Too many dungeons to crawl through!
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Since my "real" gaming started with D&D, I've always had a fondness for Dungeon Crawl board games. Through the years, I've played a lot.

Here, in order of release, are every dungeon crawl game I've tried!

Of course, this does depend on "what is a dungeon crawl game?" Which can be tricky to nail down. At its most basic, a dungeon crawl is a fantasy game that involves exploring, fighting monsters and finding treasure in a fairly enclosed area. How many of those elements can you remove and still have it feel like a dungeon crawl? I'm not sure. I've included a few games that are themed like a dungeoncrawl, but don't really play like one mechanically, and some that play a lot like a dungeon crawl while having a different theme.
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1. Board Game: Dungeon! [Average Rating:5.95 Overall Rank:3521]
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Year: 1975
Players: 2-4
Style: Free-for-all race for treasure.

I was very excited to get this as a kid! A simple game of moving along and rolling dice to find monsters. Players complete to be the first one to reach their treasure goal and escape. Mostly mindless, but still amusing.

I suppose it's more interesting for people who can play it with their kids. As a kid, I liked it a lot since it was a game I could get my parents to play with me.
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2. Board Game: DungeonQuest [Average Rating:6.70 Overall Rank:1298]
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Year: 1981
Players: 1-4
Style: Free-for -all race for treasure

Perhaps not truly a dungeon crawl, this was a game of journeying into a dungeon and most often dying horribly. No real skill to it (flip a tile and see what horrible misfortune befalls you) and possibly qualifies as broken (the player who makes the least effort is most likely to win), but hey, it's fun anyway!
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3. Board Game: Space Hulk [Average Rating:7.45 Overall Rank:437]
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Year: 1989
Players: 2
Style: Objective based skirmish

I really can't decide. Does this count as a dungeon crawl? Combat in confined spaces fits. But there's no exploration or treasure gathering, and theme isn't fantasy.

It is a great game though. Fast-moving and intense.
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4. Board Game: HeroQuest [Average Rating:7.08 Overall Rank:551]
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Year: 1989
Players: 2-5
Style: DM vs. party, exploration and combat. Scenario based. Limited campaign.

It wasn't that HeroQuest was all that great a game; it was that the system was simple and useful enough to easily layer on lots of homebrew rules to do all sorts of things with it, while still being easy to play. I spent ages making all sorts of custom quests and heroes and monsters for this. We played this in the early years in college, and many of our long-running campaigns were really RPGs in many ways.

I guess I've pretty much burned out on it by now, but I sure had a great time with it!
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5. Board Game: Advanced Heroquest [Average Rating:6.72 Overall Rank:2023]
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Year: 1989
Players: 2-5
Style: "DM" vs. Party. Campaign.

Only played this once or twice, and a friend taught the rules so I have no idea if he messed things up, but this made a very bad impression on us. Not much variety to it, not much to do beyond move and attack. In theory you could find new treasures and things, but in practice you had to sell anything you found just to pay for living expenses.
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6. Board Game: Space Crusade [Average Rating:6.95 Overall Rank:1071]
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Year: 1990
Players: 2-4
Style: Free-for-all (sorta) objective based skirmish battle. Scenarios. Campaign.

This is the "40K dungeoncrawl" that I most hesitated on adding. To me, it sort of just crosses outside the line to "not a dungeoncrawl", but just barely.

Up to three players control squads of marines while one player controls the alien hordes opposing them. However, the marines are not on a team; while they do not want to attack each other (IIR, you CAN do so, but it costs you a lot of points), the game is fully competitive, with the high score winning.

Simple mechanics, spiced up by the marines getting to choose from a variety of equipment and order cards, and from several weapon options which are represented by peg-based model weapon variants (which is very cool!).
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7. Board Game: Advanced Space Crusade [Average Rating:6.46 Overall Rank:4861]
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Year: 1990
Players: 2
Style: Objective based skirmish

Dungeon crawl in space? I only played this once, and that was a long time ago. I remember it had marines invading a tyranid hiveship trying to accomplish some objective, and the exploration and combat elements were very dungeoncrawly. I remember thinking it was too complicated for what it was.

I also remember ending my only play via my last remaining scout discovering an alien artifact that malfunctioned and exploded spectacularly, destroying everything within 10 squares or so - which included the objective I was supposed to destroy! Kind of a cool ending to a game.
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8. Board Game: Dragon Quest [Average Rating:6.16 Overall Rank:6871]
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Year: 1992
Players: 2-6
Style:: DM vs. party, exploration and combat. Scenario based. Campaign based.

This was really an intro RPG rather than a boardgame. Actually improved on the D&D RPG in some ways! Not bad as an intro game for it's time, but not really good either.
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9. Board Game: Tyranid Attack [Average Rating:5.96 Overall Rank:9834]
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Year: 1992
Players: 2
Style: Skirmish

Wrong theme, but the mechanics are very dungeon-crawly. One player controls a team of marine scouts attempting to destroy key organs of a tyranid bio-hiveship, while the other player controls the limitless tyranid hordes trying to stop them. There's a bit of an exploration element, as the marine player moves through the ship and finds 'exploration' cards, that even include finding powerful weapons and ancient devices inside the ship.

