

Dungeon Fighter - Second Edition
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Someone misses the target spectacularly. Someone makes an impossible throw with their eyes closed. Everyone laughs, everyone shouts, no one wants to stop.
What it's about
A dungeon crawler you play with your body, not just your mind
Dungeon Fighter is not a dungeon crawler like any other. You're not just moving pawns and rolling dice on a table — you're literally throwing dice at a target, with a mandatory bounce, following the bizarre instructions on the weapon cards: with your eyes closed, with your non-dominant hand, spinning around, or bouncing the die off the shoulder of the player to your left.
The second edition, designed by Aureliano Buonfino, Lorenzo Silva and Lorenzo Tucci Sorrentino with illustrations by Giulia Ghigini, brings streamlined rules, new heroes, new monsters, and a modular dungeon system that changes path every game to Horrible Guild's parody dungeon.
From 1 to 6 heroes, pure cooperative, truly challenging — and impossible not to laugh.
What they say abroad
"The game makes hitting a target so hard that when it does happen, you will feel like pumping your fist and high-fiving a neighbor."
The game makes hitting a target so hard that when it does happen, you will feel like pumping your fist and high-fiving a neighbor.
— Meeple Mountain
"Each game of Dungeon Fighter is a fun ride, and one that usually makes me want to play it again!"
Each game of Dungeon Fighter is a fun ride, and one that usually makes me want to play it again!
— The Opinionated Gamers
Dungeon Fighter: Second Edition
It works, and it's still fun — but laughing alone at a crazy throw is only half the fun.
Your arsenal
What you control in each game
8 unique heroes
Each with their own special ability. Choose your character and use their power at the right moment — or throw it away in the most desperate throw.
The physical target
A concentric circle target on the table. The die must bounce before landing on it — no direct throws, no shortcuts.
48 equipment cards
Each weapon imposes an absurd throwing condition: eyes closed, bouncing off the shoulder, spinning around, or using another player's hand.
Modular dungeon
Dungeon cards determine the path in each game. The final boss is never at the same distance — and you never know what to expect in the next room.
There's always that one impossible throw no one ever forgets. It happens every time with Dungeon Fighter.
🎲Components14 types · 230+ total pieces
🃏Recommended sleeves1 size · 123 total cards
A game in five moments
What happens at the table
Not the rules. The experience.
The target on the table and the first weapon card
Set up the dungeon, choose your hero, place the target in the center of the table. Then draw the first weapon card — and someone reads the throwing condition aloud. Silence. Then the first laughs, even before rolling a die.
The first spectacular throw
Someone closes their eyes, bounces the die, and hits the bullseye. For three seconds there's total silence — then everything explodes. The table screams. Someone wants to do it again. That rarely happens — but when it does, no one forgets it.
The monster that won't die
You're on the third throw, the monster still has half health, and the weapon conditions get more absurd. Someone has to throw while spinning around. Someone uses another player's hand. Everything misses. The monster counterattacks. Tension rises, but laughter continues.
The boss room approaches
Dungeon cards lead deeper and deeper. Heroes start taking damage, gold coins accumulate to buy better equipment — with even more impossible throwing conditions. The final boss is there. Maybe you'll make it. Probably not.
The defeat that feels like victory
The boss wipes you out. No one even came close to the end. But on the table, there's still that die that hit the bullseye on the second turn. And someone is already packing everything up, asking to play again immediately — maybe on easy mode this time.
How to play
The flow of each room
Four phases that repeat room by room, until the boss. You learn in ten minutes, your body takes longer.
Draw a dungeon card and choose between two options. The card determines the monster you will encounter, the obstacles on the target, and any room bonuses.
Each player can use the equipment cards in hand. Each weapon adds dice or bonuses — but imposes a specific throwing condition. Read, plan, and physically prepare.
The die must touch the table before landing on the target. Where it stops determines the damage — from 1 on the outer edge to 10 if it hits the bullseye. Miss = damage received.
When the monster is defeated, you collect loot, heal the wounded, and move to the next room. If someone is eliminated, the group continues — until everyone is down or the boss is defeated.
