I would never think that death is a lot of fun. Seriously. In many other games the death is so annoying, tragical...but in this World you die with pleasure, because you know, that probably all other heroes will die too. And if they will not, you'll see how pity they will look outside the dungeon.
DungeonQuest is the process. The process has the main significance there and it hangs over the result. You know, result is very mean-spirited: just save your skin and take as much as you can, and the process is the real Adventure. Perhaps, I haven't such strong feeling of "everyone for themselves" in any other games. Interaction between players is emotion. Your nearest rival runs for the gold and suddenly finds death from pole axe trap - you smiles. Greedy elf can't stop to try his luck in the treasure room, next second he is burned by the dragon - you laughs. Luckless adventurer fights through the monsters, traps but finally gets to the gold piles and wakes dragon from the first try - you give a neighing. Such situations are all around. You start new game right after finished one just because of them and you know that there's such miserable chance to steal Excalibur and return alive, but fun all about it.
Recoinassance made non-sence
So, unlucky adventurers stays near the entrance early morning. When the Sun is over horizon, locks disappears and reckless race begins. Thieves need to be hurry, because the doors will be locked after the sunset, so the dragon will play survival tag with them.
Gameplay is built up on event cards resolution: you entered a room - look at Dungeon Card, met up with the door - take a card, encountered a trap take a ca.. I think you already got it. So you'll have a cards for the every case of life.
Dungeon challenges you with obstacles that can be passed using character's skills and parameters: strength, agility, armor and luck. You should test characteristic with two six-sided die and read consequences of the test then. So the process is the simplest.
Dungeon lines are drawn. And you're about to die. The rest is destiny.
One of the most interesting way to die are Catacombs. You should go down via dusty ladder, show the direction and draw a Catacomb card. Razorwings will bite you. Spears will fly from the walls towards you, skeletons will hit you with their own bones, but if you get lucky you'll find your hole in the roof. So you can move so much tiles as cards you drawn and check a shift with a dice.
Sooner or later you will be attacked by some insidious creature. Rock-scissors-paper skills will help there. Player to your left will take a monster role, you both draw a battle cards and starts the fight. There are three types of attack - melee, ranged and magic. Every attack has a counter-attack possibility. So if you losing round but got lucky with counter-attack, you can add several battle cards to win this one. The battle is held to the death of one participant, so maybe retreat will be useful in some cases.
Only one of us will survive!
The traps are passed, monsters killed and you finally reach the treasure room. Mountains of golden coins blinds you, Great Kings Cups lies on the floor just like a plastic bottles on the streets. You are ready to celebrate but remember that you're not alone in the room. So draw a Dragon Card and know if the reptile awakes or still sleeping. If dragon interrups his dream, every character in the room takes 2d6 damage and loses all treasure cards, so think twice how many times give it a try.
Feel the power of the Dark Side!
You can try to leave a dungeon if you have at least one loot card. The most wealthy adventurer can celebrate a victory.
The game is great. Bits are wonderful and made of high quality. You will meet familiar monsters from Descent and can use DungeonQuest heroes in Descent, Runebound, Runewars. If you want to achieve a pure fun - try DungeonQuest.
P.S. All of the pictures were taken from BGG.
Glad you like it, it's been a favorite of mine since the late 80's.
"Let's play a game of death."
That's really what this game is. Finding treasure seems to be an omen of imminent death. Or maybe it's just starting the game that's a sign of imminent death, and finding treasure is something that may or may not happen along the way.
It's a game for masochists.