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One Card Dungeon box art

One Card Dungeon

Game ID: GID0452271
Game Info
Year
2021
Players
1
Age
10+
Playtime
30 min
Complexity
1.6/5
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Solo dice-placement dungeon crawl played on a single card with 12 increasingly challenging levels

Description

Solo dice-placement dungeon crawl played on a single card with 12 increasingly challenging levels

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 3 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–3 of 3
Video BI5gnZ5DKWc Unknown Channel Playthrough at 0:15 sentiment: positive
video_pk 66225 · mention_pk 161047
Unknown Channel - One Card Dungeon video thumbnail
Click to watch at 0:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging dungeon crawl with clear mechanics and expansion twists
  • Tension from enemy tiles and Perdition Stone adds strategic decisions
  • Dynamic dungeon progression with rotating floors
Cons
  • Reliance on dice can lead to frustrating luck
  • High difficulty on later floors without strong stat upgrades
Thematic elements
  • Array
  • Fantasy dungeon crawl
  • First-person playthrough
Comparison games
none
Mechanics (from transcript analysis)
  • Attack vs defense resolution — Damage is resolved by comparing attack values against defense; damage reduces health.
  • boss battler — Progression includes boss encounters on higher floors with boss cards that pose tougher challenges.
  • Boss Floors / Boss Cards — Progression includes boss encounters on higher floors with boss cards that pose tougher challenges.
  • Combat: Damage Based — Damage is resolved by comparing attack values against defense; damage reduces health.
  • Damned Tiles — Damned tiles grant bonuses to enemies standing on them, increasing their stats.
  • Dice rolling — Rolling dice to determine hero actions during energy phase, attack, defense, and special effects.
  • energy phase — A dedicated phase where dice results determine movement and actions.
  • Floor Rotation / Dungeon Progression — Progression involves rotating to the next dungeon floor, introducing new layouts and enemies.
  • Health Restoration / Stat Upgrades — At level-up, players may heal to full health or increase a stat.
  • Line of sight — Positioning affects attack reach and line of sight during combat.
  • Line of Sight / Positioning — Positioning affects attack reach and line of sight during combat.
  • Movement points — Players allocate a number of movement points to maneuver the hero around the dungeon.
  • Once-Per-Game Abilities — Limited-use abilities that can be used once per level or per dungeon rotation.
  • Once-per-level / Once-per-dungeon abilities — Limited-use abilities that can be used once per level or per dungeon rotation.
  • Perdition Stone — A special tile: attacking it triggers a global damage effect; requires a D4 roll and can damage both enemies and the player.
  • Tile/Map Shifting — Damned tiles grant bonuses to enemies standing on them, increasing their stats.
  • Treasure Die / Treasure Chest — Treasure chests and dice provide energy boosts and stat enhancements.
  • Variable Phase Order — A dedicated phase where dice results determine movement and actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • time flies when I play this. I love it
  • This was my first time trying these hell's door tiles or cards, but yeah, it was fun
  • The good thing is that I can assign a lot of damage here
  • Time to rotate to the next dungeon and see how it twists again
  • If I can stay here, he won't be able to reach me
References (from this video)
No references stored for this video.
Video pspFJO2M3W0 Unknown Rules Teach at 0:15 sentiment: positive
video_pk 66226 · mention_pk 161048
Unknown - One Card Dungeon video thumbnail
Click to watch at 0:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Portable print-and-play with travel version
  • DIY customization via front/back card printing and stickers
  • Clear, step-by-step workflow for producing a playable version
  • Durable results when laminated and sleeved
Cons
  • Printing alignment can be tricky (front/back misalignment)
  • Requires time and effort (cutting, laminating, assembling)
  • DIY materials cost and printer considerations
Thematic elements
  • dungeon exploration and card-driven encounters
  • fantasy dungeon setting with print-and-play dungeon cards
  • card-driven, modular dungeon exploration
Comparison games
none
Mechanics (from transcript analysis)
