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D
2011 · 1-5 players · 60min · weight 2.59 · 6,913 ratings
port: no portdifficulty: Medium
BGGv4 widev4v4 deep5Sources2Rules cardCandidate0.467Deep dive
Bayes
6.57
Users rated
6,913
Owned
15,092
Wishing
1,943
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.
Core loop (micro)
Move hero, reveal new dungeon tile, fight or avoid monster, collect treasure, level up hero.
MDA aesthetic vector (0–3)
Sensation
1
Fantasy
3
Narrative
2
Challenge
2
Fellowship
2
Discovery
2
Expression
1
Submission
1
Mechanic-interaction primitives (5)
- [3]variable_player_powers— “Each player selects a hero; a rogue, thief, warrior, cleric, or wizard”
- [2]variable_setup_per_game— “features multiple scenarios, challenging quests, and cooperative game play”
- [2]escalating_threat— “new monsters to fight are added”
- [2]engine_growth— “Slain monsters reward the players with treasure, and experience points, allowing them to level up”
- [1]cooperative_with_traitor— “Players must cooperate to stay alive, slay the monsters, and achieve the goal of their quest”
discovery_score: -0.356
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 Variable_player_powers + scripted_monster_ai + shared_hp_party hit canonical coop shape; scenario campaign = high content_extensibility. Visual legibility on phone is hard with hex tile sprawl + 4 hero sheets. | 6.00 | 7.0 | 7 | 6 | 8 | 5 | 5 | 6 |
| Balatro Hero engine_growth + treasure draws give some payoff stacking; tile_reveal_spawns_threat creates arc but mostly dice-driven and party-coop, not solo run. | 4.70 | 5.0 | 5 | 5 | 7 | 4 | 5 | 4 |
| Snap Coop dungeon crawl doesn't fit async PvP shape; no bluff layer or lane structure. | 4.00 | 5.0 | 3 | 4 | 6 | 3 | 4 | 4 |
| Cozy Coop-or-Solo tier (Cooperative Game + Solo) — no cap. But escalating_threat + dungeon combat are anti-cozy primitives; tone is tense, not restful. | 3.90 | 4.0 | 3 | 4 | 5 | 3 | 5 | 4 |
| Wordle 60-min scenario play is far too long; tile-reveal randomness isn't puzzle-shaped. | 3.50 | 4.0 | 2 | 3 | 5 | 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×0.300.196
wish_norm×0.180.297
compress_norm×0.170.500
diff_norm×0.200.600
port_headroom×0.151.000
fit_score (total)0.467= 0.467
Difficulty reasoning
Tile reveal and dice combat port directly; AI monster behavior is already scripted in the cardboard rules.
Closest loop translation
none yet
Sources (2)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG comments0.75LLM memory0.65
BGG tags
Mechanisms (8)
Categories (5)
AdventureExplorationFantasyFightingMiniatures