Build the round
Four cards create a fresh sequence of problems every time the active player changes.
02 / Roll Quest
Cooperative dungeon adventure / Ages 10+
A cooperative dungeon crawler where fast turns, tactile decisions, and dangerous rolls keep the whole table moving.
Each round, the active player draws four Event Cards and lays out a compact dungeon with a combination of Curses, Traps, Monsters, and Adventures. The table works through them in order, making quick choices and trusting the dice when plans fall apart.
Four cards create a fresh sequence of problems every time the active player changes.
Players spend actions, use Skills and Treasures, and roll the D12 to overcome the dungeon.
Damage dealt becomes XP that can improve a Hand, add a Heart, or unlock another Skill.
02 / At a glance
The whole game loop fits on two quick-reference cards: one for setup and the four Event phases, and one for combat, targeting, damage, and upgrades. Natural 12s are Critical Hits. Defeat the final dragon to win; if the whole party is Knocked Out, the dungeon wins.
03 / From the deck