Dungeon Crawl Board Games Explained

What are Dungeon Crawlers and Why They Are So Compelling

There is a particular kind of session that dungeon crawl games produce. The map grows tile by tile as your party explores. A door opens, something worse than expected is on the other side, and one character is suddenly in serious trouble. Everyone at the table leans in. That tension, of a shared story unfolding under genuine threat, is something that dungeon crawl board games do exceptionally well.

I came to dungeon crawlers through HeroQuest, which is the entry point for a generation of board gamers in the UK, and I have been tracking the category ever since. At our table, the best sessions we have had in recent years have often been dungeon crawls: Gloomhaven scenarios that ran two hours and left everyone talking about what happened, a first run of Escape the Dark Castle that ended in catastrophic failure five minutes from the final boss, a Descent campaign that shaped our game nights for a whole autumn.

This post covers what dungeon crawl games are, where they came from, the different forms they take, and the titles I recommend at every level, including family-friendly options and recent releases from 2024 and 2025.

What Dungeon Crawl Games Actually Are

BoardGameGeek defines dungeon crawlers as tactical-combat, cooperative games where players versus the environment navigate an exploration environment, fighting monsters, avoiding traps, solving puzzles, and collecting loot. The name comes directly from the dungeon crawl scenario format in tabletop role playing games, where a party of adventurers moves through a dungeon room by room, dealing with whatever they encounter.

The board game version of this experience typically has players controlling hero characters with unique abilities, moving through a map that is revealed progressively as they explore, and resolving encounters with monsters through dice rolling or card-based combat. Characters gain experience, collect equipment, and grow more capable as the session progresses. Most modern dungeon crawlers are fully cooperative, with all players working together against the game system.

The category overlaps significantly with role playing games, and many dungeon crawlers are explicitly designed to capture the RPG experience in a self-contained, lower-prep format. Gloomhaven is often described as an RPG in a box. HeroQuest was designed as a way to give the D&D experience to people who did not have a Dungeon Master in their group. The boundary between dungeon crawler and tabletop RPG is genuinely blurry.

Dungeon crawler vs adventure game: Dungeon crawlers are a subset of the broader adventure game category. The specific features that define a dungeon crawler are the dungeon or location-by-location exploration structure, the combat focus, the character progression, and the loot system. An adventure game without those elements might be an exploration game or a narrative game but is not a dungeon crawler in the strict sense.

Where Dungeon Crawl Games Came From

Dungeon! (1975), published by TSR, the same company that created Dungeons and Dragons, is the earliest dungeon crawl board game. Dave Megarry designed it as a board game version of the dungeon crawl scenarios he was playing in Dave Arneson’s Blackmoor campaign, and it was developed alongside D&D itself. Players explore a dungeon, fight monsters, and collect treasure. The competitive structure, where players race each other to collect enough gold, was unusual and has been noted as sitting somewhat at odds with the cooperative spirit most players bring to dungeon exploration.

HeroQuest (1989), published in the UK as a collaboration between Games Workshop and MB Games, brought dungeon crawling to a mass family audience. One player takes the role of Zargon, the evil sorcerer who controls the dungeon, while up to four players control heroes. The game used plastic miniatures and modular dungeon tiles to create a tactile, visually impressive experience for its time. It was enormously popular in the UK and remains the game that most British board gamers of a certain age associate with dungeon crawling. The 2021 reissue by Hasbro and Avalon Hill brought it back with high-quality components.

Space Crusade (1990), developed in a similar collaboration between Games Workshop and MB, applied the same dungeon crawl format to a Warhammer 40,000 science fiction setting. Warhammer Quest (1995) extended the format into a more fully featured board game with character development and a campaign structure. These games established the dungeon crawl as a legitimate and commercially significant board game category.

Descent: Journeys in the Dark (2005), published by Fantasy Flight Games, modernised the dungeon crawl format for the hobby market. One player controls the overlord and the dungeon’s monsters, while up to four players control heroes. The production quality was high and the tactical combat was considerably more sophisticated than HeroQuest. Descent established the format that most modern dungeon crawlers follow.

Gloomhaven (2017), designed by Isaac Childres, changed what the category could be. Rather than an overlord-driven dungeon, Gloomhaven uses a card-based combat system that replaced dice rolling with hand management decisions. The cooperative campaign covers ninety-five scenarios with branching narrative, character retirement and replacement, and permanent changes to the game world. It sat at the top of the BoardGameGeek rankings for years and produced a generation of dungeon crawl games that aspired to its depth and narrative ambition.

