—
rating
Ludopedia
7.9
rating
BGG
Our Verdict
RECOMMENDED
Perfect for RPG lovers who don't have time for long campaigns; simplicity is its greatest strength.
Highlights
- Quick and intuitive setup
- Strategic re-roll mechanic
- Accessible PnP format
- Short and addictive sessions
Keep in mind
- Requires printer and scissors
- Strictly solo experience
Rules manual not indexed yet
Upload the PDF rulebook to ask questions about this game with AI.
About the game
What you do in a play session
Ever wanted a full RPG that fits in your pocket and requires zero prep time? Dungeon Hero: Volume One is exactly that: a 'zine' style game designed for you to print, cut, fold, and play immediately. It's the perfect blend of board game simplicity and the freedom of a solo RPG.
In the game, you build your hero by selecting eight defining traits. Whether you want to be a legendary Archer of the Realm, a heavy-armored knight, or a master of stealth, the choice is yours! You assign dice of various sizes (from d6 to d12) to each trait, determining your competence in each area. After noting your Health and Stamina, it's time to pick your adventure. Volume One includes three zines: the core rulebook and two wild dungeons: Castle Charon, filled with cultists and demons, and the Fortress of the Frost Giant Jarl, where you must take down a giant to survive the Viking winter.
The gameplay is clever and fast-paced. Every encounter in the dungeon combines two dangerous elements. To survive, you select two of your own traits and roll off against these elements. If the dice are in your favor, you push deeper; if you fail, you take damage. The strategic twist is your Stamina: you can spend these points to re-roll dice and cheat death. The ultimate goal? Make it through the dungeon and get out alive. Your final score is based on how many treasures you manage to haul out. It's the ideal game for anyone looking to kill 20 minutes with a dose of adrenaline and fantasy, constantly trying to beat their own high score.
In the game, you build your hero by selecting eight defining traits. Whether you want to be a legendary Archer of the Realm, a heavy-armored knight, or a master of stealth, the choice is yours! You assign dice of various sizes (from d6 to d12) to each trait, determining your competence in each area. After noting your Health and Stamina, it's time to pick your adventure. Volume One includes three zines: the core rulebook and two wild dungeons: Castle Charon, filled with cultists and demons, and the Fortress of the Frost Giant Jarl, where you must take down a giant to survive the Viking winter.
The gameplay is clever and fast-paced. Every encounter in the dungeon combines two dangerous elements. To survive, you select two of your own traits and roll off against these elements. If the dice are in your favor, you push deeper; if you fail, you take damage. The strategic twist is your Stamina: you can spend these points to re-roll dice and cheat death. The ultimate goal? Make it through the dungeon and get out alive. Your final score is based on how many treasures you manage to haul out. It's the ideal game for anyone looking to kill 20 minutes with a dose of adrenaline and fantasy, constantly trying to beat their own high score.
Gallery
Box and component photos
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
Rules videos
Learn by watching before you open the box
Best player count
BGG community vote
1
OK
Soundtrack
Ambience suggested by Melodice
Loading playlist...
Where to Buy
Prices monitored daily
Finding best prices...
Prices unavailable at this time.
Price history — last 6 months (lowest new offer)
Alert enabled!
Join the BoardGamesBot deals group
Get the best board game deals every day — without message spam.
Join the WhatsApp groupGame details
Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
(Web published)
Designer
C. C. Chamberlin
Community
Data from BoardGameGeek
43owners
12wishlist
1want to play
Frequently Asked Questions
Quick answers before you buy
Do I need much RPG experience to play?
Not at all! The rules are very simple and the core book explains everything with examples. Anyone who can roll dice can play.
What do I need to get started?
Besides printing and folding the zines, you'll need a set of dice (d6 to d12), paper, and a pencil to track your stats.
How long does a game take?
It's very quick! A dungeon crawl typically takes between 15 and 20 minutes.
Can I play with friends?
The game is specifically designed as a solo experience, so the journey is a lonely one.
Is the game difficult?
The complexity is very low (weight 1/5), but the challenge comes from the dice luck and how you manage your Stamina.
Other Games You'll Like
Based on mechanics and theme