Matt's Dungeonquest Stuff

Dungeonquest[at BoardGameGeek] is a dungeon crawling game from the 1980's. The goal is enter the dungeon, get the most treasure, and get out alive. Getting treasure isn't too difficult, but getting out alive is. The game has two expansions, Catacombs, and Heroes for Dungeon Quest. Both are worth using.


There are many ambiguities in the rules. Here are some rulings we've made and clarifications that aren't rulings.


Fantasy Flight remade this game in 2010. I've played the remake once and found it to be OK, but it doesn't have that Eighties feel…

One notable aspect of the remake is that it increases the number of rounds of play from 26 to 30 while retaning the same 10×13 board. Now, they have, of course, changed many other things as well, so this is not directly comparable to the original game. Nevertheless, since time is so limited in the original game — going to the Treasure Chamber and escaping with no mishaps or corridors takes 20 turns — I think it is a worthwhile, and reasonably non-arbitrary, variant to also expand it to 30 turns.


There are a few mathematical questions you might ask about Dungeonquest. I consider the answers to be somewhat spoilery, so if you'd rather keep Dungeonquest more RPG-esque and maintain a greater sense of mystery about what's in the castle, don't click through.

Unpunched Catacombs cards and tiles

This is what they look like: front 1, 2, 3, back 1, 2, 3.

Notice that the room tiles fit together into a single piece of art. I assume this is true for the base set tiles as well, but I haven't seen an unpunched set or tried to reassemble my set.