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D
2015 · 1-5 players · 60min · weight 2.45 · 2,092 ratings
port: no portdifficulty: Medium
BGGv4 widev4v4 deep5Sources3Rules cardCandidate0.485Deep dive
Bayes
6.27
Users rated
2,092
Owned
6,249
Wishing
1,264
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.
Core loop (micro)
Move hero, flip a new dungeon tile, fight any monster on it, then draw treasure and gain XP.
MDA aesthetic vector (0–3)
Sensation
1
Fantasy
3
Narrative
2
Challenge
2
Fellowship
2
Discovery
3
Expression
1
Submission
1
Mechanic-interaction primitives (5)
- [3]variable_player_powers— “Each player selects a hero, such as a fighter, cleric, or wizard”
- [3]partial_observability— “explore further into the dungeon (turn over new tiles); new monsters to fight are added”
- [2]escalating_threat— “When a new dungeon tile is revealed, there is typically an encounter of some sort, and new monsters to fight are added”
- [2]variable_setup_per_game— “Temple of Elemental Evil includes multiple scenarios, challenging quests”
- [2]dice_mitigation— “Slain monsters reward the players with treasure, and experience points, allowing them to level up and increase their skills during play”
discovery_score: -0.346
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Coop Strong coop shape: shared dungeon fail-state, scenario campaign extends content, variable_player_powers create role asymmetry, xp progression adds inter-session arc. visual_legibility_5in_fit hurt by sprawling modular tile board (canonical hard dimension). | 5.40 | 6.0 | 7 | 5 | 7 | 4 | 4 | 5 |
| Balatro xp_level_up_mid_session is a genuine engine_growth signal — combo_scaling 5. Modular dungeon adds run-variety. But 60-min session with multi-scenario campaign is over Balatro's 15-30 sweet spot. | 4.60 | 6.0 | 4 | 5 | 6 | 4 | 4 | 4 |
| Snap Coop dungeon crawl is fundamentally not the Snap shape. No factional faceoff or lane structure. | 3.80 | 6.0 | 3 | 3 | 4 | 3 | 4 | 4 |
| Cozy Coop-or-Solo tier (no cap) but escalating_threat + monster combat are anti-cozy primitives. Dungeon-crawl tone is desperate combat, not unhurried. | 3.40 | 4.0 | 3 | 3 | 4 | 3 | 3 | 3 |
| Wordle 60-min dungeon crawl far over Wordle's window; no daily-puzzle structure. | 3.30 | 4.0 | 2 | 3 | 4 | 3 | 4 | 3 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
bayes_norm×0.300.062
wish_norm×0.180.618
compress_norm×0.170.500
diff_norm×0.200.600
port_headroom×0.151.000
fit_score (total)0.485= 0.485
Difficulty reasoning
The D&D Adventure System has a well-worn co-op dungeon crawl loop that suits digital; asset density is manageable since tiles and counters are abstracted.
Closest loop translation
none yet
Sources (3)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG tags
Mechanisms (8)
Categories (5)
AdventureExplorationFantasyFightingMiniatures