




The Dungenerator Dies in the Dungeon
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Your dice no longer just roll. They become heroes, fight, die. And with each game, a story unfolds that you never anticipated.
What it's about
A dungeon crawler that lives inside a deck of cards
You have a magnetic box, a deck of hand-drawn cards, a deck that generates dungeons, and your old polyhedral role-playing dice. That's all you need. DIE in a Dungeon transforms your d20s, d12s, d10s — all those dice you've accumulated over years of D&D — into your heroes. Each die is a character. Each face is an action. Each game a different story.
It's not a roll-and-play. The dice don't decide for you — they are resources to spend, faces to choose, characters to protect. You play cards from the deck, use them as actions or discard them to fuel other moves, fight monsters, complete village quests, retrieve loot, and build a party that can dream of facing the Boss. Or die trying.
Designed by ROLLINKUNZ! with his unmistakable ink style, published by Modiphius Entertainment. A huge game packed into a pocket-sized deck — that fits in your backpack and fills any table.
What makes it special
Your RPG dice aren't used for rolling — they become characters with a name, a role, and a story. You watch them die. You truly feel sorry.
The secret of DIE in a Dungeon in one line
A roguelite campaign in a deck. You lose, you restart, you unlock buildings, you retrieve treasures — the village grows game after game.
From the gaming experience
DIE in a Dungeon
Your arsenal
What you control in each game
7 dice = 7 heroes
Your polyhedral dice become characters: each face is an action, each result a decision. You don't roll them — you use them.
Action deck
110 ink-drawn cards, each different front and back. Each action is a verb — fight, explore, repair, flee.
DUNGENERATOR deck
54 map cards that generate a different dungeon every time. The room you encounter depends on the current draw.
Village to save
Between sessions, you build buildings, complete quests, retrieve gear. The campaign grows with you — or dies with you.
Open the magnetic box, choose a die, start a story. In an hour, you'll already know how your first hero dies.
🎲Components5 elements · 180+ total pieces
🃏Recommended sleeves1 format · 164 total cards
📖RulesEnglish · Official PDF
A session in five moments
What happens at the table
Not the rules. The experience.
Choose your heroes among the dice
Open the magnetic box, take out the dice. That d20 worn from D&D campaigns? Tonight it's a hero. You name it, you give it a role, you place it in front of you. You've just created a character in thirty seconds. The dungeon is there, behind the first deck.
The first room shows you the rules of the game
You draw from the DUNGENERATOR and flip the first card: a room with an enemy. You play an action card, a die face is reduced, the monster remains standing. You understand that every choice has a cost. You understand that your dice are not infinite.
The first hero falls
A die is extinguished. You put it aside. It's not just a lost token — it's the ranger you named, the one who opened the boss-room. The table falls silent for a moment. Then you draw a card, breathe, start again. Now the village needs you more than ever.
The move that unlocks everything
It always happens. An action card discarded at the right moment, a die rolled with the perfect face, a room that hides the exact loot you needed. Three turns before it seemed over. Now something memorable is happening.
The village survives. For now.
You save the game or reshuffle the deck. You've built a new building, unlocked a Heroic Action, added a card to your deck. The Boss hasn't fallen yet — but next session you start stronger. Or you're dead and start over, with one less die and one more story.
How to play
The flow of each turn
Four phases that repeat. You learn them in half an hour, you master them in three sessions.
You draw from the DUNGENERATOR and discover what's in front of you: a monster, a treasure, a trap, a narrative encounter. The dungeon generates as you explore it.
From the deck in your hand, choose actions: attack, explore, repair, flee. Each card has a verb — your turn becomes a sentence.
Actions consume faces of your hero-dice. Some faces are valuable, others are not — you learn to manage them as a resource, not as chance.
Defeat the enemy and collect loot or XP. Lose and a hero falls. At the end of the session, you save, build, come back stronger — or more defeated.
Why it's different from others
Six reasons that make it unique
Dice are characters, not randomness
You don't roll and hope — you choose which face to use, when to expose it, when to protect it. Your RPG dice finally have a role where they truly matter.