The category has continued to expand. Frosthaven (2022), Gloomhaven’s official sequel, is even larger. Descent: Legends of the Dark (2021) replaced the overlord with an app, creating a fully cooperative experience. Marvel Zombies, Oathsworn, and numerous other titles have brought the format to new settings and audiences. Recent releases like Starfighters (2024) and Veiled Fate (2024) continue to find new expressions of the core dungeon crawl experience.

Why Dungeon Crawl Games Work

The story is shared and unexpected

The best dungeon crawls produce sessions that nobody predicted from the rules. A monster activates in an unexpected order. A character is cornered. A risk pays off dramatically at the last moment. These moments happen because the game generates situations rather than scripting outcomes, and the group navigates those situations together. The resulting story is genuinely collaborative and genuinely surprising.

Character progression creates investment

Most dungeon crawlers have characters that grow more capable across sessions. New abilities unlock, better equipment is acquired, and the character becomes more distinctly your own. This progression creates investment in the character’s fate that makes every near-death moment more tense and every successful session more satisfying. It is the quality that brings dungeon crawl games closest to the RPG experience.

Cooperative play removes competitive pressure

Almost all modern dungeon crawlers are fully cooperative. Everyone wins or loses together. This removes the competitive anxiety that can accompany other types of games and makes the category particularly accessible for groups that include players at very different experience levels. The challenge comes from the game, not from the other players.

The physical presence is part of the experience

Good dungeon crawlers tend to have impressive physical components. The modular tile maps, the miniatures, the monster cards and ability decks. Setting up a dungeon crawl session has a ritual quality that contributes to the experience. Opening new map tiles as your party explores, placing monster miniatures in new rooms, physically marking damage on a character sheet: the physicality of the format is a meaningful part of its appeal.

The Different Forms Dungeon Crawl Takes

Overlord versus heroes: One player controls the dungeon and its monsters while others control heroes. HeroQuest, Descent: Journeys in the Dark (1st and 2nd edition), and Star Wars: Imperial Assault use this format. The overlord player provides a human intelligence directing the dungeon’s opposition, which can produce sharper tactical challenges than a purely algorithmic system.

Fully cooperative: All players work together against a game-managed system. Gloomhaven, Mice and Mystics, and Escape the Dark Castle are all fully cooperative. No player is the dungeon master. Monsters act according to programmed rules or app instructions. Also crosses into: Cooperative Games.

App-driven cooperative: A companion app manages the dungeon, monster behaviour, and narrative. Descent: Legends of the Dark and Mansions of Madness 2nd Edition both use app integration to remove the need for an overlord player while providing more dynamic and varied encounters than a purely card-based system. Also crosses into: Cooperative Games.

Campaign dungeon crawl: The game spans multiple sessions with permanent narrative consequences, character development across the campaign, and evolving story. Gloomhaven, Frosthaven, and Oathsworn are campaign dungeon crawlers. The commitment required is significant but the experience is correspondingly deep. Also crosses into: Legacy and Campaign Games.

One-shot dungeon crawl: A self-contained session that completes in two to three hours without a campaign structure. Escape the Dark Castle, Clank!, and Tiny Epic Dungeons are one-shot dungeon crawlers. They suit groups who want the dungeon crawl experience without a multi-session commitment.

Deck-building dungeon crawl: The dungeon crawl structure drives a deck-building game. Clank! has players building their dungeon delving deck as they explore. Thunderstone Quest sends adventurers into a dungeon while managing their gear through a market. Also crosses into: Deck Building.

Games Worth Playing

Family and gateway dungeon crawlers

HeroQuest (2021 reissue): HeroQuest remains the best entry point for family dungeon crawling. One player takes the role of Zargon and controls the dungeon, while up to four players control classic fantasy heroes. The rules are simple enough for children, the miniatures are excellent, and the mission structure provides a natural campaign arc across many evenings. The 2021 Hasbro and Avalon Hill reissue has updated components while preserving the original’s accessible rules. Available from UK retailers including Amazon and Zatu Games. Also crosses into: Role Playing Games.

