Dungeon crafting isn’t just about bricks and mortar; it’s a time-honored tradition passed down through generations under the watchful eye of the Master. But in the Stonespine Mountains, it’s not enough to know the craft—you’ve got to prove your worth. Each architect must design, build, and present their own twisting labyrinth. Only the most cunning and creative will earn the title of the greatest architect. Are you ready to carve out your legacy?
👥 1-5 players, ages 10+
⌛ Playing time: 45-60 minutes
📝 Designer: Jordy Adan
🎨 Artwork: Jordy Adan, Damien Mammoliti, Lucas Ribeiro, Diego Sá
🏢 Publisher: Thunderworks Games (review copy provided)



Gameplay Overview
Stonespine Architects unfolds over four rounds, where players will meticulously construct a dungeon of 16 cards, following the design of their unique blueprint received during setup. Each round begins with players drafting from a hand of five cards, selecting one to keep, and passing the rest to the next player. By the end of the drafting phase, each player will have built four new cards into their dungeon. When selecting cards, players must consider not just the traps, monsters, and treasures but also the coin value at the bottom of each card. The card’s roads are also important, as players strive to connect chambers from the entrance to the exit, crafting a navigable dungeon.
Once the drafting phase ends, the market phase begins, where players can spend the coins they’ve collected from card values and treasure chests. The market offers tokens featuring traps, monsters, reputation stars, and secret passages, which can be purchased and placed on the dungeon cards. These tokens are key to achieving the specific objectives outlined on their blueprints and the challenge cards. When a player decides to pass during the market phase, they must choose one of these challenge cards, setting their strategy and influencing how they place their tokens to meet the goals.
After four rounds—each representing a “year” in the game—players tally up reputation points based on their performance in several areas: the common goal card, meeting the challenges of their selected challenge cards, adhering to their blueprint’s design, and connecting paths to the exits. The player with the highest reputation will be crowned the greatest architect, securing their legacy among the Stonespine elite.


Game Information
Designed by Jordy Adan and published by Thunderworks Games, Stonespine Architects invites 1-5 players, ages 10 and up, to become master dungeon builders in a family-friendly mix of card drafting and dungeon building. With a playtime of 45-60 minutes, it’s perfect for a game night that’s engaging but won’t drag on—unless you get lost in your own dungeon, of course!
Components, Production, and Artwork
From the moment you open the box, it’s clear that Stonespine Architects doesn’t skimp on quality. The rulebook is well-organized and straightforward, so you can spend more time plotting your dungeon’s devious twists and turns instead of scratching your head over the rules. The components are top-notch: the cards feel great in hand and are built to last, and the tokens—representing traps, monsters, and treasures—are thick and easy to handle. The box insert is another thoughtful touch, keeping all the bits and pieces neatly organized, which means less time fumbling with storage and more time getting down to dungeon business.
Visually, the game shines with artwork by Jordy Adan, Damien Mammoliti, Lucas Ribeiro, and Diego Sá. The illustrations are rich in detail, bringing the dungeon-building theme to life in a way that feels immersive and engaging. Each piece of art isn’t just decorative—it adds to the atmosphere, drawing you deeper into the world you’re creating. It’s like each card whispers, “Put me in the perfect spot,” as you build your labyrinth.
Gameplay and Strategy
Stonespine Architects is the kind of game that welcomes you in with its easy-to-learn rules, but then surprises you with how deep the strategy can get once you start crafting your perfect dungeon. Each round challenges you to make tough decisions: Do you grab high-coin cards to secure first dibs at the market, or do you focus on cards loaded with traps, monsters, and treasures to fulfill your objectives? High-coin cards are tempting for their market advantage, but they often come with a downside, like negative reputation or missing dungeon elements. It’s a constant balancing act where every decision feels important—do you go for the quick buck or the strategic play?
The drafting phase is where your planning and foresight really come into play. It gives you a chance to shape your dungeon to fit your blueprint and objectives, though luck still plays a part in what cards you get to work with. You never quite know what’s coming with the card draw and drafting, keeping the game fresh and making sure you’re always ready to pivot your strategy.
This game’s got serious replay value—you’ll want to dive back in again and again. With 100 chamber cards and a variety of goal, challenge, and blueprint cards, each session feels like a new adventure. The market tokens keep things interesting with their ever-changing mix; since they’re randomized each game, some tokens may appear more frequently while others remain elusive, making each market phase feel different.


Interaction and Competition
While you’re primarily focused on crafting your own dungeon, there’s still a good dose of player interaction, especially during the drafting phase. Every card you keep—or pass—can impact the rest of the table, creating a subtle push-and-pull that keeps everyone engaged. The market phase also stirs up a bit of friendly rivalry, as players compete for the same tokens and challenge cards, often snatching away what someone else had their eye on.
This game cleverly avoids direct conflict, instead fostering a sense of strategic competition. The interaction isn’t about attacking or blocking but rather outsmarting your opponents through careful decision-making. Observing what goals your rivals are chasing can inform your own strategy—sometimes you make a move to advance yourself, and other times you make a sneaky play to disrupt theirs. It’s like a game of chess, but with more traps and monsters (and no annoying knights).
Final Thoughts
This game feels like the perfect mix of thinking, crafting, and playful competition—you’ll be hooked from the first dungeon. It feels like piecing together a giant puzzle, where every decision matters, and every card played brings you one step closer to becoming the master architect. The game flows smoothly, is easy to grasp, and keeps you engaged without feeling overwhelming. It’s a perfect pick for anyone who enjoys light to medium strategy games with just the right amount of depth and a pinch of dungeon-crafting flair. If you’ve ever dreamed of building the ultimate labyrinth, this game lets you do just that—with a bit less stone and a lot more fun.
📝 Disclaimer: We received a copy of the game from the publisher, Thunderworks Games.








