The action of the game, set in dungeons, gloomy castles, or other equally strange places, always attracts players’ attention—especially when there is a promise of an adventure. Usually, we take on the roles of brave heroes, overcoming traps and enemies with courage and wit. But what if we switched sides and played something more akin to the famous Hotel Transylvania?
The board game Donjon (Donżon), published by Czacha Games, might be the perfect choice for that. Why? Let’s dive into the review of this title by Joachim Thôme.

The game is based on the French comic book series by Joann Sfar and Lewis Trondheim, which parodies the Dungeons & Dragons universe and role-playing games in general. Both in the comics and in the game, we follow a shrewd dungeon keeper who runs a thriving business—luring reckless adventurers with the help of his monsters, getting rid of them, and keeping their loot. Naturally, all manner of creatures assist him, as he eagerly recruits new beasts to fill his halls.
Story-wise, the game doesn’t stray far from its comic origins—except here, we players take on the roles of the keeper’s interns, competing for a permanent position in his booming (and slightly evil) enterprise.
Gameplay
Each player receives their dungeon board, resembling a set of well-furnished chambers—because what wouldn’t you do to make your monsters feel at home? In the center of the table, two main boards are available: one showing the castle outline, where potion cards, VIPs, and the Sword-of-Destiny Bearer cards are placed, and the second—Terra Amata, the place to recruit monsters. It’s also the hub of adventurer activity and the source of new threats.
Our goal is to arrange five types of monsters (six, counting the VIP) within our dungeon in such a way as to fulfill the objectives revealed at the start of the game. On our turn, we may take up to two identical creatures from the swamps or the forest. Then move any of our monsters inside the dungeon a number of spaces equal to the total number of monsters of that color we control. Of course, things wouldn’t be that simple—new threats and wandering adventurers will keep us constantly on edge.


At the beginning of each round, new dangers emerge—groups of adventurers advance deeper into our lairs, so we’d better stay alert. During the Recruitment Phase, we choose a source for our new allies—the forest, the swamps, or the Abyss of Oblivion—and take up to two monsters of the same type, placing them at the dungeon entrance. The total number of monsters of that color determines how many movement points we gain this turn.


Some monsters can be sent to the Abyss of Oblivion to trigger special room powers—a way to summon VIPs, brew potions, or call upon the Sword-of-Destiny’s Bearer. Once a player manages to bring five monsters into the office (the fifth chamber), they unlock their Guardian Tile, which grants powerful abilities—though using them comes at a cost in victory points.


The key to success lies in balancing dungeon expansion with the defense against incoming adventurers. If heroes delve too deep, we’ll start losing valuable points. The game continues until the final Threat Card is revealed—then we tally the objectives, monster placement, and dungeon condition to determine the most cunning (and successful) Keeper of Donjon.
Review
The Donjon board game maintains the parody tone of the comic series—a humorous twist on classic adventure tales. Viewing the world from the monsters’ side turns the dark dungeon trope into something closer to a quirky hotel for monsters, straight out of an animated film.



We must admit that surprised us a bit—after opening the box, we expected fights and chaos, yet found instead a clever game of management and entrepreneurship (after all, someone has to pay those taxes). Like any good internship, players must prove themselves by properly assigning their recruits so that everyone’s happy—especially us—while fulfilling four game objectives.
The length of play varies depending on the number of players, as the depletion of monster pools triggers new Threat Cards, and once the deck runs out, the game ends.


We loved the humorous art style faithfully carried over from the Donjon comics—it keeps the playful, adventurous tone alive. The localized names and witty translations for each monster often made us smile and sometimes even burst out laughing.
This title can easily be recommended to both families and experienced gamers who appreciate humor in games. Instead of fierce battles, Donjon offers a lighter experience built on unique mechanics, yet still drenched in the familiar fantasy atmosphere.



Summary
Donjon is a surprisingly light yet inventive take on the world of monsters and dungeons—this time from the other side of the sword. Instead of fighting heroes, players manage, plan, and laugh their way through a game full of strategic depth and comic-book charm.
It’s an ideal choice for a family game night or as a palate cleanser between heavier titles—especially for those who like their evil served with a wink.

Special thanks to Czacha Games for providing a review copy of the game.

