A classic Dungeon Crawler board game for 1 to 6 players (Age 12+). The game includes many game modes, including a lone wolf one. DUN´s system merges its intuitive mechanics, card games and the almost unlimited possibilities and options of a RPG.
DUN includes a huge narrative campaign and several independent quests. It also allows you to design your own quests or simply to use its rulebook, system, and cards to replay missions and quests from other dungeon crawlers.
The game adapts to any medieval fantastic background. However, it has its own background: the one used in the novel Raazbal, written by the author of the game and published in 2010.
It is one game system that presents many different game modes:
Standard mode with a Dark Player: The Dark Player is a player who competes against the others. In this mode some quests have an undefined length and finish when the quest´s goal is achieved. Others have a set number of turns assigned. Players may gain experience which improves their attributes and skills according to the cooperative achievements of the players´ group.
Individual mode: players gain experience according to their individual achievements.
Cooperative mode (including lone-wolf player): a 100% cooperative game, with an Artificial Dark Player.
RPG mode: the Dark Player is omniscient (just like a classical RPG master).
Open-map mode: scenarios without a gridded floor.
—description from the publisher (slightly edited)
- Massive campaign depth with many campaigns and side quests.
- Strong bridge between board games and RPGs, offering familiar mechanics with RPG flexibility.
- Rich setup with many customization options (backgrounds, spells, gear).
- Overworld travel and dungeon exploration feel expansive and long-lasting.
- AI-driven dark player adds strategic tension and asymmetry.
- Complexity and abundance of rules may be overwhelming for new players.
- Setup and component management are intricate and could lead to mistakes or lengthy tutorials.
- Balance can be tricky; heavy reliance on reference materials and pinned comments for clarification.
- Heroic fantasy, dungeon delving, and long-form character lifespans with a modular, campaign-driven narrative.
- Fantasy dungeon-crawl and overland exploration in a persistent campaign world with a strong RPG crossover flavor.
- Persistent, campaign-based storytelling with branching adventure structure and a dark vs. light alignment framework.
Mechanics (from transcript analysis)
- Background cards / character flavor — Backgrounds provide traits and special rules, integrating narrative flavor with mechanical effects.
- Campaign longevity / lifespan — Characters age and progress across years of in-game time, affecting long-term planning and story.
- Combat resolution with modifiers — Opposed dice rolls with edge cases for flanking, ambush, back attacks, and heavy armor/shields interactions.
- Dynamic dungeon / obstacle decks — Separate decks for power, furniture, obstacles, and dark AI behavior to create varied dungeon layouts.
- Inventory and encumbrance — Weight limits and carrying capacity, with items that modify stats or grant temporary bonuses.
- Mana / spell system — Mana pool, mana tokens, and spell cards with duration-based persistence and aura effects.
- Overworld travel map — Campaign travel map with tone-setting regions and side quests that influence progression.
- Skill tests and dice mechanics — Multiple 2d6 attribute tests (perception, agility, intelligence, etc.) with modifiers from equipment and backgrounds.
- Zone of safety — A safety radius around characters that reduces immediate danger until players move beyond it.
Video topics + discussion points
Quotes (from this video)
- this is an incredible experience it's a huge campaign game
- this is a toolbox of a game that encourages people to expand and experience the game the way they wish it to be played
- it's a bridge between board games and role-playing games
- there is so much going on in here
- an immense campaign that could cover lifespans of characters
References (from this video)
- Open-ended toolbox design that supports homebrew and player-driven storytelling
- Dynamic combat with spells, aura effects, and narratively tinted boss fights
- Strong emphasis on community input and evolving play through future content
- Complex rule set can be easy to misapply without careful tracking and references
- Heavy reliance on memory for modifiers, statuses, and card effects may slow play for new groups
- Cooperative exploration and tactical combat with story-driven encounters and boss fights.
- Fantasy dungeon crawl featuring a modular dungeon with a dark host and adventuring party.
- Narrative playthrough driven by character backstories, quest text, and community-sourced input.
Mechanics (from transcript analysis)
- Aura and spell effects — Spells cast to buff allies or debuff enemies, with area-of-effect considerations and stacking effects.
- Card-based enemy setup — Wandering creatures and enemy cards define the threats in a room, including boss modifiers and special abilities.
- Character evolution — Experience points can be spent to increase health, abilities, or learn new spells; town visits enable services.
- Dice-based combat — Rolling attack and defense dice with modifiers, criticals, and shields affecting outcomes.
- Initiative and ambush rules — Initiative order determined by dice and modifiers; Ambush can grant an initiative bonus and rerolls.
- Resource management — Mana points, fortune points, and health are tracked across turns, with skills and gear influencing usage.
- Terrain and objects interaction — Searching furniture, cupboards, beds, and chests for coins, objects, or quest consequences; torches and light as mechanics.
Video topics + discussion points
Quotes (from this video)
- this game is a toolbox more than it's an actual 100 follow the rules game
- it's such an open toolbox that you can build a world of your own inside
- Dungeon Universalis is coming back to Kickstarter very soon at the time of this recording it's going to be September 20th 2022
References (from this video)
- Rich thematic feel
- Cooperative tension and decision points
- Intriguing encounter design
- Complexity and potential for analysis paralysis
- Rules can be dense for new players
- Dark fantasy with a heavy emphasis on grim atmosphere
- Cooperative dungeon crawling with narrative-driven exploration
- Story-rich, with modular encounters
- Oathsworn: Into the Deep
- Kingdom Death Monster
- Dungeon Universalis
Mechanics (from transcript analysis)
- Card-driven combat — Combat and actions driven by card draws and matchup puzzles.
- Narrative events — Encounters advance the storyline through event cards and tables.
- Team-based exploration — Multiple players coordinate to explore varied dungeon spaces.
Video topics + discussion points
Quotes (from this video)
- you don't have to be fantastic to put some paint on a miniature and put on the board
- every game is awesome I want to play them all
- the only way to play that game is permadeath
- I'm excited to play tomorrow
- I love Wander Cult of Barnacle Bay
- Dry brushing fixes everything