Dungeon Lords

2009 · Fighting

Dungeon Lords

Players take the role of rival dungeon masters who dig tunnels, build rooms, hire monsters and set traps to defend their lairs. Gameplay uses a hand-management and worker-placement system: players play cards to take actions such as mining gold, recruiting creatures, buying traps and expanding their dungeon, with action spaces offering graduated effects and some cards becoming locked for the next round. Play proceeds through seasonal turns across two in-game years, during which upcoming heroes and events are revealed so players can prepare. At intervals heroes are allocated against each dungeon based on its evil level, and at year-end heroes invade dungeons for combat and capture; final points come from the dungeon layout, monsters, traps and captured heroes.

Players
2–4 best 4
Playing time
90 min
Age
12+
Complexity
3.6 / 5
6.4 on Ludoyafrom $59.99EconomicHumorHand ManagementWorker PlacementTile Placement

On Ludoya's tables

Full stats in Ludoya
123
Plays logged
139
Players
2h 34m
Average play
57
In collections
9
On wishlists

6.4/10

from 44 Ludoya reviews

  • Mestremuten7.0

    Rating: 3/5 Production value: 3/4 Is the game in my collection/Love to have?: 1/1

  • Sup8.3

    Sleeved

  • Benjamín Amorín7.0

    Economic Worker Placement about creating Dungeons and fighting the heroes that are trying to enter. Yes, is as funny as it sounds!

Read the reviews and rate it

Rules questions

Answered from the rulebook by Ludoya's rules assistant.

When do my traps go off during combat, and can I choose a trap I can't afford?

Traps are revealed and resolve in the Trap Step at the start of the battle (before spells and monsters); if a Trap Card has a cost you must pay it (in rooms you must pay 1 Gold) and you may not choose a trap you cannot pay for (Rulebook p.4, p.19).

Where do adventurer tiles get placed in my dungeon, and what makes the paladin come?

Adventurer Tiles are assigned in the Adventurers Phase and placed from the entrance outward (new warriors push to the front); the paladin appears immediately when your Evil Counter reaches the paladin space and is placed at your entrance as a special front-line adventurer (Rulebook p.17, p.8).

If I can't (or don't want to) pay an action's cost, can I take Evil instead or still use the action?

You cannot use an action unless you pay its listed cost; if you don't pay (or can't) you simply don't perform the action and move your minion to the Orders Card (Rulebook p.13). Only when an action explicitly lists an Evil/Reputation cost do you pay by moving up the Evilometer; if you cannot move up you cannot pay that cost (Rulebook p.13, p.22).

If I recruit imps, can I use them to dig or mine right away?

You take the newly recruited Imp Figures by paying the listed Food/Gold, but they cannot be used for Dig Tunnels or Mine Gold that same round (they become available for Production and later actions) (Rulebook p.14, p.11).

Do conquered tiles stay conquered in the Second Year, and how does end-of-game scoring work?

Yes — conquered tunnels and rooms remain conquered and cannot be repaired for the Second Year (Rulebook p.20). Scoring is done with the Overview Card: points for unconquered rooms, monsters, prisoners (paladins worth more), penalties for conquered tiles and Dead Letter Office, plus bonus room scoring and titles (Rulebook p.21, p.24).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.