The mechanics are very light and there's a lot of luck, but it is a reasonably fun beer-and-pretzels level skirmish/dungeoncrawl game.
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10. Board Game: Mutant Chronicles: Siege of the Citadel [Average Rating:6.99 Overall Rank:1707]
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Year: 1993
Players: 2-5
Style: Skirmish combat. Scenario. Campaign.

Not fantasy, but otherwise mostly a dungeon crawl. Most players control a team of 2 elite Corporate Doomtroopers fighting against the Dark Legion (controlled by another player). Players level up and get improved gear between games. In an interesting twist, there's no fixed Dark Legion player; it rotates between games, and the player controlling the Dark Legion scores advances for their team.

While it looks like a 1 vs. all, it really is a competition among all the players for high score; it is just that the Doomtrooper players will have some goals in common. Sometimes they will prioritize their individual goals higher however.

Fast paced and exciting. It is prone to a lot of snowballing, and some of the corporations and equipment are badly balanced.
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11. Board Game: Fantasy Adventures [Average Rating:4.69 Overall Rank:14274]
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Year: 1995
Players: 2
Style: CCG, direct conflict

I know this CCG had players playing monsters and traps on each other and recruiting heroes and casting spells to fight through the traps. Been so long that I can't remember much else! The artwork was taken from other sources, and made for a very inconsistent art style.
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12. Board Game: Warhammer Quest [Average Rating:7.42 Overall Rank:663]
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(Lots of awesome and lots of problems)
Year: 1995
Players: 1-4
Style:: Co-op exploration and battle. Campaign based. Also included a GM'd "RPG" mode.

And then there was Warhammer Quest. Epic dungeon adventures without needing a "DM" or a "monster" player.

Ok, so half the rules didn't work, it was atrociously balanced and thought out, we needed to spend hours of customizing just to make it playable, and it took years of play to houserule to the point that we really liked. We still had a blast playing it through those years, and got a ton of entertainment out of this.

I'd love to see a game that does everything WHQ does, but in a smooth, streamlined, easy-to-play way.
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13. Board Game: Tomb Raider Collectible Card Game [Average Rating:6.01 Overall Rank:8515]
Brian M
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Year: 1999
Players: 2-4
Style: Race for treasure. Players can attack and play cards against each other.

Not traditional, but still essentially a dungeoncrawl. We bought this CCG out of morbid curiosity and were pleasantly surprised by it. Character decks have various items to find and threats to play on your opponents. It has been a long time since I've played, so I don't remember it very well.
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14. Board Game: Dungeons & Dragons Adventure Game: Diablo II Edition [Average Rating:5.46 Overall Rank:13557]
Brian M
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Year: 2000
Players: 2-5
Style: DM vs. party, exploration and combat. Scenario based. Campaign based. More RPG style.

This came as a promo item with the Diablo II collector's edition. Half an RPG, half a board game. Just some tweaks on D&D gameplay. We had a bit of fun with it, but its nothing I'd play again.
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15. Board Game: Munchkin [Average Rating:5.93 Overall Rank:3421] [Average Rating:5.93 Unranked]
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Year: 2001
Players: 3-6
Style: Take-that card game

I'd be incomplete if I didn't put Munchkin on the list, no matter what I think of it. A card game of trying to level up while other players play cards to stop you. Can be funny and entertaining with the right people, but, well...the right people can make ANY game fun. Can run very long, and be very random.

I think it works better when most of the players have the attitude of "I will get some benefit out of helping you, rather than just stopping you" up until the late part of the game.
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16. Board Game: Mage Knight Dungeons [Average Rating:6.63 Overall Rank:2660]
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Year: 2002
Players: 2-however many you had pieces and room for
Style: Free for all fighting and treasure grabbing

The most heroic challenge in MK Dungeons was collecting all the minis!

Great visual components, if you bought the 3D Dungeon tiles and accessories (which we did). Decent gameplay; each player controlled an adventuring team trying to get the most loot. Everyone could control monsters to attack the other players, but you couldn't activate a monster that was too close to your own heroes. It wasn't uncommon for player A to kill one of player B's heroes, then promptly have player B use that monster to attack player A!

The gameplay included leveling up during the game and even a bit of magic item collecting. Overall a good game, marred by collectibility and the silly clix dials.
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17. Board Game: Dungeoneer: Tomb of the Lich Lord [Average Rating:6.11 Overall Rank:2646]
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Year: 2003
Players: 2-4
Style: Free-for-all race; play cards to attack other players

(This entry is for all of the Dungeoneer games!)

