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The Title of Jacket Inc. third game is Dungeon Dwellers.

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- 3/10/18: Had first meeting, first brainstorm session for game. Discussed maze-type board games.
- 3/17/18 - Held second group meeting/brainstorm, decided on theme for the game: "Deadly Maze" type game. Finalized group idea for 'Dungeon Dwellers.'
- 3/24/18 - Third group meeting/brainstorm, decided game rules & decided individual tasks for group members.
- 3/27/18 - Fourth group meeting/brainstorm, discussed design & game mechanics, began playtesting mechanics. 'Bugfixes' made.
- 3/30/18 - Final group meet/brainstorm session, revamped mechanics playtest. Finalized game, finalized brainstorm.

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4 Villagers have been captured by the Maze Warden to see which survivor is the best of them all. And if one remains they will be the victor of the maze and be the new Maze Warden.

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Four players start at different corners/quadrants of the game, numbered Quadrants 1-4. Players are blindfolded, and they take turns moving around the deadly maze, encountering monsters, finding special loot, and falling into deadly traps. Due to the fact the players are blindfolded, the players must listen to the Maze Warden's directions as they go along. Quotes such as "You've come across a two-way path," and "You've met a dead end, you fool" help the player figure out where exactly they need to go. Monsters move around the board between every four turns, starting after the first four turns. Alas, monsters are not the only thing for a player to be concerned about. The other players are in a test of survival! Only the last survivor can become the Maze Warden and become ruler of this bountiful maze, so you need to keep an open ear for a foe's footsteps. If a player runs out of HP (maximum being 10), they are eliminated from the game. There is a special room within the maze that grants the player instant victory upon entering: the Treasure Hall. The Maze Warden's precious treasure hall is where the ruler's crown sits. If a player reaches this room, despite being blindfolded, they instantly win the game.

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Dungeon Dwellers incorporated a number of different maze areas that have different types of loot and includes a variety of enemies that move in different behaviors.

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#6. Must include WEAPONS (minimum of 6, max of 12)

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#6. Must include WEAPONS (minimum of 6, max of 12)

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- Staff of Ice, freezes player for a turn
- Sword, deals 3HP damage
- Battleaxe, deals 5HP damage
- Bow, deals 3HP damage & can be used from a range
- Spear, deals 2HP damage
- Healing tome - Heals a player for 3HP
- Destruction Tome - Flame attack, deals 3HP damage and burns the player, dealing 1HP damage for the next two turns.

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- Golem, deals 1HP damage to the player when encountered
- Fire Golem, deals 1HP damage to the player and burns them, dealing 1HP damage for the next two turns
- Ice Golem, deals 1HP damage to the player and freezes them in place for a turn
- Drunk Wizard, deals 2HP damage to the player and spins their piece around, making the player guess where to go next.

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(Isn't this the same thing as "Bad Guys?")

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The Maze Warden is the only non-enemy within the game. He is the guide for the players throughout the maze. Although in the lore he captures them and places them in this deadly dungeon, he never directly harms the player.

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Slime Trap, traps the player in place for a turn

Fire pit, burns the player for 3HP damage, dealing 1HP damage for the next two turns

Spike Trap, deals 4HP damage to the player

Bear Trap - deals 2HP damage to the player

For one turn players could obtain a item called "Fireflies" which allows you to remove your blindfold for 5 seconds