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Dungeonquest box art
Rich game profile

Dungeonquest

Players explore the ruins of Castle Dragonfire trying to reach the treasure chamber in the center of the dungeon and escape alive with as much treasure as possible. A limited number of turns before the game ends puts pressure on players to take risks and score rewards because any...

Players

1-4

Time

20-60

Age

10+

Weight

1.92

Rating

6.76

Should this hit the table?

Quick read before the metadata.

DungeonQuest has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to each other's strategies and turns. However, there is minimal emphasis on cooperation in the game.

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.3

Luck-sensitive

Table feel

DungeonQuest has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to each other's strategies and turns. However, there is minimal emphasis on cooperation in the game.

Replay value

DungeonQuest offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort. Overall, DungeonQuest has a strong replayability score of 7.95.

Luck profile

DungeonQuest has a moderate influence of luck. Random elements such as dice rolls and card draws play a significant role in determining the game outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game strikes a balanced mix of luck and strategy, with luck playing a slightly larger role overall. While luck is a factor, player strategy and decisions still have a notable influence on the game outcome.

Overview

What ABG knows about this game

Players explore the ruins of Castle Dragonfire trying to reach the treasure chamber in the center of the dungeon and escape alive with as much treasure as possible. A limited number of turns before the game ends puts pressure on players to take risks and score rewards because anyone left in the dungeon when time runs out dies! A tile-laying system creates the maze-like dungeon and ensures that no two games are ever exactly the same. Originally published as Drakborgen (Dragon Keep) in 1985 by Alga, a subsidiary of BRIO AB. Sold in Norway (Skatten i borgen) and Denmark (Drageborgen). Licenced to Germany (Schmidt Spiele) as Drachenhort, to Great Britain (Games Workshop) as DungeonQuest. A 2nd edition named Drakborgen Legenden was released in 2002 (never released outside Sweden). The game was re-licensed to FFG in 2010, who released the 3rd edition the same year. See the family entry for more information. Expanded by: Drakborgen II (the Swedish expansion that upon Games Workshop's British release was split into the two below:) Heroes for Dungeonquest Dungeonquest: Catacombs Re-implemented by: Drakborgen Legenden DungeonQuest (Third Edition) DungeonQuest: Revised Edition

Media

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Editions

Versions and regional releases

Edition Year Language Publisher / Region
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Files and documents

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Credits

People and publishers

Designers

2
Jakob Bonds Dan Glimne

Artists

4
Dave Andrews Gary Chalk Colin Dixon Jes Goodwin

Publishers

1
Alga