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Rogue Dungeon box art

Rogue Dungeon

Game ID: GID0453229
Game Info
Year
2020
Players
1-3
Age
12+
Playtime
60 min
Complexity
2/5
Collection
Your Tier
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Mechanic profile
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Description

A solo roguelike dungeon adventure using hand management and dice rolling to explore levels and defeat the final boss

Description

A solo roguelike dungeon adventure using hand management and dice rolling to explore levels and defeat the final boss

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment: pos 4 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–4 of 4
Video AmYVHRf2Aq8 The Dungeon Dive Top 50 List at 15:18 sentiment: positive
video_pk 89786 · mention_pk 239038
The Dungeon Dive - Rogue Dungeon video thumbnail
Click to watch at 15:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • big feel for a small box
  • no-fuss portability
  • accessible setup
Cons
  • variety can be limited without expansions
Thematic elements
  • compact dungeon exploration with big, cinematic feel
  • card-based dungeon crawl with roguelike feel
  • quick, repeatable scenarios with meaningful progression
Comparison games
none
Mechanics (from transcript analysis)
  • Boss Battler — levels culminate in boss battles with quick setup
  • boss encounter structure — levels culminate in boss battles with quick setup
  • card-based dungeon crawl — limited components pack a big dungeon experience
  • Dungeon Crawl — limited components pack a big dungeon experience
  • easy setup and pack-away — no-fuss, can play multiple runs in a short session
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a really really simple game you basically do the same thing every turn you move your character into a new room you draw an encounter card you face that encounter rinse and repeat
  • if you are into pulp fiction if you are into adventure fiction this is the game for you
  • Dungeon Crusade has the best dungeon tile art and i've ever seen i absolutely love the way that various dungeons look
  • there are a ton of expansions from the small box expansions which just kind of add a whole bunch of cards
  • it's absolutely dripping with theme this game feels like you are playing an old hammer house of horror movie in a board game
References (from this video)
No references stored for this video.
Video R1S8PFUsVWg The Dungeon Dive Analysis at 0:32 sentiment: positive
video_pk 85813 · mention_pk 220659
The Dungeon Dive - Rogue Dungeon video thumbnail
Click to watch at 0:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • It's a top 10 game for the host.
  • It's a favorite solo dungeon crawl.
Cons
none
Thematic elements
  • solo dungeon crawl
Comparison games
none
Mechanics (from transcript analysis)
  • Dungeon Crawl — Discussed as a favorite solo dungeon crawl.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Rogue Dungeon is one of my favorite uh solo dungeon crawls. I would say it's a top 10 game for sure for me.
  • We wanted the full D and D experience. I call it the full dungeon master experience and which means that um we got to have um some some you got to be able to get a boat, right? And and you got to have some like boat adventures which means you got to fight some um so so you know we'll have some um you know waterbased events.
  • The whole idea behind the campaign is just to give glue to the rest of the you know expansion so that so that you know you can tell a broader story you know.
  • So, you know, we're we're spending um you know, it's costing us 10 grand just to make the injection molds for this for that. So they are going to be injection molded the the card the card holders.
  • A user's experience with a board game doesn't start when they start playing the game. It starts the minute that box is opened and it ends when that box is closed. And that time before and after you play the game can be just as important to your enjoyment of the game as the actual game.
References (from this video)
No references stored for this video.
Video w68xGF_YIgU Dungeon Dive Review at 0:32 sentiment: positive
video_pk 74248 · mention_pk 178699
Dungeon Dive - Rogue Dungeon video thumbnail
Click to watch at 0:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong feel of a large-box dungeon crawl
  • Deep strategic decisions with resource use
Cons
  • Aesthetics not as strong as other games
Thematic elements
  • resource management, strategic decision making
  • Dungeon crawl with big box feeling via card encounters
  • story-driven dungeon exploration with encounter cards
Comparison games
  • Iron Helm
  • Mini Rogue
  • Unbroken
Mechanics (from transcript analysis)
  • card encounter sequence — choose and encounter different cards with different outcomes
  • Level progression — multiple levels with increasing difficulty
  • Memory — predicting certain card outcomes based on memory
  • memory/knowledge — predicting certain card outcomes based on memory
  • Resource Management — optimal use of cards and resources to progress
  • Track Advancement — multiple levels with increasing difficulty
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the battle of the small box card games that simulate a big dungeon crawl feel
  • I love replaying mini rogue
  • rogue dungeon tops in that category
  • Jason Glover's amazing art in Iron Helm
  • this game does a great job of simulating a large box dungeon crawl
  • I would choose Rogue Dungeon to play the most
References (from this video)
No references stored for this video.
Video flbyvShpL18 Dungeon Dive Interview at 0:35 sentiment: positive
video_pk 74142 · mention_pk 178417
Dungeon Dive - Rogue Dungeon video thumbnail
Click to watch at 0:35 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong emphasis on solo roguelike play with depth and strategic choices
  • Map-based progression provides player agency and avoids linear, purely card-driven exploration
  • Variety of rooms, loot, and encounters supports replayability
  • Clear design intent to balance challenge with playability, avoiding overly rigid tactical maps
  • Active development of a digital version demonstrates ongoing iteration and audience engagement
Cons
  • Some room types (e.g., blue rooms) can feel less exciting if the player lacks required items
  • Artwork/style can be inconsistent at times between board game and digital versions
  • Balancing a wide set of potential skills and items may require substantial playtesting for future expansions
  • Crowdfunding scope may pose delivery risk without careful scope management
Thematic elements
  • roguelike progression, dungeon exploration, loot economy, risk-reward
  • fantasy dungeon crawl, one-shot roguelike adventure inside a dungeon
  • procedural generation via map cards with tokens; solo-focused with optional multiplayer expansion
Comparison games
  • Heroes Quest
  • Advanced Heroes Quest
  • Conan the Board Game
  • Talisman
  • Ultima
  • Wizardry
  • King's Quest
  • Quest for the Lost Pixel
  • Tangled Deep
Mechanics (from transcript analysis)
  • campaign vs. standalone — base game is designed as a standalone dungeon crawl with a potential expansion for more content and maps
  • cursed loot — loot can be cursed, providing negative effects but potentially offering strategic advantages or trade opportunities
  • Dungeon Crawl — the dungeon is represented on a map; players choose routes and rooms to visit, rather than a linear deck-only progression
  • Loot and equipment — varied loot including weapons, items, ropes, backpacks, and spells that influence combat and exploration
  • map-based exploration — the dungeon is represented on a map; players choose routes and rooms to visit, rather than a linear deck-only progression
  • randomized dungeon rooms — rooms and encounters are drawn and placed in a semi-structured way to create varied experiences each run
  • skill checks and traps — rooms often require skill checks or specific items to bypass traps or obstacles, encouraging diverse play strategies
  • Solo and multiplayer modes — two-to-three player expansion exists; base design emphasizes solo play with optional co-op play
  • XP and character development — players manage experience points to improve abilities and access stronger equipment; balance considerations across heroes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Rogue dungeon is up on Kickstarter right now and as long time viewers of the dungeon dive know this is one of my favorite solo only games I absolutely love Rogue dungeon
  • Originality is I think one of the most overrated things that people say they they want
  • Rogue dungeon is the exact kind of game that I think crowdfunding should be used for
  • the map solved two problems for us
  • good game design is all about making interesting choices
References (from this video)
No references stored for this video.
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