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Dungeon Academy box art
2019 Ranked #4,568

Dungeon Academy

This real-time dice puzzle has students dash through a dungeon of monsters and treasure. Fast choices turn every classroom challenge into a scoring race.

Dice Fantasy Line Drawing Paper-and-Pencil

Players

1-6

Play time

Not listed

Age

10+

Complexity

1.33/5

Rating

6.73

Harder to teach Low interaction Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.3/5

Low interaction

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Time to enter a dungeon — a dungeon composed of dice! — to kill monsters and score as much as possible.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Time to enter a dungeon — a dungeon composed of dice! — to kill monsters and score as much as possible. In Dungeon Academy, each player has a piece of paper that shows four dungeons, with each dungeon being a 4x4 grid. The game lasts four rounds, and in each round you will go through one of these dungeons. Each player also has a character card that shows some amount of life (red) and mana (blue) along with a special power. What's actually in a dungeon is determined by dice that you roll at the start of the round. You roll sixteen dice, then let them settle in a 4x4 grid. The dice show red and blue monsters in both small and large sizes, as well as blue potions and red strength. You decide where to enter the dice dungeon and which dice to pass through in a continuous line that can change directions only orthogonally, and you draw this corresponding line on your personal grid until you exit at some other point of the dungeon without crossing over your line. You then claim the lowest available number card, with the number of cards matching the number of players. Once everyone has finished drawing a line through the dungeon, you trace out that path step by step, removing life (1 or 2) to defeat red monsters (small or large) and mana (1 or 2) to defeat blue monsters (small or large). You place new tokens on your character as you pass through potions and strength spaces. Once you're through the grid, you score points for the monsters you defeated, and you choose one of four quests on your sheet for bonus points. (In the second round, you choose one of the three remaining quests, so your choices diminish over time.) In player order based on your number card, you take one of the available treasures, which provide points and powers. Your life and mana levels carry over into the next round. In the second and third rounds, you replace one of the dice with a labyrinth die that can be passed through only in certain directions, and in the fourth round another die is replaced with the big boss die, giving you something giant to take on before ending the game and tallying your final score.

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Editions

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Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
1–6
Best with
1–6
Play time
20 min
Age
10+
Complexity
1.3/5
Credits and catalog connections

Credits

Designers

1
Julian Allain

Artists

1
Régis Torres

Publishers

1
Matagot

Linked items

No published linked games yet.