, giving you a path backPath only; monsters still use it
CubeSpawns a large movable cube for climbingDispenser-only die
FireworkFireworks bounce and explode; touching one deals 1 damageDispenser-only die; the bounce is unpredictable

The dice you should prioritise

For a first squad, the priority list is short:

  1. Resurrect — the only die that undoes the worst outcome. It also auto-revives its carrier once if they die while holding it.
  2. Heal — 50 HP to everyone in the circle is the best raw recovery in the game.
  3. Teleport — the cleanest escape from a blocked path or a losing chase.
  4. Cocoon — crowd control that works on monsters and, accidentally, on friends.
  5. Fire — area denial; best used behind you, not on the tile you need to cross.

Scanner and Thread do not look exciting, but they solve the two failure modes new players hit most: not finding the objective and not finding the way back.

Teleport die: the rules people get wrong

The teleport die moves the thrower, not the whole squad. It lands where it lands, and you arrive there. That makes it excellent for:

  • crossing a blocked or collapsed route;
  • reaching an idol on a ledge without a parkour chain;
  • escaping a monster when the corridor behind you is already lost.

It is not a rescue tool. Throwing it to “help” a downed teammate does nothing for them unless you land next to them, and the bad roll can drop a Dress Mannequin or Penguin on the landing point. If the die lands somewhere you cannot survive, you have teleported into the problem.

Rally is the squad-wide version. It pulls everyone to the landing point, which is powerful after a split, and catastrophic if the landing point is hot.

Dice dispensers

A dispenser produces the die type shown on top and recharges after the previous die is used. The common dispensers in the manor are Scanner and Cocoon. Cube and Firework dice come from shop dispensers rather than loose pickups.

Idols: the real currency

Idols are not score. They are the toll that unlocks the next roll.

IdolValueNotes
Bronze$100Common; the baseline payment
Silver$150Mid-tier
Gold$200High-value; carry it back, do not gamble it
Diamond / specialVariesRare; some special idols have effects while carried

Values are the guide-reported launch numbers. The board asks for a total, not a specific idol, so a gold idol can cover a bronze-and-silver demand — but you lose the change in flexibility.

Special idol effects to expect

Some idols are cursed objects, not just money:

  • Spider idol runs away and slams doors; you have to chase it.
  • Fire idol can surround you with a ring of fire when picked up.
  • Map inverter flips the map left-to-right.
  • Control inverter reverses your movement controls.
  • Pitch-black idol plunges the area into darkness until dropped.

The counter is boring and effective: pick up unknown idols in a lit room, with a teammate watching the corridor, and drop the idol immediately if the effect makes the route unsafe.

Monsters: what is confirmed and how to survive

The launch build has a large roster, and not every name has a public, verified behaviour breakdown. These names are confirmed in launch-build guides:

Alligator · Carnivorous Plant · Dress Mannequin · Horsemen · Huntsman · Mimic Door · Money Man · Mummy · Penguin · Player Mimic · Sandworm · Shadow Man · Snowman · Spider · Yeti

What is confirmed about behaviour is narrower:

EntityConfirmed behaviourPractical response
The GamemasterBoard arbiter; triggers summons and rule changesRoll only with the squad staged around the board
YetiFast linear charge in the Icy Mountain boardFight the urge to sprint in a straight line; break the charge around solid geometry
Player MimicSpawned by a bad Resurrect roll; can use dice against playersTreat a sudden “teammate” with dice as hostile until proven otherwise
Dress Mannequin / PenguinMinor monsters spawned by a bad Teleport rollClear the landing point before the squad follows
Mimic DoorA door that is not a doorOpen with the squad together, not alone
Cocoon-type threatsWeb and cocoon effects can trap playersCheck doorframes and ceilings before crossing
Do not invent a tier list

Community “tier lists” for Invokyr are mostly guesses dressed as data. The store page does not publish monster stats, and behaviours change between patches. Learn the sensory rules below instead; they transfer to every entity.

The three sensory rules that always apply

  1. Line of sight starts the chase. Break it with a corner, a door or a locker. Backpedalling down a straight hallway keeps you in the cone.
  2. Sprinting is a location broadcast. Running on timber, ice or gravel tells the house where you are. Short bursts, then stop and listen.
  3. Height and geometry beat speed. Low cover, raised platforms, stair turns and doorframes break both pathing and sight. The cube, antigravity and cocoon dice exist to create those breaks.

Co-op roles that work for six players

You do not need a formal class system. You need the squad to stop doing the same thing at the same time.

RoleJobFailure it prevents
Table anchorTracks the board, calls the roll, watches the summon gaugeRolling while the squad is split
Lead scoutProbes the next wing, marks hazards, finds the route backEveryone getting lost at once
Dice courierCarries found dice back to the table instead of using them on sightWasting a Resurrect on a low-threat tile
Rear watchListens for spawns and counts headsA silent teammate going down behind the group
Rescue runnerHolds a Resurrect or Heal and moves to downed playersLosing a body in a rearranged wing

The buddy rule: never explore alone. Two players can revive, distract and confirm a route. One player can only die quietly.

First-run checklist

  • Put one player on the board and keep them there for the roll.
  • Bring dice back before using them. Pool first, spend second.
  • Carry idols as a group; the payment is a squad objective, not a solo fetch.
  • Learn the route back to the game room before you go deep.
  • Save Heal and Resurrect for deaths and boss-phase damage, not chip damage.
  • When the token reaches the centre, empty your hands and move as six. The final phase starts immediately.

Guide questions

How many movement points do you need in Invokyr?

A full board is reported to require 19 movement points, which is why a run needs multiple rolls. The movement die is six-sided.

What is the best die in Invokyr?

Resurrect is the highest-value die for a new squad: it revives a random dead player anywhere and can save its carrier once. Heal is the best recovery die.

What does the teleport die do?

It teleports the thrower to where the die lands. A bad roll spawns a Dress Mannequin or Penguin at that spot. It is an escape and traversal tool, not a team rescue.

Can dice be reused?

No. Special dice are single-use. Dispensers recharge, but the die they produce is consumed when activated.

How do you finish a run?

Reach the centre of the board, recover the Gamemaster's Soul, bring it back to the board, seal it, and say “Invokyr” into your microphone.

资料来源

Claims on this page are checked against the list below. Community guides are labelled as player-tested, not official.

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价格、平台与当前版本仅以 Steam 商店页为准。