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Personal project / Board game / Art / Game design

The Dungeon Guardian.

A dungeon discovered one room at a time. A personal project in modularity, uncertainty and shared play.

  • Physical prototype
  • 25 modular room tiles
  • Mechanics & art
The Dungeon Guardian / Playtest prototype
The Dungeon Guardian / Playtest prototype

01 / Discovery

A dungeon without a fixed map

The idea grew out of playing HeroQuest and wanting more freedom in how the dungeon could be configured. Twenty-five room tiles are placed face down at random and revealed as players move.

Each room is designed to connect with its neighbours in any position or rotation. Modularity makes the layout flexible; the hidden tiles keep the next room uncertain.

The Dungeon Guardian / Board overview
The Dungeon Guardian / Board overview

02 / Characters

From Nobody to a hero

Players begin as a character called “Nobody”. Their first objective is to find the tombs of the main heroes, each with different stats and special abilities.

03 / Encounters

What lies behind the door?

A Destiny card determines what a newly discovered room contains: a passage, an encounter or treasure. A short narrative sets the context, while the rest of the card describes the possible enemies.

04 / Abilities

Readable at a glance

Rune cards activate special abilities. Required runes are shown on the character sheets, with colour helping players recognise them. The artwork represents powerful marks carved into ancient stone.

05 / Rewards

Objects with a story

Defeating an enemy earns a Loot card: potions or treasures of different rarities. A torn bag and a blood-stained purse make the artwork feel like something picked up from the dungeon floor.

06 / Relics

Treasure left behind

Relics lie in the heroes’ tombs. Their gold-covered backs show which tombs still hold treasure; when the relics are collected, the tomb is left empty.

Beside a character sheet, the cards continue its visual language.

07 / Reflection

From rules to a table

After designing the mechanics and art, I built a prototype to playtest with friends. The rules went through repeated redesigns in search of a consistent balance.

The project brings together my interest in fantasy and game design, with influences including HeroQuest, Catan, Carcassonne, Atmosfear and Vampire. Adventure, mystery, companionship and strategy run through both the rules and the artwork.