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MiniQuest Adventures is live (Pages of Adventures)

Update: MiniQuest Adventures has launched on Kickstarter and the campaign will run for 29 days. You may pledge for a copy of the game.

Our preview post below was published on April 25.


In MiniQuest Adventures, a 1-4 players cooperative dungeon crawl game, you play as a party of four heroes and must battle your way through the dungeon until you beat the final boss. It will launch on Kickstarter on April 28.

Image source: BGG

To begin your quest, you first pick the four characters, their corresponding abilities, and their starting gear. On each character board there is one amulet slot, one armor slot and two weapon slots, plus a bag for storing an item in case it comes in handy later on. Your party will gain experience through the adventure – one XP per killed enemy upon exiting a room. When you reach three milestones (corresponding to 19, 31, and 50 XP), you reveal an Experience card that will grant your party a new ability for the remainder of the quest.

The game is played on a spiral book that you open to reveal the different rooms of the dungeon, page after page. These rooms specify the number and types of enemies, and have a grid-like partition of the space to count movement points and assess range. Both range and movement are determined by orthogonally counting the squares. When you exit a room, the loot is shared among players, and the heroes’ health points are reset to their initial values. You can exit a room through different doors (some are locked and require a key to open), with each leading you to the corresponding next room. Inside the rooms, both heroes and enemies are represented by tokens.

Image source: JanduSoft Facebook

The game is played in a series of rounds, alternating between a player and a monster turn. During a turn, monsters and players can move and perform an action. To move, the characters must spend the corresponding movement value. They can also jump above chasms for two movement points per chasm square, or run (double their movement points) if they decide to forego their action. Actions for the heroes include attacking, rising up (if the hero has fallen on the ground), using an item, changing their weapon, and giving an item to another hero. The enemies follow a simple AI script, but Elite monsters and bosses have additional rules and abilities.

When attacking, you roll two dice. You can inflict one damage, zero damage, or trigger an “explosive die” (meaning you inflict damage and then re-roll). If a character has armor, they first lose armor points before losing health points. The die result may also result in a strike back: the defender rolls a die and, if successful, deals two damage to the attacker no matter their armor. If a hero loses all their health points, they stay unconscious for the rest of the game in that room. If all heroes fall unconscious during a fight, the game is lost! If a hero falls unconscious three times during the quest, they are removed from the game. When a room has a treasure chest and you clear it of its enemies, it’s loot time! You draw six cards and give one to each hero, discarding the rest.

You win the game when you defeat the Final Boss in the ultimate encounter of the quest!

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Apr 25, 2021

I'm interested. I need to see a video playthrough though.

Apr 26, 2021
Replying to

It seems rather simplistic, but it may finally fit the bill of "light and portable dungeon crawler", a feat Deck Box Dungeons already tried to tackle. However, in the latter, you have grid-base movement, enemy AI that varies from one enemy to the other, etc., but a°) you need an app to trigger events on the different rooms; b°) there is no character progression and c°) there is no gear. These last two points sadly sucked out the fun of it for me.

Here, you do have some (limited) progression through the three Experience cards that get revealed, and you find gear. This sense of progression is crucial in a dungeon crawler to me. Now I just hope the items…

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