Invokyr artwork$12.9993%Very Positive
Co-op pick

Invokyr A Haunted Game Night With Friends

A cursed 1970s board game has you and up to five co-op friends rolling dice in a creaking house, then surviving whatever crawls out. Each roll brings traps, curses, and strange hunters, so every trip back to the table feels like tempting fate together.

Is Invokyr worth it?

Invokyr is worth it if…

  • you like co-op games where one dice roll can ruin everyone's plan
  • you want rounds built around teamwork, chases, and laughing afterward
  • you like learning monsters, traps, and maps together over repeat runs

Screenshots

Roll the dice, take what comes

Everything starts at the board. You gather around, roll, and the house answers with another sound from somewhere dark. One turn summons a trap, the next a curse or a creature with its own way of hunting you down.

That loop is the fun with co-op friends: cheer the good rolls, argue over the bad ones, and decide who goes back out to find more dice. Each die works once, so every throw counts.

Six friends against the Gamemaster

The Gamemaster runs this place, whimsical and bitter in equal measure, and the only way out is to play through to the end. Up to six of you can join online, explore together, and split up when someone has to make a run for it.

You can cooperate properly, or leave someone behind when things get loud. Death is not always the end, which makes sacrifice a valid tactic and betrayal a running joke.

A house that keeps changing shape

The house is a labyrinth, and losing your way back to the board is a real risk. You scour rooms for hidden dice, duck into hiding spots when something hunts, and learn the shortcuts before the next roll calls you back.

The layout stays fresh run to run, with biomes like jungle, ice mountain, and an oversized toy chest. Different tiles, same problem: the table is far away and something is between you and it.

Dice, idols and bad decisions

Dice are your tools as much as your doom. Some heal, some hide you, some hinder whatever is hunting the group, and all come with risk. Idols and shop upgrades add more tricks, from revives to stranger effects that turn a chase into slapstick.

Survive a board and you earn rewards that unlock tougher challenges. It gives a good reason to tempt the Gamemaster again, preferably with the friend who always rolls well.

What else should co-op friends know?

How does a round actually work?

You start at the board in the abandoned house, roll the dice, then deal with what the roll summons. Between throws you explore the rooms, recover single-use dice, grab helpful items, and survive traps, curses, and creatures. Reach the end of the game and you escape, at least until the next board.

What do the six players do moment to moment?

Stick together for safety or split up to cover more rooms, call out dice finds, lure hunters away, hide when needed, and regroup at the table to roll. With six in the house, there is always someone to rescue, revive, or blame.

What keeps runs different?

The map layout changes, the dice and idols you find change, and each creature hunts in its own way. One run is a careful search through ice and jungle rooms, the next is a sprint back to the board with something close behind.

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