A pocket sized dungeon crawl; characters, treasures, monsters and rooms all in a single deck of cards. Each player controls an adventurer trying to complete quests and level up, while also playing traps and monsters against the other players.

Somewhat entertaining, thought it had some problems; for example, some characters had special abilities that enhanced their best fighting ability. This was pretty useless, since opponents wouldn't play monsters that used that fighting type against you.

Expanded by many more decks, each of which can be played as a standalone game.
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18. Board Game: Dungeons & Dragons Miniatures [Average Rating:6.54 Overall Rank:2370]
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Year: 2003
Players: 2 (more with scenarios or sharing forces)
Style: Skirmish wargame

When Mage Knight went to a 2nd edition with a big "screw you" to all their existing players, we jumped ship to D&D Minis. Not really a dungeon crawl, but it was a fun light skirmish game with a dungeon theme and maps. I kept wishing they had done it as a dungeon crawl though!

I've now got a ton of minis and no idea how to sort them in a useful manner.
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19. Board Game: Dungeons & Dragons: The Fantasy Adventure Board Game [Average Rating:6.51 Overall Rank:2147]
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Year: 2003
Players:2-5
Style: DM vs. party, exploration and combat. Scenarios based, campaign based.

While this released in 2003, I didn't get to play until much later (when I found it in the BGG.Con library). As far as I know, this was never released in the US.

Basically a somewhat souped-up HeroQuest; simple gameplay of moving around, fighting monsters and occasionally getting new items. Fast and easy to play, but you would need to houserule it if you want a deeper game.
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20. Board Game: Dungeon Twister [Average Rating:6.84 Overall Rank:774]
Brian M
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(Not my kind of game, but I recognize that it is probably good for the type of game it is)
Year: 2004
Players: 2 (more with expansion)
Style: Direct conflict

Set in a dungeon, this game pitted two teams of adventurers against each other in a fight to gather gold, escape the dungeon, and kill the opposing team. The gameplay is driven by cards (all of which start in-hand), so there's no random element (but there is simultaneous card-play). Interesting and brain-burner, but wasn't really my thing. Wound up trading for a copy of this and later trading it away.

Had several expansions, including a 4 player expansion.
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21. Board Game: Nin-Gonost [Average Rating:6.66 Overall Rank:10527]
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Year: 2004
Players: 2 (could expand to more with scenarios or sharing teams)
Style: Skirmish wargame

Featuring cool magnetic dungeon tiles and extremely cool-looking but confusing to use dice, this dungeon skirmish game looked pretty cool but was rather complicated, not helped by confusing rules.
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22. Board Game: Descent: Journeys in the Dark [Average Rating:7.32 Overall Rank:271]
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Year: 2005
Players: 2-5
Style: DM vs. party, exploration and combat (scenario based).

A game with a lot of awesome and a bit of not-so-awesome. Descent had a group of hero plays fighting against an Overlord player in various scenarios. The heroes would get to purchase new skills and find better items within a single game, aiming to give an entire "leveling up a character" experience within a single game.

The Overlord's powers came via a card deck, giving them monsters to spawn and nasty tricks and traps to play.

A great variety of monsters, skills and heroes. On the downside, the gameplay tended to run long and wasn't well balanced. Still got quite a lot of play out this!
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23. Board Game: Drakon (third edition) [Average Rating:6.51 Overall Rank:1530]
Brian M
United States
Thornton
Colorado
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Year: 2006
Players: 2-6
Style: Tile laying

Not quite a dungeon crawl mechanics-wise, but the theme certainly is! Play tiles to form paths, trying to create good paths for your hero and bad paths for everyone else. Tiles do all sorts of things when you move onto them; give gold, steal gold, let you steal gold from other players, let you rearrange tiles, let you move other players - all sorts of stuff!

A nice fun game. I like it best with the team vs. team variants.
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24. Board Game: Cutthroat Caverns [Average Rating:6.59 Overall Rank:1164]
Brian M
United States
Thornton
Colorado
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Year: 2007
Players: 3-6
Style: Card playing

A card game where you encounter monsters and play cards representing damage, trying to be the one to kill each monster. However, each round a monster doesn't die it deals damage to the players, so taking too long may get the whole group killed. Kind of reminds me of a dungeon-themed version of 6 nimmt!. Wasn't terrible, but wasn't my thing.

This tends to be categorized as a backstabbing game, which puzzles the heck out of me - you are all directly competing. How can you backstab someone who is completely and obviously your opponent?
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25. Board Game: Quest Cards [Average Rating:4.77 Overall Rank:14120]
Brian M
United States
Thornton
Colorado
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Year: 2007
Players: Listed at 1-8, but there are no solo rules and probably not enough cards to accommodate the higher player counts.
Style: Random die-rolling. Scenario based.

Build a dungeon out of cards and explore it by flipping cards and rolling dice, with no essentially no player input. If you want something completely mindless to just roll dice and see who wins, this is your game. Otherwise it is NOT your game.
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