A dungeon crawler that fits in your pocket
No miniatures, no printed maps, no DM screen. A deck of cards and your dice. You open it anywhere, you close it anywhere — perfect for trips and impromptu evenings.
Every action is a verb
Cards are not abstract bonuses: they are words. "Attack", "explore", "flee", "repair". Your turn is a sentence — and the game automatically becomes a story.
True roguelite campaign
Permanent death, a growing village, accumulating deckbuilding. Making mistakes is not failure — it's progress. Each game prepares for the next.
Ink artwork, hand-drawn
ROLLINKUNZ! personally illustrates each card. Unmistakable style, an aesthetic that lies between a fanzine and an ancient book. Each card is a small piece of art.
Join and leave the game whenever you want
Someone joins mid-session? No problem. Someone has to leave? You save and continue later. The design is made for real life, not for perfect sessions.
How it ends
Two ways to win, one to die
The campaign can last one session or ten. You can go straight to challenge the Boss — or build the village for weeks before daring. It only depends on how brave you are. Or reckless.
Victory
- Defeat the Boss Monster threatening the village — campaign victory
- Or complete quests, unlock buildings, strengthen your party for the next session
- Each campaign has multiple ways to win: it depends on how much you're willing to risk
Death in the dungeon
- All your hero-dice fall and the party goes extinct
- There are no resurrections — but the campaign is not over
- The village survives you: you restart with new heroes and what you had already built
DIE in a Dungeon is one of those games you don't try to "beat" — you live it. You start over, you learn, you die, you tell stories. Like an RPG, in an hour, solo or with two players.
Frequently Asked Questions
FAQ about DIE in a Dungeon
Why should I prefer it over a dungeon crawler with miniatures?
Because you open it and play in two minutes. No setup, no miniatures to paint, no DM screen. DIE in a Dungeon gives you the thrill of a roguelite dungeon crawler in a pocket-sized box — and it has an advantage that traditional crawlers don't: you can save and resume anywhere, anytime.
Do you really need RPG dice to play?
Yes — the game is built around classic polyhedral RPG dice. The box includes two complete sets of 7 (d4, d6, d8, d10, d12, d20, and d100), so there's no need to buy them separately. But if you're already an RPG player, that collection of dice accumulated over the years finally comes in handy.
Is it better to play solo or with two players?
It works great in both modes. Solo, the atmosphere is more intimate and introspective — you, your dice, the dungeon. With two players, there's more dialogue, more shared planning, more moments to recount later. It's designed from scratch for both formats, so neither mode is a compromise.
How long does a complete campaign last?
It depends on you. A session ranges from 20 to 60 minutes, and a campaign can be completed in a single evening if you go straight to the Boss — or last weeks if you explore everything, build the village, and collect every piece of gear. Progress is saved, so you can stop and pick up where you left off.
Are there expansions?
Yes. In addition to the DUNGENERATOR: Series 1 included in the base game, the author has released Series 2 with jungle temple-like settings and is working on Series 3 with other themes. Each DUNGENERATOR adds 54 new dungeon cards that completely change the atmosphere. They are independent decks, available for separate purchase.
Is it available in Italian?
This is the English edition — the only one currently on the market. The game has a lot of text on the cards (each action is a verb with a written effect), so a scholastic level of English is helpful for smooth gameplay. The 32-page quick-start rulebook is also in English.
DIE in a Dungeon is a cooperative and solo narrative dungeon crawler for 1–2 players (ages 10+, duration 20–60 min). Designed and illustrated by ROLLINKUNZ!, published by Modiphius Entertainment. Core mechanic: deckbuilding with dice management — classic polyhedral RPG dice (d4, d6, d8, d10, d12, d20) become the heroes of the story, each with an action-face used as a resource. Multi-session roguelite campaign with village quests, building construction, loot, and unlocking Heroic Actions. The DUNGENERATOR deck creates a different dungeon each game. Includes 110 double-sided ink-drawn cards, 2 complete sets of polyhedral dice, a 32-page rulebook, the DUNGENERATOR Series 1 deck of 54 cards, and a premium magnetic box. English edition. Available on FroGames.it.
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