Players explore the ruins of Castle Dragonfire trying to reach the treasure chamber in the center of the dungeon and escape alive with as much treasure as possible. A limited number of turns before the game ends puts pressure on players to take risks and score rewards because anyone left in the dungeon when time runs out dies! A tile-laying system creates the maze-like dungeon and ensures that no two games are ever exactly the same.
Originally published in Sweden as Drakborgen (Dragon Keep) in 1985 by Alga, a subsidiary of BRIO AB. Sold in Norway (Skatten i borgen) and Denmark (Drageborgen). Licenced to Germany (Schmidt Spiele) as Drachenhort, to Great Britain (Games Workshop) as DungeonQuest. A 2nd edition named Drakborgen Legenden was released in 2002 (never released outside Sweden). The game was re-licensed to FFG in 2010, who released the 3rd edition the same year. See the family entry for more information.
Expanded by:
Drakborgen II (the Swedish expansion that upon Games Workshop's British release was split into the two below:)
Heroes for Dungeonquest
Dungeonquest: Catacombs
Re-implemented by:
Drakborgen Legenden
DungeonQuest (Third Edition)
DungeonQuest: Revised Edition
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- So, baseball highlights 20 45. So, I kind of want to start testing some things and I think I'm going to try something real simple like a nice little playthrough with this game and um because you could play it solo and you know each game takes about four to seven minutes to play.
- And, you know, not the most high high high high quality game in the world, but as far as fun, I mean, isn't that what it's all about?
- I'll tell you, Stonemaier Games. Dear God, that guy just he's special. He really is. Really is special. Special dude. Just knows what he's doing.
- I can't even get rid of Star of Aaros because that piece of garbage is You got to have the 1.5. You know, they ruined they ruin any value of the the old game. If you ever want to get rid of the old game, it's it's completely useless because they had to come out with 1.5 version.
- All I want is just one more championship to make up for that because they were robbed with the Steelers which was the what they which they call the most crooked game ever.
References (from this video)
- Dungeons
Mechanics (from transcript analysis)
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- Undaunted 2200 which is a very good game. Tactics II, very very good.
- I've got all the Killforths.
- Nemo's War, great game.
- Defenders of the Realm, love that game. Love it.
- I got some BattleTech on painting. Going to start painting again.
- Ogre, great game.
- We're going to be back in business, folks. We're going to be back in business.
- We're going to be back to full strength again. Just like the old days.
- People that want to work with me, great. People that don't want to work with me, great. Don't care.
- Getting hacked, man. It was very It took a lot of wind out of my sails.
- I'll get us there. All right, we got the other cable coming within the next month or so. Uh, they're going to be running that up here, so we're going to have fiber.
- I got 10 videos I got to get done. I got more stuff coming.
- We're turning the old game around.
- I don't think I've ever been this busy. And I'm pretty happy about it.
- We'll come back and uh, next week we'll start we'll start doing nice little short live play. Maybe we'll do uh, Val Petra.
- Everything feels better. You know, everything feels good.
- It is your old pal Earl.
- This has been a long time coming and it's showing the subscriptions have gone up.
- It's been a rough 2 days. But don't worry about it. I'll shake it off. I'll come back stronger than ever.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- I mean, you had ready, set, bet. Like, uh, The Last Kingdom was like a a fantastic game that just flew under the radar. Do you know what I mean? Nobody nobody played it at all, you know?
- They charged a hundred quid for a game that was made out of a bog roll.
- I think I compared my copy of War of the Ring to a Garen Hospital.
- I have 15 burner accounts just just tearing you down.
- It's all me. I've got 15 burner accounts just just tearing you down.
- I don't care whether AI has had a hand in designing it. If the game is good and I find it fun, then I'll play it.
- I don't care whether it's designed by a woman, by a man, by, you know, a capybara.
- The incentive system is totally broken.
- I honestly think like the whole board game review system in general is like is broke, especially if you are and we can't afford to get all these games. You do have to get some review.
- I think there's something to say for people um wanting to maintain publisher relationships.
- You know, my core audience are grumpy old white men that just want to hear somebody slag off a game.
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- But very rarely do we have a chance where we can go Well, what are the top 10 dungeon crawls of all time? Okay? I mean we can always have our opinion, but I really wanted to put make a video where you, the public, helps makes the top 10 dungeon crawls of all time of all time.
- Spanning the history of dungeon crawls, which ones are your favorites? And I'm going to compile this massive spreadsheet, and then we're going to do another video, probably in a few weeks after we get enough entries, and decide what you guys decided are the top dungeon crawls of all time.
- We're talking dungeon crawlers of all time by the people.
- So, my dear friends, let's get right to it, and let's get going, and start compiling this list.
