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.
02 / Characters
From Nobody to a hero
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
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.





























































