Dash-in Dungeons (2007)
Playtime: 60
Min. Age: 12
Players: 2 - 5
Publisher: Wednesday Night Games
Designers: Mark McPherson
Artists: Rhett Henry
Mechanics: Campaign / Battle Card Driven, Modular Board, Role Playing, Area Movement, Cooperative Game, Acting, Variable Player Powers, Storytelling
Min. Age: 12
Players: 2 - 5
Publisher: Wednesday Night Games
Designers: Mark McPherson
Artists: Rhett Henry
Mechanics: Campaign / Battle Card Driven, Modular Board, Role Playing, Area Movement, Cooperative Game, Acting, Variable Player Powers, Storytelling
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Dash-in Dungeons uses custom-designed cards to provide a fast-play, rules-light, portable, fantasy adventure game which can be played in around an hour.
The players cooperate as a small team of wizards and warriors exploring a dungeon map comprised of cards representing 'rooms/areas' where they encounter monsters, traps and treasures.
As the team explores the dungeon, the 'Dealer' reveals the map by flipping-over each new dungeon room card and reading the description from the 'Adventure key'. The players then decide what they want their characters do according to the rules (printed on quick reference cards).
Actions attempted, and combat with monsters is resolved using a set of 'Task rules' and the 'Fate deck' - a weighted set of numbered cards used to generate random numbers determining success or failure.
As the characters defeat a dungeon's challenges, they gather treasure cards representing 'gold' (to spend at the market between adventures) or 'magical devices' which enhance their abilities.
A team of players who plays more than one adventure together select character cards of increasing power level equipping their characters for the challenges offered by subsequent 'higher-level' adventures.
Home Page: http://www.dashindungeons.com
The players cooperate as a small team of wizards and warriors exploring a dungeon map comprised of cards representing 'rooms/areas' where they encounter monsters, traps and treasures.
As the team explores the dungeon, the 'Dealer' reveals the map by flipping-over each new dungeon room card and reading the description from the 'Adventure key'. The players then decide what they want their characters do according to the rules (printed on quick reference cards).
Actions attempted, and combat with monsters is resolved using a set of 'Task rules' and the 'Fate deck' - a weighted set of numbered cards used to generate random numbers determining success or failure.
As the characters defeat a dungeon's challenges, they gather treasure cards representing 'gold' (to spend at the market between adventures) or 'magical devices' which enhance their abilities.
A team of players who plays more than one adventure together select character cards of increasing power level equipping their characters for the challenges offered by subsequent 'higher-level' adventures.
Home Page: http://www.dashindungeons.com
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ag.gameitem.lastUpdated: 2025-06-02 09:05:17.319