The DUNGENERATOR: DIE in a Dungeon (2025)

Playtime: 60
Min. Age: 10
Number of Players:
1 - 2
Publisher:
ROLLINKUNZ!
Designers:
ROLLINKUNZ!
Artists:
ROLLINKUNZ!
Mechanics:
Deck, Bag, and Pool Building,
Multi-Use Cards,
Cooperative Game,
Scenario / Mission / Campaign Game,
Solo / Solitaire Game,
Map Addition
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DIE in a Dungeon is a solo/cooperative, narrative dungeon crawler that turns your tabletop RPG dice into doomed heroes battling to protect and rebuild a doomed village on the outskirts of an ever-shifting dungeon! What say you, Adventurer? Will you defeat the evil threatening the hamlet? Or will you DIE in a Dungeon?
It features a double-sized deck of standard-sized cards. To play, a standard set of 7 polyhedral dice and a DUNGENERATOR deck is required.
DIE in a Dungeon is a campaign-based deckbuilding game of multiple sessions in which players cooperate to either defeat the Boss Monster (winning the campaign) or complete quests, train, unlock buildings, and gather loot to add new actions to their decks. The open-ended, "sandbox" style sessions are driven by a tight action economy that leads to tough decisions and generates narratives. Easy rules for dropping players in and out of the game (even mid-session) make it a flexible filler game.
Though dice are prominently used (as they represent the Heroes of the story, and each is mapped to a fantasy character archetype), rarely does the outcome of a player's plan rely on the roll of a die. Instead, the current faces of their Heroes are a resource used to accomplish a variety of actions (and are able to be mitigated). Cards in-hand can be played as actions or used as a resource themselves (and discarded to power other actions).
—description from the designer
It features a double-sized deck of standard-sized cards. To play, a standard set of 7 polyhedral dice and a DUNGENERATOR deck is required.
DIE in a Dungeon is a campaign-based deckbuilding game of multiple sessions in which players cooperate to either defeat the Boss Monster (winning the campaign) or complete quests, train, unlock buildings, and gather loot to add new actions to their decks. The open-ended, "sandbox" style sessions are driven by a tight action economy that leads to tough decisions and generates narratives. Easy rules for dropping players in and out of the game (even mid-session) make it a flexible filler game.
Though dice are prominently used (as they represent the Heroes of the story, and each is mapped to a fantasy character archetype), rarely does the outcome of a player's plan rely on the roll of a die. Instead, the current faces of their Heroes are a resource used to accomplish a variety of actions (and are able to be mitigated). Cards in-hand can be played as actions or used as a resource themselves (and discarded to power other actions).
—description from the designer
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ag.gameitem.lastUpdated: 2025-04-29 17:46:43.71