One Deck Dungeon is a small dice chucking game that didn't really work for me. Aesthetically, the illustrations look like a teenage Canadian version of anime, and the choice to have ALL characters female and of different ethnicities further hampers the old world feel with a modern, 2016 agenda. Additionally, the lightweight, rounded dice fly everywhere and from a tactile point of view, this feels like I'm throwing marbles rather than rolling dice.
I like the idea of turning over doors to see what is inside and then facing the monster or traps--and that thematic conceit is what makes this game slightly different than just mere accounting. But this idea is injured greatly by perhaps the worst/least thematic mechanic I've come across in a game like this: even if the monster or trap badly injures the heroine, the heroine claims the loot of that monster or trap in a "success". While one can intellectualize this as an abstraction of a back and forth combat, if my character gets whipped by a monster in battle, I don't want to gain that monster's treasure. For the major part of this game, I am rolling dice or slotting dice into little boxes, and pretty soon, this starts to feel like more of an abacus than a game.
I'd like a cool solo adventure game that does not take up the setup time, playing time, or space of Perdition's Mouth, Shadows of Brimstone, Runebound (3rd), or Mage Knight (all of which I enjoy and recommend), but One Deck Dungeon is not the one for me, nor is it even as enjoyable as the other small dice chuckers that I've played like Space Hulk or Tiny Epic Galaxies.