DungeonCrawlers presents
Turn a dungeon battle into a campaign.
MageQuest—called Dungeon Quest in the original rulebook—is a fan-made expansion for Mage Knight Dungeons. It adds co-operative parties, persistent heroes, unexplored dungeons, personal quests, domain effects, new artifacts, and spell books.
You still need Mage Knight Dungeons. These are additional campaign rules, not a standalone game.

Three ways into the dungeon
Heroic Quest
Three to six players form one co-operative party, each controlling a hero. A referee is optional for smaller groups and recommended when more than four heroes play.
Heroic Challenge
Players build rival teams and race to complete quests, using the new Quest and Domain cards, artifacts, relics, tokens, and spell rules.
Dungeon Gang War
Leave the heroes behind. Command Mage Spawn, fight for territory, and win by controlling the largest part of the dungeon.
How Heroic Quest changes the game
- 1
Build a party
Each player controls one hero. The classic fighter, thief, mage, and healer mix is recommended, but any team that can support itself is legal. A standard starting game uses about 100 points.
- 2
Set the dungeon level
Average the party's experience, levels, items, and artifacts. The rulebook's table uses that level to stock treasure, wandering monsters, artifacts, special-ability tokens, traps, and the Dungeon Deck.
- 3
Explore as you play
The complete dungeon is not laid out in advance. Draw a Dungeon Deck card when the party leaves a tile, place the matching tile, and resolve its tokens and cards. Tiles that cannot fit become dead ends.
- 4
Find the exit
The exit appears only after the party opens enough treasure chests. One hero needs two; a full six-hero party needs twelve. The exit is placed as far from the party as possible.
- 5
Carry the story forward
Heroes retain experience and gold between dungeons. Items and artifacts normally return to the pools, while long-term advancement moves each hero toward an ultimate personal quest.

Domains reshape rooms
When the Dungeon Deck shows a Domain symbol, draw a Domain card and apply its rules to that tile. A familiar room can suddenly forbid ranged attacks, restrict movement, or change the party's priorities.

Magic gets a spell book
Heroes whose Special Ability Card includes “Magic” may carry spell books. Books have capacity, spells have page costs, and browsing or casting costs four speed points.