In Pocket Dunj, one wonderful player acts as the Chief Dungeon Executive (henceforth referred to as the “Chief”), and uses a Dunj deck to play monsters and traps into the Dunj!
The remaining meathead players are Adventurers, using a variety of Adventurer decks to cooperatively take on the The Chief and their Dunj full of evil!
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Greetings! I am the Dunj Devil. Most mortals call me "Dev". It has an insipid charm, so I allow it.
I am the CEO of Dunj Incorporated™, and it is my mission to build powerful, sustainable dungeons that will cure the underworld of the Adventurer sickness once and for all.
I am a job creator, a visionary, and an artist. I take my work very seriously and I love interacting with highly trained Adventurer idiots who think they know everything and are entitled to anything.
Here at Dunj Incorporated, we offer you a chance to license your very own Dunj and become one of my most precious monstrosities - a Chief! Review the terms, and sign at your convenience.
I’ll be honest with you though - I know a naturally talented Chief when I see one. You sign right now and I'll fast-track this…
All kinds of dungeons that do all kinds of amazing things are available to my Chiefs. For one small fee, the Dunj of your choice becomes your paintbrush of Adventurer destruction!
There's no such thing as a Dunj that isn't swarming with stinky, violent, mindless troublemakers. Each Dunj has a menagerie of brilliant creatures to use at your discretion!
I pay a lot of money for these toys, and I don't regret a single dime. Injuring, restraining, spying, and tricking - traps come in all shapes and sizes.
Bad things happen, and every Dunj has its own wondrous little calamities. Some events even turn the Adventurers against themselves which gives me goosebumps every time.
Chief reactions are the spicy twists in any Dunj story. The more disappointed you leave these foul wanderers when they couldn't do what they wanted, the heavier your year-end bonus will be.
The most delightful of the Adventurer threats are the unique cluster bomb of highly destructive monsters and traps that await the party at the end of the Dunj.
All kinds of dungeons that do all kinds of amazing things are available to my Chiefs. For one small fee, the Dunj of your choice becomes your paintbrush of Adventurer destruction!
Engage in dramatic combat with the monsters of the Dunj using a variety of Adventurer weapons and techniques.
When swingin' sword and throwin' fist just isn't cutting it, the idiots can leverage their years of informal training to deal with the Dunj in more...creative ways.
Of course there's loads of ancient spells and powerful combat magics up their sleeves! Spells are generally pretty powerful stuff, but between you and me...they're mostly for fragile altar boys and wretched old men. But if that's what you strive to be, well that's fine by me.
Unfortunately, the most cunning Adventurers will also have unique reactions to the Chief's plays.
Absolute bummer when it happens. Without fail.
When the party is sick and tired of the Dunj beating the tar out of them, they can pool their collective cards and make big moves! Destroying pillars, violating noise ordinances, poisoning rivers...and other acts of cruelty only wretched criminal Adventurers are capable of.
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