The Dungeon lies before you; you’ve assembled your party of hearty adventurers and have a few tricks up your sleeve. How far will you go to seek glory and fame? Will you risk losing everything?
In Dungeon Roll the player's goal is to collect the most experience points by defeating monsters, battling the dragon, and amassing treasure. Each player selects a Hero avatar, such as a Mercenary, Half-Goblin, or Enchantress, which provides them with unique powers. Then players take turns being the Adventurer, who boldly enters the dungeon seeking glory.
The Adventurer assembles their party by rolling seven Party Dice, while another player serves as the Dungeon Lord and rolls a number of Dungeon Dice based on how far the Adventurer has progressed through the dungeon. The Adventurer uses Champion, Fighter, Cleric, Mage, Thief, and Scroll faces on the Party Dice to defeat monsters such as oozes and skeletons, to claim treasure inside chests, and to revive downed companions with potions. The Adventurer claims treasure by taking a token at random from inside the treasure chest-shaped game box.
All this fighting in the dungeon is certain to attract the attention of the boss: The Dragon!
When three or more Dragon faces appear on the Dungeon Dice, the Adventurer must battle the Dragon. Defeating the dragon is a team effort, requiring three different companion types. After three rounds, the players add up their experience points and retire to the inn to celebrate their exploits and to plan their next foray into the next deadly dungeon!
Dungeon Roll - How To Play
Dungeon Roll - Game Play 2
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this moment came from our playthrough as did all the other ones
- ultimately whether you donate or not thank you so much for watching our series for being a part of it for participating in the gameplay sharing your thoughts on the hobby and being a part of it it's what makes the whole thing work and it makes it meaningful for me to create
References (from this video)
- Heroes have unique special abilities.
- Heroes can be leveled up with better abilities.
- Treasure tokens offer various one-time effects.
- Scales provide bonus experience points.
- Solo play option available.
- If forced to flee the dungeon, no experience points are collected.
- If dragons are not defeated, players may be forced to flee.
- Ties are broken by fewer treasure tokens.
- adventurers going deeper into a dungeon fighting monsters, collecting treasures, and gaining experience points to win
- a dungeon
Mechanics (from transcript analysis)
- Card Drafting (for heroes) — Players can either pick a hero of their choice or distribute them randomly.
- Cooperative Play (implied) — While primarily competitive for scoring, the mechanics of dice sharing and the role of the dungeon lord suggest potential for cooperative elements or at least shared game state.
- Dice rolling — Players roll party dice to form a party of companions and dungeon dice to populate levels with monsters, loot, or dragons.
- Modular board — The dungeon levels are populated by dice rolls, creating a different experience each time.
- player elimination — If a player is forced to flee the dungeon, they may not collect any experience points for that delve.
- Press Your Luck — Players decide whether to continue delving deeper into the dungeon or to retire with their current score.
- Resource management — Players manage their dice (party dice) and hero abilities to overcome challenges.
- Role Playing — Players take on the role of an adventurer and utilize unique hero abilities.
- set collection — Players collect treasure tokens and experience points, with sets of dragon scales providing bonus experience.
Video topics + discussion points
Quotes (from this video)
- Do you keep going deeper to get more points or do you get out early with the points you have and your head still intact?
- The farther they go into that dungeon the more experiened points they'll be able to collect if they leave triumphantly if they're forced to flee the dungeon they may not collect any experience points at all
- It's certainly a part of the game try to figure out when do you push your luck and go further and when do you stop
- The game comes with ways to rank your efforts and achievements that you can try for
References (from this video)
- High-quality components ( etched and painted dice; durable box/insert)
- The treasure chest box doubles as a storage solution and as the draw source for treasures
- Kickstarter backers receive exclusive content (eight additional heroes via booster pack)
- Accessible for 1–4 players and designed for quick sessions (15–30 minutes)
- Well-supported with a Hero book and aid cards for quick reference
- Base retail vs Kickstarter content differences could affect perceived value for some backers
- Some players may desire more variability beyond the 4-hero base set and included expansions
- Dungeon crawl with dice-driven combat and treasure collection; hero progression via experience tokens
- Fantasy dungeon exploration where a party of adventurers delves deeper into a dungeon to seek treasure and gain experience
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Dungeon Roll the Dungeon delving Dice Game
- the game is for 1 to four players and plays in approximately 15 to 30 minutes
- the treasure chest Shaped Box
- as a Kickstarter backer this first hero expansion booster pack
- the heroes in this pack are the Viking tracker archaeologist sorceress Scout leprechaun dwarf and Alchemist
- eight additional hero cards
- this is what you're going to receive if you pick up the game after its wide release
- in the future I will be doing an instructional video and playthrough so you can see how the game is played
- consider subscribing to the channel you'll be notified when those videos are online
- if you have any questions at all about anything you saw here feel free to put them in the comments below and I'll answer your questions as soon as I'm able
References (from this video)
- fast-paced, quick sessions
- accessible entry into dungeon-crawl concepts
- replay value depends on luck
- some players may prefer heavier dungeon crawlers
- adventure and risk management
- Fantasy dungeon exploration and dungeon-crawling vibe
- light, quick-scoring dungeon crawl
- Acropolis
Mechanics (from transcript analysis)
- dice-rolling — dice determine dungeon events and outcomes
- press-your-luck — risk-reward decisions drive scoring
Video topics + discussion points
Quotes (from this video)
- this is raw literally
- the whole concept of this show was like hey why don't we just turn on mics
- one reason why that game excels so well is because of the Solitaire nature and it works with any player count
- Quartermaster General is really good with five
- we were asked the Gen Con... Connor from Inside Up Games looked at me and goes what topic would get you excited