Why it's different from others
Six mechanics that make a difference
Bounce is mandatory
You're not just rolling a die — you're performing a physical throw with real technique. The bounce introduces a variable that's impossible to fully control. That's precisely why every hit counts for double.
Weapons that change your body, not numbers
A weapon doesn't give you +2 to the die — it tells you to throw with your eyes closed, or to bounce the die off your chin. Every piece of equipment is a performance. The table is always watching.
Monsters with disruptive abilities
Each monster has a special rule that modifies the target or the throw while it's alive — pits, obstacles, forbidden zones. The difficulty changes with each room even if you've already learned how to throw.
Modular dungeon, different path every time
Dungeon cards are chosen from two options in each room. The path is never the same — neither the difficulty nor the rewards. Each run is a new story.
Heroes with truly different powers
Each hero has a special ability activatable once per round. Some change the throw, others heal, others add dice. The group composition changes how you approach the dungeon.
Truly difficult — and that's okay
You rarely reach the final boss. You often lose on the second or third floor. The game doesn't apologize for this — in fact, defeat is part of the experience. You lose together, and you laugh together.
How it ends
One way to win, a thousand ways to lose
Dungeon Fighter is designed to be difficult. Reaching the final boss is already a success. Defeating it is legendary.
Victory
- The group reaches the final boss room and collectively defeats it
- At least one hero must survive with hit points remaining during the boss fight
- It rarely happens — and that's why it's truly celebrated
Defeat
- All heroes lose all hit points during the dungeon
- The group fails to defeat the final boss before running out of resources
- Typical defeat: almost reaching the end and succumbing to the last monster
Dungeon Fighter: Second Edition is the game that turns anyone into a dice acrobat. Rules in ten minutes, memories for years.
Frequently Asked Questions
FAQ about Dungeon Fighter: Second Edition
Is it really as difficult as they say? Do you never reach the boss?
Yes, it's truly difficult — and the game knows it. In standard mode, reaching the final boss requires some practice with throws and a bit of luck. However, there is a simplified mode for those who want to enjoy the experience without frustration. Difficulty is part of the design: winning is rare, and that's precisely why it means something.
Does it work well with few players or do you need a full group?
It works for 1 to 6 players. With 3–4 people, you find the sweet spot: enough chaos to laugh, enough coordination to attempt a strategy. With 6, it becomes a pure party game — everyone watches every throw like it's a show. Solo is a different but equally valid experience, even if half the fun is lost without spectators.
What's new compared to the first edition?
The second edition features streamlined rules, new heroes with more distinctive powers, a modular dungeon system that eliminates the fixed path, and a general overhaul of components. Those familiar with the first edition will immediately notice that the pace is more fluid and games are shorter. It's the same chaotic spirit, more refined.
Is it suitable for children?
Yes, from 8 years old and up. Children often prove surprisingly good — physical throwing doesn't require game experience, just coordination. The only caveat: you need a stable table and enough space for the target. The rules are quickly explained, and the visual and physical aspect keeps attention high.
Are there compatible expansions?
Yes. Horrible Guild has published four standalone expansions for the second edition: each represents a different dungeon with new monsters, heroes, and thematic mechanics. They can be played alone or combined with the base game to increase variability. The base game is already complete and self-contained.
Is this the Italian or English edition?
This is the Italian edition by Cranio Creations. All cards, rules, and textual components are in Italian. No English knowledge is required to play.
Dungeon Fighter: Second Edition is a cooperative dexterity board game for 1–6 players (ages 8+, duration 40–60 min). Designed by Aureliano Buonfino, Lorenzo Silva, and Lorenzo Tucci Sorrentino, illustrations by Giulia Ghigini, published by Horrible Guild and distributed in Italy by Cranio Creations. Players physically throw dice onto a target with a mandatory bounce to defeat monsters in a modular fantasy dungeon. Main mechanic: dexterity with cooperative elements, resource management, and parodic dungeoneering. Includes 8 heroes, 48 monster cards, 6 bosses, 21 dungeon cards, 48 equipment cards, 12 custom dice, and physical target. Italian edition. Available on FroGames.it.
Frequently Asked Questions
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