Mice and Mystics (2012): Mice and Mystics is one of the most family-friendly dungeon crawlers available. Players take the roles of heroes transformed into mice, navigating a castle that has become enormous from their new perspective. The narrative structure reads like a chapter book with illustrated components that suit younger players. The rules are accessible, the story is engaging, and the sessions run in around ninety minutes. Widely recommended for families with children aged eight and up. Also crosses into: Cooperative Games, Role Playing Games.

Escape the Dark Castle (2017): Escape the Dark Castle is the most accessible fully cooperative dungeon crawler for mixed-experience groups. Players work together to escape a dark castle using illustrated black-and-white cards and custom dice. There are no map tiles or miniatures. Setup takes two minutes. A session runs in around forty-five minutes. The atmosphere is excellent and the game is forgiving enough for players who have never done dungeon crawling before. Also crosses into: Cooperative Games, Card Games.

New to serious dungeon crawling

Clank! (2016): Clank! is the dungeon crawl deck builder that I recommend most often to players who want something more than a gateway title but are not ready for a long campaign. You build your deck as you explore the dungeon, using cards to move, fight, and acquire treasure. Every powerful card you play generates noise, and noise fills the dragon bag. Periodically the dragon attacks and draws tokens from the bag: more of your colour means more damage to you. The push-your-luck tension of going deeper for better loot while the dragon grows angrier is one of the best implementations of competing risk incentives in the hobby. Also crosses into: Deck Building, Push Your Luck.

Descent: Legends of the Dark (2021): Descent: Legends of the Dark is the most production-impressive dungeon crawl currently available and uses an app to replace the overlord player entirely, providing fully cooperative play with dynamic encounters and a rich narrative. The 3D terrain elements and the miniature quality are exceptional. Sessions run around two hours and the campaign spans sixteen quests. The app requirement is a genuine commitment but the production values justify the format. Also crosses into: Cooperative Games, Legacy and Campaign Games.

Cthulhu: Death May Die (2019): Cthulhu: Death May Die is a cooperative dungeon crawl set in Lovecraftian horror. Players are investigators who must go insane to gain the power needed to defeat an Elder One. The sanity system, where madness provides abilities rather than just penalties, inverts the usual Lovecraftian game logic and produces a more aggressive, action-forward experience than most Cthulhu-themed games. The miniatures are impressive and the scenario variety is high. Also crosses into: Cooperative Games.

Recent releases (2024 and 2025)

Veiled Fate (2024): Veiled Fate was one of the most praised dungeon crawl releases of 2024. The game places players in the role of gods competing to back mortal champions on a dungeon-delving journey, with each god secretly controlling a champion and trying to guide their hero to victory. The semi-cooperative structure, where players need the group to survive but also want their own champion to emerge victorious, creates a tension that the dungeon crawl format does not usually produce. The card-driven influence system is clean and distinctive. Designed by Rikki Tahta, who also designed Coup. Also crosses into: Social Deduction, Area Control.

Tales from the Red Dragon Inn (2024): Tales from the Red Dragon Inn is a cooperative campaign dungeon crawler set in the well-loved Red Dragon Inn universe. It was praised for streamlining the dungeon crawl campaign experience: fewer numbers to manage, shorter setup time, and a scenario-driven campaign that sustains a strong sense of narrative momentum. For groups who want Gloomhaven’s campaign ambition without Gloomhaven’s complexity and commitment, this has been widely recommended as a more accessible alternative. Also crosses into: Cooperative Games, Legacy and Campaign Games.

Oathsworn: Into the Deepwood (2022, widely played UK 2024): Oathsworn belongs in this list because it has reached its UK audience most significantly over the past two years as retail availability improved. Players join a sacred brotherhood exploring a haunted deepwood, with each session split between a narrative adventure phase and a combat encounter. The voice-acted narrative from Game of Thrones actor James Cosmo and the enormous boss encounters have made it one of the most discussed dungeon crawl experiences of recent years. A standee version is available for those who do not want the full miniatures version. Also crosses into: Cooperative Games, Legacy and Campaign Games.

