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2017 · 1-2 players · 45min · weight 2.33 · 3,515 ratings
port: first-partydifficulty: Easy
BGGv4 widev4v4 deep5Sources3Rules cardCandidate0.364Deep dive
Bayes
6.40
Users rated
3,515
Owned
11,633
Wishing
776
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.
Core loop (micro)
Flip a dungeon card as an obstacle, roll dice to meet its stat checks, claim it as XP, item, or skill tucked under your hero.
MDA aesthetic vector (0–3)
Sensation
1
Fantasy
3
Narrative
1
Challenge
2
Fellowship
2
Discovery
3
Expression
2
Submission
1
Mechanic-interaction primitives (4)
- [3]engine_growth— “When you defeat a card, you claim it as experience, an item, or a skill, tucking it under your character card.”
- [2]dice_mitigation— “Various foes to combat and other perils; defeat requires rolling dice to meet stat checks.”
- [3]escalating_threat— “The longer you take exploring the dungeon, the deeper you'll delve, and the difficulty will scale up quickly.”
- [2]variable_setup_per_game— “A dungeon delve that is different every time, difficult to survive, with a character you build up from scratch.”
discovery_score: -0.077
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 |
|---|---|---|---|---|---|---|---|---|
| Balatro solo_card_roguelike plus card_as_xp_item_or_skill plus engine_growth IS the Balatro/StS shape — dice-into-challenge-grid is exactly the relic-and-joker compounding loop. 45min sessions land in the Balatro sweet spot; permadeath reroll keeps loss_tolerance high. Strongest archetype fit for this batch. | 6.90 | 9.0 | 8 | 7 | 9 | 6 | 7 | 6 |
| Coop Cooperative dungeon-crawl with shared encounter resolution and 45min session lands solidly in coop sweet spot — 2-player coop with both deciding simultaneously gives reasonable density. But info-asymmetry isn't load-bearing (open dice rolls), so coop fit is good but not best-in-class. | 5.80 | 7.0 | 7 | 6 | 8 | 4 | 6 | 5 |
| Cozy Tier check: Solo/Solitaire plus Cooperative triggers Coop-or-Solo tier — no cap, score against tone. escalating_threat plus time_pressure_descent are anti-cozy primitives, so loss_tolerance lands at 7 (permadeath sting but fast restart). Tonal vibe is dungeon-tense, not cozy. | 4.80 | 7.0 | 4 | 5 | 6 | 4 | 6 | 5 |
| Snap Solo/coop core has no PvP factional opposition — bluff_info_asymmetry is essentially zero. Wrong category for async multiplayer. | 4.50 | 6.0 | 3 | 5 | 6 | 4 | 6 | 4 |
| Wordle 45min runs are 30x Wordle's window and dungeon state can't compress to 6-emoji-row output. A 'daily dungeon' reframe is conceivable but loses the run-build payoff. | 4.20 | 6.0 | 2 | 4 | 5 | 4 | 6 | 4 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
bayes_norm×0.300.120
wish_norm×0.180.070
compress_norm×0.170.500
diff_norm×0.201.000
port_headroom×0.150.200
fit_score (total)0.364= 0.364
Difficulty reasoning
Direct port already exists from Handelabra. Dice-into-grid resolution and short solo runs are ideal for phone.
Closest loop translation
none yet
Sources (3)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG tags
Mechanisms (9)
Categories (4)
AdventureCard GameDiceFantasy