Dungeonquest houserules

By zealot12, in DungeonQuest Revised Edition

I've published these on the Geek, but just had to mention again what an incredibly fun game this is.

This edition of Dungeonquest has been our go-to casual game since the day it hit the table a few months ago.

Here are our houserules that make for an even funner experience:

1. We use the solo rules for inflicting wounds in combat , as we've found using the combat cards fairly redundant and fussy.

2. Whenever a character is instructed to die from an instant death effect, roll 2 dice instead and suffer wounds equal to the sum of the roll.
Thus, characters who fail a fatal Attribute test, gain determination tokens normally.

If you fail the attribute test at the Bottomless pit, you cannot cross over to the hall on the other side of the chamber.You must go back or make the Luck test again.


3. Characters only die from suffering wounds equal to their health value, by getting stuck in a chamber with no recourse and no other actions to take, or from the dungeon closing at sunset.


4. Characters must work their way into the Treasure Chamber in order to win the game.
However, once the sun track is halfway through, characters may begin planning their escape route from the dungeon, even if they haven't acquired a Treasure.

The character with the highest value of Loot cards in the end still wins the game.

5. Corpse and Crypt cards: Whenever a character is given a choice to explore a crypt or to search a corpse, he must always accept , unless he's at 50% of his health or lower, in which case he may decline.

6. Whenever a character fails to open a door, his turn is not over. He may try to open any other doors in his current chamber, perform a search, or leave through any hall.


7 . Tattiana starts the game with 2 determination tokens

8 . Whenever you want to cross the Bridge, roll the dice before discarding any Loot.

After making the roll, you may discard any loot and determination tokens to decrease the score on the test.

9. We play an eliminator campaign where the survivors' loot total is tracked across a number of sessions.

Thus, any heroes that made it out alive are put back into rotation for character selection, until only one remains.
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Feel free to share your houserules. and provide feedback on ours.

Edited by zealot12

I've published these on the Geek, but just had to mention again what an incredibly fun game this is.

This edition of Dungeonquest has been our go-to casual game since the day it hit the table a few months ago.

Here are our houserules that make for an even funner experience:

2. Whenever a character is instructed to die from an instant death effect, roll 2 dice instead and suffer wounds equal to the sum of the roll.

Thus, characters who fail a fatal Attribute test, gain determination tokens normally.

If you fail the attribute test at the Bottomless pit, you cannot cross over to the hall on the other side of the chamber.You must go back or make the Luck test again.

Just to be clear… whether you succeed or fail the Luck test at the Bottomless Pit, your house rules do not allow a character to make it to the far side of the pit (which is consistent with the standard rules, p. 10 in the Reference Guide)… is this correct?

No, if you succeed, you can cross over to the other side of the pit on your next turn.

Without the houserule, there's no way a character can survive the pit by failing, which is why I clarified this scenario.

Instead of falling to his death, a character simply inflicts wounds on himself equal to the sum of 2 dice, and gains a determination token normally.

Since he failed, he didn't make the jump, so he can't cross over, and must attempt the Luck test again, or go back the way he came.

For Swinging Blade, similarily, gain a determination token for failing and rol 2 dice to inflict wounds

For Lingering Shade, if you rolled 2-3, roll 2 dice, inflict wounds on yourself instead of death, and discard the card.

Edited by zealot12

Ah, I see.

I have only played the game solo thus far, and haven't felt the need to house rule anything yet… even though I only have 1 victory under my belt out of 25 or so games played. :-)

This is just my opinion, but the instant death effects are part of this game's charm. I wouldn't change them for the world. They're part of what makes it so hard to actually get to the dragon's chamber (let alone back out again), and making it impossibly hard to do this is what makes the game so enjoyable when you actually pull it off. =)

That said, if these rules make the game more fun for you and yours, by all means have at it.

The thing is: we only play 2-player games, and we really want to avoid one turn deaths.

It just deflates the experience for us.

We've designed these rules to make it more of a risk management game, and it works wonders for us.

Hey, we still die in more than 60% of our games, but at least then we know we've actually battled through the dungeon's perils, weighing risk/reward as we go , and not died to a capricious tile/card draw.