References (from this video)
- High drama and excitement
- Fun, quick gameplay
- Simple to learn and play
- Appreciates the randomness
- Good for laughs with the right crowd
- Great thematic feel of being lost and hopeless
- Beautiful components in the FFG version
- Clever catacombs mechanic
- Push your luck story generator
- Good box art and rulebooks from Games Workshop
- Interesting lore and history in GW rulebook
- FFG board organizes decks well
- High quality dungeon tiles in FFG version
- Determination mechanic adds choice in FFG version
- Good value for money despite being out of print
- Mercilessly abuses rock, paper, scissors mechanic
- Slow, tedious, cumbersome, plotting chore
- Massive randomness
- Decisions don't matter
- Game plays itself
- Stats aren't used much
- Combat is repetitive
- Player elimination
- Flimsy components in GW version
- Heroes expansion too long to fit in GW box
- Combat is a roadblock/speed bump
- Rock paper scissors combat is too random with no thought
- Wish dice combat was used instead of RPS
- FFG combat cards are not used
- FFG rulebooks are split into two
- Struggles to find components due to being out of print
- Expensive due to being out of print
- No new weapons or armor found, limited loot
- Torch going out can lead to missed turns
- Dungeon crawling
- Dragonfire Castle
- Talisman
- Escape the Dark Castle
- Escape the Dark Sector
- Galaxy Trucker
- Quest for the Lost Pixel
- Descent
- Runebound
Mechanics (from transcript analysis)
- Card Drafting — Used for various events, encounters, and combat.
- Catacombs — A dungeon within a dungeon, an expansion mechanic that was included in the revised edition.
- Determination — A new mechanic in the FFG version where characters gain points when they fail, which can be spent to overcome challenges.
- Player Elimination — A potential outcome of the game mentioned in reviews.
- Press Your Luck — A core element where players decide how far to push their luck before the dungeon kills them.
- rock paper scissors — Used for combat, described by one reviewer as an 'elegant' mechanic that this game 'mercilessly abuses'.
- Set Collection — Players collect treasure to win the game.
- Tile Placement — Players draw tiles and move into them, forming the dungeon as they go.
Video topics + discussion points
Quotes (from this video)
- Pointless, frustrating, and futile. Mercilessly abuses the elegant rock, paper, scissors mechanic.
- I think every gamer needs to die in Dungeon Quest at least once.
- The shockingly sudden unfairness of it is the game and makes winning, even if you only crawled out with a free sack of rope to show for your suffering, super sweet.
- At its core, Dungeon Quest is a push your luck story generator.
- This one's the Cohen brothers version where we are the stupid criminals and get exactly what we deserve.
- Almost a perfect game.
- It's really hard to beat this game.
References (from this video)
- Fast setup and quick-play sessions
- Fully themed dungeon crawl in a compact, portable form
- Filler-style gameplay that still feels adventurous
- High replay value due to randomized tiles and decks
- Accessible play experience suitable for casual sessions
- Extreme randomness can lead to brutal and unpredictable results
- Risk of dying on the very first turn or early in the game
- Feel of potential imbalance or unfairness due to luck of the draw
- Short sessions may disappoint players seeking deeper campaigns
- Treasure hunting, danger, traps, and monsters in a dungeon crawl setting
- Dungeon crawl through a dragonfire castle to pilfer treasure and escape
- Procedural, tile-and-deck driven exploration toward a dragon’s lair
Mechanics (from transcript analysis)
- combat resolution via rock-paper-scissors — Fights against monsters are resolved through a quick rock-paper-scissors mechanic.
- corpse deck and treasure deck — Certain cards from corpse decks or treasure decks alter risk/reward and augment loot opportunities.
- press-your-luck/race dynamic — Players race to collect treasure and exit while risking deadly consequences from the dragon’s lair.
- Push Your Luck — Players race to collect treasure and exit while risking deadly consequences from the dragon’s lair.
- Rock-Paper-Scissors — Fights against monsters are resolved through a quick rock-paper-scissors mechanic.
- room decks — Entering a room prompts drawing a card from a room deck, which can contain treasure, doors, or threats.
- tile-drawing — On each turn, draw a random interior tile to reveal the next area of the dungeon and determine available spaces.
- Traps and monsters — Rooms may house traps or monsters that deal damage or complicate progress.
Video topics + discussion points
Quotes (from this video)
- the game is hard damn hard probably
- it's super random downright brutal
- dungeon quest is at its core a race and press your luck game
- it's quick and light
- dungeon quest is kind of a filler game
- one that packs a fully themed adventure dungeon crawl punch
- it has everything needed for a fun exciting and dangerous romp through a dungeon filled with treasures traps and monsters