
Pocket Dunj is a cards-only tabletop party game for 2-5 players!
Turns chaotic dungeon crawls into something you can set up fast, learn fast, and will immediately want to play again!






One dirtbag player uses a Dunj deck to play monsters, traps, and heinous events into the Dunj! This player is "The Chief".

All other players use an Adventurer deck to team up against the Chief's monsters, traps, and heinous events in the Dunj! These players are "The Party".

The Chief wins if their big nasty Dunj injures all the Adventurers! The Party wins if they make it to the end of the Dunj deck!


"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 canvas 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.

Sword idiots, thieves, perverse magicians, and more - there’s all kind of roles for your donkey adventurers to take on. Each offers a distinct deck and play style.

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.

There are many more Adventurers and Dungeons to come! Every Adventurer deck and Dunj deck will always be compatible with all other decks.
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