Having made repeated attempts to play and survive a single game of Dungeonquest (and failed), both myself and those who played it decided to form a new set of rules that toned down the "slow, random torture" method that permeated the original Games Workshop design. My version includes rules for experience points, has a few more options throughout the course of the game, and reduces the card drawing to a single deck (everything else is handled through die rolling and chart reference). If you try it out, please let me know what you think.