(for more shipping options see FAQ section at the bottom)
DungeonCraft is a game played with 2-4 players: one player as the Guardian against 1-3 Heroes. The Guardian of the Dungeon builds the dungeon and defends its rooms. The Heroes recruit adventurers, equip them, and plan their movement into the dungeon. Each of the two roles is governed by a distinct set of actions.
DungeonCraft takes 45-90 minutes to play. Within a round players spend tokens to take actions in an alternating sequence. Basic in its concept yet elevated in strategic options, the game combines some elements of chance with your ability to read your opponent's strategy.
At the start of the game the Guardian designs a dungeon using a set of 16 room cards. The Treasure Vault is the most valuable of those rooms. Once the Guardian places entrances outside the dungeon, the game begins.
Each player has action tokens to spend on a variety of actions. Players use tokens to make plays during a round. After all players have spent their tokens, a new round begins with a new set of tokens.
The Heroes use tokens to prepare adventurers, and move them through the dungeon. Heroes earn points by defeating rooms. The Guardian uses tokens to build more rooms and create dungeon effects to slow down the Hero's progress. The Guardian earns points by capturing adventurers and their gear, and by keeping his dungeon unexplored. The game ends either when the Guardian has drawn all the dungeon cards or when the Hero captures the Treasure Vault.
The Guardian has 4 room types: Traps, Brutes, Evil and Magic. The Hero has adventurers with skills suited to certain room types. The Hero is trying to put the best adventurers in the rooms most suited to their skills—while the Guardian tries to ambush and surprise the Hero with rooms that challenge the adventurers.
To create a game that is professional in every way: logically, artistically, and in its production value. To build and expand on the success of our previous two games.
LEVEL 2: STRETCH GOAL: If we hit $5,000--ACHIEVED
Add a custom die, better quality cards, and produce more units.
LEVEL 3: STRETCH GOAL: If we hit $10,000--ACHIEVED
Create higher quality tokens using semi-gloss chipboard, and create 8 unique card art pieces for the Hero and Guardian.
LEVEL 4: STRETCH GOAL: If we hit $15,000--ACHIEVED
At this level we can increase the production value of the product using coated pieces, tiles, and cards.
LEVEL 5: STRETCH GOAL: If we hit $20,000--ACHIEVED
The rules will be printed in full color with graphic displays of the game set up and play. Art icons will also be added to the back of the tokens instead of just text. So there will be an art icon side, and a text side rather than double sided text.
LEVEL 6 WEST WING: STRETCH GOAL: If we hit $22,500
We will add another customized dice (this comes in handy for certain spells and trap rooms)
LEVEL 6 EAST WING: STRETCH GOAL: If we hit $25,000
Create quality action tokens. These will be something 3d you can hold in your hand, like a colored glass gem, wooden piece, or small plastic time coin. Oh, this means BIGGER BOX.
MYSTERY LEVEL: STRETCH GOAL: If we hit $30,000 or more
This level needs design and is in development. Backers are welcome to send ideas, as this is YOUR game too. Lets make it great, together.
The Game box already includes:
A cool double cover box showing the view of each role
1 Instruction set covering both roles
80 Cards (Guardian: 16 starting dungeon room cards, 8 dungeon effect cards, 14 extra dungeon room cards-- Hero: 16 adventurers, 22 treasure cards--4 reference cards)
42 Tokens (2 entrances, 16 map, 15 action, 4 order, 4 level, and 1 temple)
1 Standard Die
Below is some preliminary and final art:
Treasures and Traps: The Adventure card game. Fast playing, light and fun.
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- (37 days)