Hearthstone: Kobolds & Catacombs - Dungeon Runs - A Thorough Review
Introduction
Hearthstone: Kobolds & Catacombs (K&C) was one of the most exciting expansions in Blizzard’s digital card game. Released in December 2017, it introduced a fresh PvE (Player vs. Environment) mode called Dungeon Runs, which quickly became a fan favorite. Unlike traditional constructed or arena play, Dungeon Runs offered a rogue-like experience where players battled through a series of increasingly difficult AI opponents with a deck built along the way.
In this review, we’ll explore the mechanics, strengths, weaknesses, and lasting impact of Dungeon Runs in Hearthstone.
What Are Dungeon Runs?
Dungeon Runs were a single-player mode where players:
- Started with a 10-card deck (basic cards for a chosen class).
- Fought eight progressively tougher bosses (randomly selected from a pool).
- Collected new cards after each victory, gradually improving their deck.
- Lost if defeated three times (no continues).
The mode was free, requiring no entry fee or card collection, making it accessible to all players.

The Strengths of Dungeon Runs
1. Rogue-Like Deckbuilding
Dungeon Runs borrowed from rogue-like games, where each run was unique. After every win, players chose between three random card buckets (themed sets of cards), allowing for unexpected synergies. This randomness kept runs fresh and encouraged experimentation.
2. No Barrier to Entry
Unlike Arena or Constructed, Dungeon Runs didn’t require a player’s collection. New and veteran players alike could enjoy the mode without worrying about card rarity or meta decks.
3. Challenging & Rewarding
The difficulty ramped up significantly, with later bosses featuring overpowered mechanics. Beating a full run felt like a true accomplishment, especially since losses were permanent.
4. Unique Boss Designs
Each boss had distinct mechanics, from The Darkness (who shuffled candles into your deck) to Xol the Unscathed (who summoned endless 1/1 minions). These encounters forced players to adapt their strategies.
5. Replayability
With nine classes and randomized bosses/card rewards, no two runs were identical. Players could spend hours trying different builds without getting bored.
The Weaknesses of Dungeon Runs
1. High RNG Dependency
While randomness added variety, some runs were doomed from the start due to poor card offerings. Certain bosses also felt unfairly difficult if your deck lacked answers.
2. No Progression System
Unlike later PvE modes (e.g., Monster Hunt or Dalaran Heist), Dungeon Runs offered no unlockable rewards beyond card backs. Some players wished for more incentives to keep playing.
3. Limited Deck Control
Since card choices were random, players couldn’t force specific archetypes. This sometimes led to frustrating inconsistencies in deck strength.
4. No Save Feature
If you exited mid-run, you had to start over—a minor but annoying inconvenience.
Legacy & Influence on Future Modes
Dungeon Runs set the foundation for future Hearthstone PvE content:
- Monster Hunt (The Witchwood) – Added unique hero powers and special heroes.
- Dalaran Heist (Rise of Shadows) – Introduced treasures, hero upgrades, and a full campaign.
- Tombs of Terror (Saviors of Uldum) – Expanded with multiple chapters and evolving decks.
While later modes refined the formula, Dungeon Runs remain a beloved classic due to their simplicity and pure rogue-like fun.
Final Verdict
Dungeon Runs were a groundbreaking addition to Hearthstone, offering endless replayability and a fresh way to enjoy the game. Despite some RNG frustrations, the mode was a triumph in single-player design, paving the way for future PvE adventures.
Rating: 9/10
✔ Pros: Free, replayable, challenging, creative boss fights.
❌ Cons: Heavy RNG, no progression rewards, no mid-run saves.
If you’ve never tried Dungeon Runs, they’re still available in Hearthstone today—and well worth experiencing!
Tags: #Hearthstone #KoboldsAndCatacombs #DungeonRuns #CardGame #Blizzard #GamingReview #PvE #Roguelike