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2011 · 1-5 players · 60min · weight 2.59 · 6,648 ratings
port: no portdifficulty: Medium
BGGv4 widev4v4 deep5Sources2Rules cardCandidate0.488Deep dive
Bayes
6.64
Users rated
6,648
Owned
14,824
Wishing
2,109
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.
Core loop (micro)
Reveal new map tile, spawn its monster; move hero, roll d20 to attack; encounter card fires on new tiles.
MDA aesthetic vector (0–3)
Sensation
1
Fantasy
3
Narrative
2
Challenge
1
Fellowship
2
Discovery
2
Expression
0
Submission
1
Mechanic-interaction primitives (5)
- [3]variable_setup_per_game— “Modular Board — game world built during the game by laying out tiles”
- [3]event_deck_seeded_threat— “encounter card per tile”
- [2]variable_player_powers— “using ready-made player characters”
- [2]partial_observability— “tile_reveal_spawn”
- [2]escalating_threat— “Encounters are generated by drawing cards”
discovery_score: -0.368
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 Pandemic-style role asymmetry. visual_legibility_5in_fit hurt by sprawling modular tile board (hardest dimension for this archetype, per rubric). | 5.50 | 6.0 | 7 | 5 | 8 | 4 | 4 | 5 |
| Balatro Tile-reveal-spawn + d20 attacks have roguelike texture (escalating_threat) but no engine_growth or joker stacking — combo_scaling stays low. 60-min adventure is over Balatro's 15-30 sweet spot. | 4.80 | 6.0 | 5 | 4 | 7 | 4 | 4 | 5 |
| Snap Coop dungeon crawl is fundamentally not the Snap shape. Modular dungeon doesn't map to lane-based PvP. | 3.90 | 6.0 | 3 | 3 | 5 | 3 | 4 | 4 |
| Wordle 60-min dungeon crawl is far over Wordle's 60-90s window; no daily-puzzle output structure. | 3.50 | 4.0 | 2 | 3 | 5 | 3 | 4 | 3 |
| Cozy Coop-or-Solo tier (no cap) but escalating_threat + monster spawns + d20 swinginess are anti-cozy. Tone is desperate combat, not unhurried. | 3.40 | 4.0 | 3 | 3 | 4 | 3 | 3 | 3 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
bayes_norm×0.300.228
wish_norm×0.180.360
compress_norm×0.170.500
diff_norm×0.200.600
port_headroom×0.151.000
fit_score (total)0.488= 0.488
Difficulty reasoning
The Adventure System engine has been ported (Castle Ravenloft on Steam) and the loop is grid-and-dice, but Drizzt itself has no standalone app.
Closest loop translation
none yet
Sources (2)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG comments0.75LLM memory0.10
BGG tags
Mechanisms (8)
Categories (6)
AdventureExplorationFantasyFightingMiniaturesNovel-based