If you ever found yourself wishing to wake up in a dark cell with moonlight streaming across the bars and wondering how in the world you ended up there—without the added “being in real danger” aspect—then Adventure Games: The Dungeon may be your go-to escape. Designed by Phil Walker-Harding and Matthew Dunstan and released by Kosmos, it’s the classic escape room concept smushed with a choose-your-own-adventure narrative. The result is clever, immersive, and far more engaging than you’d expect from a game that comes in a small box.
The Escape Begins
The minute you open the box, you’re in the middle of it. No gradual build-up or pages of history to wade through—you and a group of up to three friends find yourself in a cell with a skeleton and a clear, lone objective: escape. The setup is brief but grips you instantly, making you curious about what lies beyond the wet, stone walls.
Distinct Mechanics: Health, Roles, and Blame
Unlike a great many escape room-type games that simply dump abstract puzzles in your lap, this one makes every decision feel significant. Every character has a health point limit. You can’t die, but if your health is depleted, the guy to your left absorbs the punishment for you—chivalrous, maybe, but not necessarily agony-free. It raises the stakes on each turn.
Your role as a character isn’t a facade, either. If you choose The Strong, you can break through certain barriers. Pick the Attentive, and you may be able to avoid traps that others wouldn’t even see. These distinctions make coordination worth focusing on and give each member a genuine purpose within the group.
Gameplay Flow: Actions, Exploration, and Puzzle-Solving
The rules are straightforward: move somewhere, look around, use something, or try to combine things. Everything has a number, and the adventure book says what occurs when you use them. Have a key? Try it on that shady, locked door. Have a can and a can opener? You figure it out. It’s easy to learn the system, and the writing in the adventure book keeps it fun.
Evolving Adventure: Choices That Count
The actual magic is the way that your choices truly alter the world that you are in. Open a door, and you may replace cards to uncover a new location or an entirely different version of one you already know. Characters are encountered along the way, allies are acquired, and you’ll kick yourself from time to time for checkpointing by something apparent. The graphics are loaded with small points of detail, and players with discerning eyes will spot clues that others do not.
Accessibility and Replayability
It’s divided into three chapters, each approximately 90 minutes long. You can save wherever you like, so it’s simple enough to play over a few nights. When you finish, just reset the cards and give them to someone else. The structure makes replaying (or sharing) easy, which is unusual for games of this type.
Social Dynamics: Solo or Group, It’s Your Call
You can play this one by yourself, but it truly excels as a group effort—particularly if everybody has input on the decisions. The worst problem is the occasional “quarterback” player who attempts to dominate, but with some equilibrium, the group aspect adds to the experience even further. More heads do equal quicker puzzles.
A Standout in the Genre
Adventure Games: The Dungeon isn’t just another escape room in a box—it’s a well-written, beautifully illustrated adventure that rewards curiosity, teamwork, and bold choices. Whether you’re a seasoned puzzle solver or just looking for an engaging game night, it delivers a smart, satisfying experience from start to finish.