Dungeon Delvers
Game Designer | Rules Manager
Game Designer | Rules Manager
Dungeon Delvers is a competitive co-op asymmetrical board game where players play classic tropes of the fantasy genre as they attempt to escape a dungeon with enough prestige to impress their higher-ups! Mechanically inspired by board games such as Betrayal at the House on the Hill, Root, and Munchkin, while drawing on thematic inspiration from classical fantasy elements such as The Lord of the Rings and Dungeons and Dragons, Dungeon Delvers feels recognizable but new at the same time!
Dungeon Delvers was developed over the course of February 2024 as part of the University of Chicago's class Introduction to Game Design. Over this month, the board game went through roughly 6 iterations, from the initial concept to the final product. On the project, I served as the rule manager, playtest monitor, and one of the head designers. My largest contributions were in the areas of mechanical concepts, writing, editing, and formatting the rules, and gathering feedback, as well as driving the discussions on considering changes based on the feedback we received. I wrote and updated a development log at the end of each week that can be found here.
Featuring early Loot Goblin art!
The circles on the character art were our initial concept on how players would track inventory, but that was scrapped fairly early on.
Players are able to upgrade different features using materials gathered in the dungeon. The mage is able to specifically upgrade their spells and their magic staff.
On their turn, players can venture into new rooms in the dungeon to find loot. However, they need to be careful not to run into monsters or step into traps! Additionally, some rooms have special effects that occur when certain conditions are met.
Read the Full Rules Below, or Here!