Dungeon Run Public Playtesting

Introduction

With Dungeon Run, we set out to design a game that fills a unique space in the RPG genre: a short-form, solo dungeon-crawling board game with strategic depth and high replayability. While most RPG-inspired board games tend to be sprawling, multiplayer experiences that require hours to play, Dungeon Run was conceived as a 30–60 minute adventure, built for players who love to explore, experiment, and overcome challenges on their own.

Targeted at explorers and achievers, the game blends dungeon-crawling exploration with card-based combat and deck-building mechanics, offering a layered yet approachable experience.

High Concept

The game takes place in the depths of the Trigonal Abyss, a mystical dungeon forged by the legendary wizard Pascala. At its core lies the Tetra Head, a reality-bending prism that leaks chaotic energy into the dungeon, reshaping its layout and spawning otherworldly monsters.

The player, cast as a lone adventurer, must battle through enemies, collect loot, and strengthen their deck on the way to face the dungeon’s final guardian: the Three-Headed Hydra. Victory means claiming the Tetra Head—and the power to reshape reality itself.

Our guiding design choice was simple: explore the dungeon, defeat enemies, collect loot, upgrade your deck, and face the boss.

Design Choices

Dungeon Run Combat Preview

Combat: Controlled Randomness

We wanted combat to feel both strategic and unpredictable. The solution was our 7-card enemy system:

The player fights using a 5-card hand, playing two cards per turn before drawing new ones. Deck upgrades are limited in number, pushing players to make deliberate strategic choices.

This system balances predictability (learning enemy patterns) with surprise (random action draws), giving combat a tactical, evolving feel.

Dungeon Run Board Preview

Exploration: The Triangular Dungeon

To mirror the chaos of Pascala’s dungeon, we designed an exploration system built around triangular dungeon tiles. These tiles are laid face-down, then gradually revealed as the player chooses their path. Each tile offers different functions:

This mechanic creates a sense of discovery and strategy. Each playthrough offers a unique dungeon layout, with branching choices that affect the player’s path to the Hydra.

Narrative: Lore in the Mechanics

Rather than presenting story through text alone, we integrated narrative directly into the rules, tiles, and encounters. For example:

By weaving narrative into mechanics, we created a quirky, mystical dungeon crawler where the lore naturally emerges from gameplay.

Why This Game?

Most RPG board games are expansive, multiplayer, and time-consuming. We took inspiration from those systems but intentionally designed for:

Key Features We’re Proud Of

Conclusion

Dungeon Run is our answer to the demand for immersive, strategy-driven RPGs that don’t require hours to play or multiple players to enjoy. By combining deck-building combat, tile-based exploration, and a narrative woven into mechanics, we’ve built a quirky, mystical dungeon crawler that rewards both strategic planning and curiosity.

It’s short, it’s sharp, and it’s designed to challenge solo adventurers who dare to descend into the Trigonal Abyss.

Copyright Notice

Author: Abhishta Gatya Adyatma

Link: https://abhishtagatya.github.io/posts/building-a-solo-dungeon-runner-boardgame/

License: CC BY-NC-SA 4.0

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Please attribute the source, use non-commercially, and maintain the same license.

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