Overview
DungeonQuest is a dungeon-crawling adventure game for 1-4 players set in Dragonfire Dungeon in the world of Terrinoth. Players control Heroes exploring the dungeon by placing tiles to build corridors and chambers, drawing Dungeon cards to face dangers, and hoping to reach the central Treasure Chamber to plunder the dragon Kalladra’s hoard. Heroes must escape through a Tower Room before the sun sets. The player with the surviving Hero holding the most valuable Loot wins. The game is notoriously deadly — sometimes no Heroes survive.
Components
- 1 game board (dungeon with Treasure Chamber center, 4 Tower Rooms at corners, sun track)
- 6 Hero figures and 6 Hero cards
- 117 Dungeon Chambers (tiles)
- 336 cards: 50 Dungeon, 8 Dragon, 32 Treasure, 15 Trap, 15 Door, 15 Crypt, 15 Corpse, 30 Search, 12 Rune, 40 Catacomb, 54 Combat, 44 Power cards
- 1 Sun Token, 1 First Player Token
- 6 Catacomb Entrance Markers, 6 Travel Markers
- 41 Wound Tokens (12x 5-point, 29x 1-point)
- 24 Determination Tokens
- 20 Monster Tokens (4 each: Skeletons, Sorcerers, Trolls, Demons, Golems)
- 4 six-sided dice
- Bonus Hero Cards and Brightblaze Familiar Token
Setup
- Place the game board centrally. Set the Sun Token on the starting space of the sun track.
- Shuffle Dungeon Chambers face-down in a stack (the Cavern Tile stack, unless the adventure specifies otherwise).
- Separate and shuffle the various card decks (Dungeon, Treasure, Trap, Door, Crypt, Corpse, Search, Rune, Catacomb, Dragon).
- Prepare Combat and Power card decks.
- Each player chooses a Hero, takes the corresponding Hero card, Hero figure, and Power cards.
- Place Hero figures in the Tower Rooms (one per corner, starting positions).
- Set aside Wound, Determination, and Monster tokens within reach.
Turn Structure
Play proceeds clockwise starting with the First Player. On your turn:
- Move: Move your Hero to an adjacent space. If entering an unexplored space, draw and place a Dungeon Chamber tile.
- Encounter: Draw a Dungeon card (or other appropriate card) for the chamber entered. Resolve the encounter — could be a monster, trap, treasure, corpse, or special event.
- Search (optional): In many chambers, you may choose to search (draw a Search card) hoping for treasure or a secret door, but risking traps or monsters.
- Sun Track: At the end of each round (after all players have taken a turn), advance the Sun Token one space.
The Treasure Chamber
Heroes reaching the center can attempt to plunder Kalladra’s treasure hoard by drawing Treasure cards. However, drawing Dragon cards risks waking Kalladra and triggering Dragon Rage, which can be lethal.
Actions
Combat
When encountering a monster, combat is resolved using Combat cards. Both the Hero and Monster play Combat cards simultaneously. Cards represent melee, ranged, and magic attacks. Each Hero and Monster also has 4 unique Power cards that provide extraordinary attacks.
Combat continues in rounds until the monster is defeated (reduced to 0 HP), the Hero flees, or the Hero is killed.
Dungeon Cards
Drawn when entering a new chamber. May include:
- Monsters: Trigger combat
- Traps: Immediate danger requiring resolution
- Treasure: Gold or items found
- Special events: Various dungeon encounters
Search Cards
Heroes may search most chambers. Results include treasure, secret doors, traps, or monsters.
Rune Cards
Magical artifacts with unique powerful effects that can make the difference between survival and death.
Catacomb Cards
If a Hero falls into or discovers an entrance to the catacombs beneath the dungeon, they draw Catacomb cards instead of Dungeon cards while exploring below.
Corpse Cards
Remains of fallen adventurers may hold treasure and useful items, or deadly scorpions.
Scoring / Victory Conditions
Winning: The player with the surviving Hero holding the greatest total value in Loot wins.
Escaping: Heroes must find their way back to any Tower Room before the sun sets (Sun Token reaches the final space).
Losing: If no Heroes survive, all players lose and Dragonlord Kalladra is victorious.
Death: Heroes can die from wounds (exceeding HP), traps, monster attacks, Dragon Rage, or being trapped in the dungeon when the sun sets.
Special Rules & Edge Cases
- Dragon Rage: If Kalladra awakens (too many Dragon cards drawn in the Treasure Chamber), surviving Heroes in the Treasure Chamber face Dragon Rage attacks.
- “Death Can Wait” variant: Recommended for first games — reduces lethality.
- Hero cards show AC (Armor Class), HP (Hit Points), Speed, and a unique Special Ability.
- Determination Tokens can be spent for various heroic effects during the game.
- Catacomb Entrances: Some Dungeon events send Heroes to the catacombs below. Movement in catacombs uses Catacomb cards.
- The sun track creates urgency — Heroes who haven’t escaped when the sun sets are trapped and lost.
- Monster Tokens represent specific monster types with varying difficulty.
- Treasure values vary greatly; the Treasure Chamber holds the most valuable loot but is the most dangerous.
Player Reference
Turn: Move (place tile if new) -> Encounter (draw card) -> Search (optional) -> Advance Sun Track (end of round)
Combat: Play Combat/Power cards vs Monster; resolve damage
Goal: Loot treasure, escape through a Tower Room before sunset
Win: Most valuable Loot among surviving Heroes
Lose: No Heroes survive = everyone loses
Key Locations: Treasure Chamber (center, high reward/risk), Tower Rooms (corners, escape points)