DungeonQuest

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

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

Setup

  1. Place the game board centrally. Set the Sun Token on the starting space of the sun track.
  2. Shuffle Dungeon Chambers face-down in a stack (the Cavern Tile stack, unless the adventure specifies otherwise).
  3. Separate and shuffle the various card decks (Dungeon, Treasure, Trap, Door, Crypt, Corpse, Search, Rune, Catacomb, Dragon).
  4. Prepare Combat and Power card decks.
  5. Each player chooses a Hero, takes the corresponding Hero card, Hero figure, and Power cards.
  6. Place Hero figures in the Tower Rooms (one per corner, starting positions).
  7. Set aside Wound, Determination, and Monster tokens within reach.

Turn Structure

Play proceeds clockwise starting with the First Player. On your turn:

  1. Move: Move your Hero to an adjacent space. If entering an unexplored space, draw and place a Dungeon Chamber tile.
  2. 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.
  3. 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.
  4. 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:

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

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)