
Quinns: The idea behind Dungeon Run is as sharp and alluring as a crescent moon. Up to six players control heroes running (of course!) through a monster-packed dungeon (yep!) on a breakneck quest to locate a huge dungeon boss, break its neck and snatch the all-powerful relic known as the Summoning Stone from its still-twitching claws.
…which is where the action takes off, because Dungeon Run isn’t actually a cooperative game. Only one hero can leave with the stone, you see. This isn’t some gameshow where everyone goes home with a pat on the ass and a consolation prize.
So what follows is a cruel, Cheeto-fueled re-dreaming of American football where everyone’s goal is to grab that stone, which will then give them full control of all the monsters in the dungeon, and escape through a last line of defense made of their former friends. Or, as the Dungeon Run box proclaims it, “YOU are the end boss!” A sentence so exquisite that if you repeat it to yourself over and over in a dark room you get an actual contact high off the game’s designer.
That’s Dungeon Run’s concept, anyway. The reality is… well, look, nobody said designing a board game was easy.