  • card-driven content — class cards, items, dungeon cards and rulebooks drive gameplay and progression
  • Dice rolling — multiple dice (D4, D6, D12, etc.) determine actions, energy, stats, enemies, and hero outcomes
  • Dice rolls — multiple dice (D4, D6, D12, etc.) determine actions, energy, stats, enemies, and hero outcomes
  • division table — a division table to track hero ability usage during the dungeon
  • DIY production and components handling — steps for creating a print-and-play version include card fronts/backs, sticker sheets, and a foldable play mat
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I really like the game.
  • So, now uh I wanted to have a travel version of this.
  • I highly advise that you do not print directly from Affinity.
  • The sticky side here is actually the opposite, the side that is facing you is the one that you want to apply.
  • I like to add a strip of black masking tape.
References (from this video)
No references stored for this video.
Video ykkPvKDyT60 Unknown Review at 0:15 sentiment: positive
video_pk 66227 · mention_pk 161049
Unknown - One Card Dungeon video thumbnail
Click to watch at 0:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Easy to learn and quick to pick up
  • Compact and printable; great for print-and-play
  • Tactical depth and puzzle-like energy dice management
  • Strong dungeon-crawler feel despite minimal components
  • Highly modular and expandable with expansions
  • Excellent pixel art and presentation
  • Open-ended for custom content and rethemes
Cons
  • Base game classes can feel unbalanced (e.g., barbarian underpowered)
  • Expansions are nearly essential to fully shine
  • Math for damage division can be fiddly (calculator or table recommended)
  • Line of sight rules explained poorly
  • No item drops within a run; limited loot progression
  • Luck-driven outcomes can be punishing; potential for 'bunker' cheesing
Thematic elements
  • Puzzle-focused dungeon crawler with abstract/retro aesthetics
  • A dungeon crawl that is played on a single double-sided card, with floors represented by cards and a dice-driven puzzle.
  • procedural, abstract dungeon exploration
Comparison games
  • Star Wars theme (retheme)
  • Metal Gear Solid theme
  • Diablo theme
Mechanics (from transcript analysis)
  • boss battler — Boss floors introduce additional tall encounters and higher health requiring changed tactics.
  • boss floors and special encounters — Boss floors introduce additional tall encounters and higher health requiring changed tactics.
  • class cards and/items — Choose a class with a unique ability; base game has four classes; expansions add item cards and more floors.
  • combat resolution — Damage must meet or exceed enemy defense; total damage is mitigated by defense and shared across multiple enemies; rounding down when calculating hits.
  • Combat: Damage Based — Damage must meet or exceed enemy defense; total damage is mitigated by defense and shared across multiple enemies; rounding down when calculating hits.
  • dice allocation puzzle — Roll energy dice and assign them to movement, attack, defense, and range to defeat monsters and progress floors.
  • expansion-driven content — Expansions introduce boss floors, new floors, treasure die, predition/treasure interactions, and new actions.
  • floor progression and health management — Defeating a floor can restore health or increase stats; floors advance sequentially until the 12th floor.
  • Line of sight — Walls block movement and line of sight; enemies block LOS; special spaces modify stats or enemy behavior.
  • Line of sight and terrain — Walls block movement and line of sight; enemies block LOS; special spaces modify stats or enemy behavior.
  • Movement economy — Movement costs two points orthogonally; three for diagonal; distance affects range and actions.
  • treasure die / predition stone — Treasure die provides a temporary stat boost; predition stone (in Hell's Door expansion) affects all enemies and self-damage.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a one card dungeon. It's just crazy what it accomplishes with so little.
  • I love how compact it is.
  • just how easy to learn and simple this game is.
  • I am going to award this game my first dopamine seal of approval of 2026.
  • it does actually live up to its name. It's a one card dungeon.
  • I love the pixel art in this game. It's exquisite.
References (from this video)
No references stored for this video.
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