Card and dice game1–4 playersIn development
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02 / Roll Quest

Cooperative dungeon adventure / Ages 10+

Roll
Quest

A cooperative dungeon crawler where fast turns, tactile decisions, and dangerous rolls keep the whole table moving.

01 / CURSES◆02 / TRAPS◆03 / MONSTERS◆04 / ADVENTURES

A dungeon that
builds itself

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.

01

Build the round

Four cards create a fresh sequence of problems every time the active player changes.

02

Fight together

Players spend actions, use Skills and Treasures, and roll the D12 to overcome the dungeon.

03

Grow stronger

Damage dealt becomes XP that can improve a Hand, add a Heart, or unlock another Skill.

02 / At a glance

Easy to enter
Built to move

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.

Roll Quest gameplay quick reference covering setup, rounds, event phases, victory, and componentsRoll Quest combat quick reference covering actions, attacks, targeting, experience, armor, and knocked-out players