Experienced players

Gloomhaven (2017): Gloomhaven is the benchmark against which most serious dungeon crawlers are measured. Players control mercenary adventurers across a ninety-five scenario branching campaign, developing their characters, unlocking new classes, and shaping the story through their decisions. The card-based combat system replaces dice rolling with hand management: each round you choose two cards and use their top and bottom abilities. Characters retire and are replaced when their personal goal is complete. A full campaign takes many sessions across months. For groups willing to commit, it is the most complete dungeon crawl experience available. Also crosses into: Cooperative Games, Legacy and Campaign Games.

Frosthaven (2022): Frosthaven is Gloomhaven’s official sequel and is, by most metrics, even larger. A completely new setting, new characters, new mechanics including crafting and outpost management, and a longer campaign. It requires no knowledge of Gloomhaven to play and is compatible with it for players who want to merge content. The complexity is significant, and the game benefits from players who have some experience with Gloomhaven’s card-based combat system before starting. Also crosses into: Cooperative Games, Legacy and Campaign Games, Worker Placement.

Mansions of Madness 2nd Edition (2016): Mansions of Madness is a cooperative dungeon crawl set in Lovecraftian horror. The app handles most of the bookkeeping, enemy movement, and narrative delivery, allowing the game to tell a coherent story across each session without an overlord player. The writing and atmosphere are excellent and the scenario variety sustains multiple plays. It is one of the best horror dungeon crawl experiences available and works well for players who enjoy strong narrative alongside the mechanical dungeon exploration. Also crosses into: Cooperative Games, Social Deduction.

The Setup and Storage Challenge

Dungeon crawl games tend to be large. Gloomhaven is one of the biggest games ever commercially published. Descent: Legends of the Dark comes in a substantial box. Oathsworn’s full miniatures version takes over a significant shelf. The physical footprint of these games is not incidental: the modular maps, the miniatures, the decks of cards, and the reference materials all contribute to the experience. But they also create a real setup time challenge.

Most experienced dungeon crawl players develop some system for managing their games. Foam inserts, custom organisers, or dedicated storage boxes are common. The Gloomhaven community has produced extensive guidance on organisation solutions because the game is almost unplayable without them if you want session setup under thirty minutes.

Big Boss Battle made a useful point about this in their dungeon crawler overview: when you want a dungeon crawl on a Friday evening after a hard week, a one-shot option like Clank! or Escape the Dark Castle serves a different need than a Gloomhaven scenario that requires thirty minutes of setup. Knowing which type of dungeon crawl experience you want before choosing a game saves a lot of frustration.

Common Mistakes

  • Jumping into Gloomhaven without playing anything else first. Gloomhaven is rewarding but demanding. Groups who try it as their first dungeon crawl experience often find the complexity overwhelming. Starting with Escape the Dark Castle or Clank!, then working up to Descent, then attempting Gloomhaven produces a much better experience.
  • Skipping the campaign structure. Many dungeon crawlers are designed to be played across multiple sessions with character development. Playing individual scenarios without the campaign context removes the progression that makes the format work. If a game has a campaign mode, use it.
  • Ignoring the monster activation rules. In fully cooperative dungeon crawlers, monsters act according to programmed rules that are easy to misread. Playing monsters incorrectly, usually making them easier than intended, undermines the challenge and breaks the experience. Check the rules carefully on your first few sessions.
  • Not reading the scenario objectives carefully. Dungeon crawlers often have specific win conditions that are not simply defeating all monsters. Missing the actual objective because you were focused on combat is one of the most common reasons for unexpected losses.
  • Trying to run Gloomhaven with four players immediately. Gloomhaven at four players is significantly more complex and longer than at two. First-time groups tend to have a better experience starting at two or three players until the card management becomes comfortable.

Is Dungeon Crawling for You?

Dungeon crawl games work best for players who enjoy cooperative adventure, narrative tension, and character development. If the idea of a shared story that unfolds differently each session appeals to you, and if you enjoy tactical combat decisions within a narrative context, the category will likely become one of your favourites.

They are less suited to players who prefer quick games, minimal setup, or purely abstract decision-making. The category almost universally involves some randomness, significant setup time, and a willingness to invest in a session that runs at least ninety minutes. For players who find those qualities frustrating rather than engaging, other categories will serve them better.

If you are not sure where to start, HeroQuest for a family or mixed-experience group, Escape the Dark Castle for a quick cooperative experience with minimal setup, and Clank! for a group ready to engage with something more mechanically interesting. All three are available from UK retailers including Zatu Games, Chaos Cards, and most independent game shops.