
- BGG rank
- BGG #6,078
- BGG rating
- 7.5
Worldbreakers: Advent of the Khanate
- 1–2 players
- 30–45 min
- Complexity 2.5/5
- 2023

2020
Rules assistance for Dungeon Flee
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Dungeon Flee is a board game released in 2020 for 1–2 players, 45–70 minutes per game, and ages 12 and up. It was designed by Joseph Propati and its main mechanics are Hand Management, Solo / Solitaire Game, and Open Drafting.
The dungeon deck consists of 104 cards representing six dungeon levels, monsters, treasures, traps, doors, empty corridors, dead ends and stairs up. While exploring a nearby dungeon, you found a horde of monsters planning something big for your nearby village. You were attacked and fell off a ledge in to the void. Left for dead by the monsters, you now have to make your way out of the dungeon and back to your village. You have no ideas where you are or how to get out but you have to escape and your are running out of time. Each corridor you take could lead you closer to the exit or directly into a dead end. Keep running and if you hit a dead end turn around and continue running. You can't stop and you must escape. Each turn presents new dangers and possible treasures. If you can survive long enough to make it through four stairs up you escape the dungeon alive. Take too long or hit too many dead ends and you may never make it out alive. —description from the designer
Dungeon Flee supports 1–2 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Dungeon Flee is 45–70 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Dungeon Flee for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Dungeon Flee has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Dungeon Flee belongs to these categories: Card Game, Fantasy, and Print & Play. Its main mechanics are Hand Management, Solo / Solitaire Game, and Open Drafting. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Dungeon Flee are: Joseph Propati. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Dungeon Flee as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.