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Dungeon Academy is a dice game for 1-6 players where you explore 4x4 dice dungeons, defeat red and blue monsters, collect treasures, and complete quests in 4 rounds lasting about 20 minutes.
Time to enter a dungeon — a dungeon composed of dice! — to kill monsters and score as much as possible.
In Dungeon Academy, each player has a piece of paper that shows four dungeons, with each dungeon being a 4x4 grid. The game lasts four rounds, and in each round you will go through one of these dungeons. Each player also has a character card that shows some amount of life (red) and mana (blue) along with a special power.
What's actually in a dungeon is determined by dice that you roll at the start of the round. You roll sixteen dice, then let them settle in a 4x4 grid. The dice show red and blue monsters in both small and large sizes, as well as blue potions and red strength. You decide where to enter the dice dungeon and which dice to pass through in a continuous line that can change directions only orthogonally, and you draw this corresponding line on your personal grid until you exit at some other point of the dungeon without crossing over your line. You then claim the lowest available number card, with the number of cards matching the number of players.
Once everyone has finished drawing a line through the dungeon, you trace out that path step by step, removing life (1 or 2) to defeat red monsters (small or large) and mana (1 or 2) to defeat blue monsters (small or large). You place new tokens on your character as you pass through potions and strength spaces. Once you're through the grid, you score points for the monsters you defeated, and you choose one of four quests on your sheet for bonus points. (In the second round, you choose one of the three remaining quests, so your choices diminish over time.) In player order based on your number card, you take one of the available treasures, which provide points and powers. Your life and mana levels carry over into the next round.
In the second and third rounds, you replace one of the dice with a labyrinth die that can be passed through only in certain directions, and in the fourth round another die is replaced with the big boss die, giving you something giant to take on before ending the game and tallying your final score.
Time to enter a dungeon — a dungeon composed of dice! — to kill monsters and score as much as possible.
In Dungeon Academy, each player has a piece of paper that shows four dungeons, with each dungeon being a 4x4 grid. The game lasts four rounds, and in each round you will go through one of these dungeons. Each player also has a character card that shows some amount of life (red) and mana (blue) along with a special power.
What's actually in a dungeon is determined by dice that you roll at the start of the round. You roll sixteen dice, then let them settle in a 4x4 grid. The dice show red and blue monsters in both small and large sizes, as well as blue potions and red strength. You decide where to enter the dice dungeon and which dice to pass through in a continuous line that can change directions only orthogonally, and you draw this corresponding line on your personal grid until you exit at some other point of the dungeon without crossing over your line. You then claim the lowest available number card, with the number of cards matching the number of players.
Once everyone has finished drawing a line through the dungeon, you trace out that path step by step, removing life (1 or 2) to defeat red monsters (small or large) and mana (1 or 2) to defeat blue monsters (small or large). You place new tokens on your character as you pass through potions and strength spaces. Once you're through the grid, you score points for the monsters you defeated, and you choose one of four quests on your sheet for bonus points. (In the second round, you choose one of the three remaining quests, so your choices diminish over time.) In player order based on your number card, you take one of the available treasures, which provide points and powers. Your life and mana levels carry over into the next round.
In the second and third rounds, you replace one of the dice with a labyrinth die that can be passed through only in certain directions, and in the fourth round another die is replaced with the big boss die, giving you something giant to take on before ending the game and tallying your final score.
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A selection of reviews rated 8 or higher. BoardGameGeek.
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ArnoladBGG user
9.0/10
Super fun, amazing dice roll & write system. A must have "filler" for family & friends !!!!!
thedrewstevensBGG user
9.0/10
Great light strategy, easy to teach party game. Only downside is the consumable paper grids required to play - will need to laminate or print/buy more.
EsrediBGG user
8.0/10
Primer Roll&Write que disfruto. En una cajita se monta el dungeon, en el que tienes que montarte la entrada y la salida, teniendo en cuenta los monstruos por los que pasas, las pociones que tomas en el camino para curarte y ya si eso, en algún punto, salir. Mola cuando va subiendo la dificil tad porque hay trols, trampas Y UN DRAGÓN. Así que roba sin mirar a quien, y huye por tu vida, antes que los demás, que eso te permite mejorar el personaje (que cada uno tiene habilidades diferentes)
Kerbster76BGG user
8.0/10
Quick and accessible real time puzzle game. Enough variability to keep each dungeon fresh with each player having a different set of constraints or objectives based on their health, special abilities and loot cards.
TomVaselBGG user
8.0/10
[b][url=https://boardgamegeek.com/video/217911/dungeon-academy/dungeon-academy-review-with-tom-vasel]Dice Tower Reviews: Dungeon Academy [/url][/b]
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