Dungeon Mayhem Board Game Review

Dungeon Mayhem is a 2018 card game from Wizards of the Coast, designed by Jordan Comar and Roscoe Wetlaufer with art by Kyle Ferrin of Root fame. It boils Dungeons & Dragons down to four adventurers hitting each other until one is left. It plays 2 to 4 players, ages 8 and up, in about 10 minutes. This review covers the components, the turn structure, the decks, and whether it earns shelf space.

Dungeon Mayhem Board Game Review

Dungeon Mayhem overview

Each player picks one of four adventurers: Sutha the Skullcrusher (barbarian), Azzan the Mystic (wizard), Lia the Radiant (paladin), or Oriax the Clever (rogue). Everyone starts at 10 hit points. You play cards to attack, block, heal, and draw, and the last adventurer above zero wins.

DesignerJordan Comar, Roscoe Wetlaufer
PublisherWizards of the Coast
Year released2018
Players2 to 4
Age range8 and up
Playing time10 to 15 minutes
Game typeCard game, fantasy, fighting
Complexity rating1.15 / 5 (BoardGameGeek)

What’s in the Dungeon Mayhem box

ComponentCountNotes
Character decks4 x 28 cardsOne per adventurer
Hit point trackers4Card-sized track with a token
Damage tokens16Mark hits on shield cards
Reference cards4Symbol key
Rules sheet1Folded leaflet

The cards use the same glossy stock as Magic: The Gathering and hold up to shuffling. The cardboard tokens are thin and fray after a few sessions. The box fits in a coat pocket.

Ferrin’s cartoon art carries the theme: Lia’s shield card is her steed Fluffy, and Sutha’s are her dogs Riff and Raff.

Dungeon Mayhem pros and cons

Pros

  • Teaches in two minutes. Every card uses five icons: swords, shields, hearts, cards, and lightning bolts. Kids read them before adults finish the rules.
  • The decks play differently. Sutha hits hardest, Lia heals most, Oriax chains extra plays, and Azzan casts Fireball.
  • Games last 5 to 15 minutes, so a knockout costs a moment, not an evening.
  • Under $15 at MSRP, which puts it among the better cheap board games for a game bag.

Cons

  • Player elimination. At four players someone can sit out for several minutes.
  • Draw luck decides many games. No shields early and you go down fast.
  • Target choice runs on grudges, so kingmaking happens.
  • Four decks run thin after ten or so plays without expansions.

How to play Dungeon Mayhem

Setup takes under a minute. Each player shuffles a deck, sets the hit point token to 10, and draws three cards. Youngest goes first.

Draw and play

Draw one card, then play one card. Each lightning bolt on a played card lets you play one more. If your hand empties, draw two.

Resolving the symbols

Swords deal one damage each to one opponent. Damage hits shield cards first, and any leftover comes off hit points. Shield cards stay out until every shield carries a damage token; other cards are discarded after use.

Hearts heal one point each, up to 10. Card icons draw extra cards. When your deck runs out, shuffle the discard pile.

Winning

Hit zero and you are out. The last adventurer standing wins. If the final players fall together, it is a tie.

Where to buy Dungeon Mayhem

RetailerNotes
AmazonBase game and both expansions, $12 to $20
Walmart$14.87 online, often out of stock
TargetCarries the D&D card game line
Miniature Market$12 against a $15 MSRP when in stock
Local game storesCompare shops at BoardGamePrices.com

Stock is patchy in 2026. Several US retailers showed it sold out in August, and Indian importers take orders at about Rs 1,500.

Dungeon Mayhem game mechanics

The engine is hand management and take-that, with variable player powers and player elimination bolted on. Each turn you decide which card to play, whom to hit, and whether to hold a shield. Oriax’s deck is full of lightning bolts, so a good hand lets you draw, attack, and attack again.

Mighty power cards give each deck a signature move. Azzan’s Fireball deals three damage to everyone, Azzan included, and Vampiric Touch swaps his hit points with an opponent’s. Oriax’s Pick Pocket plays the top card of a rival’s deck. Lia’s Divine Inspiration returns a discarded card and heals two. It sits close to BANG! without the hidden roles, or King of Tokyo without the dice.

Who should play Dungeon Mayhem?

Families with kids between 8 and 12 get the most from it, and it slots into a rotation of family board games that adults tolerate. D&D groups use it as a warm-up while the last player arrives.

Skip it if your table dislikes direct attacks or sitting out. For the D&D theme with everyone on one side, Castle Ravenloft fits better.

FAQ

Is Dungeon Mayhem good for beginners?

Yes. It uses five icons and little text, so new players learn it in one round. It is one of the easiest entry points into D&D tabletop games and a common pick among board games for kids around age eight.

How long does Dungeon Mayhem take to play?

The box says 10 minutes, and that holds for two or three players. Four-player games run 15 to 20 minutes because shields and healing stretch the endgame. Setup takes under a minute, so two or three rounds fit in half an hour.

What is the best player count for Dungeon Mayhem?

Three or four. With four you get shifting alliances and the biggest swings from Fireball and Whirling Axes. Two players works fine but becomes a plain damage race. Elimination hurts most at four, since the first player out waits longest.

Are there Dungeon Mayhem expansions?

Two. Battle for Baldur’s Gate (2019) adds Minsc and Boo plus Jaheira as two extra decks. Monster Madness (2020) is a standalone box with six monster decks, rules for up to six players, and storage for every deck. Both use the same icons.

Is Dungeon Mayhem worth buying?

At $12 to $15, yes, if you want a fast fighting card game for kids or a filler between longer games. Pass if you dislike player elimination or want lasting strategy. Similar games include BANG!, King of Tokyo, and Exploding Kittens.