At its heart overall gameplay is, as the name suggests, a turn-based maze crawl in an eight-by-eight dungeon. The raised indentations between board spaces are for placing red "walls" as you run into them to build up the maze visually. The game tells you what's happening with twelve unique audio cues; since you have to know what they mean, the bottommost six keys on the left play them for you on demand (with the SWITCH key, they play the second bank of six). However, they're all fairly distinctive and suggest their meanings well, so I don't recall we had any trouble remembering them. The basic idea is to get the treasure and get back to your hideout before the other player gets it or the dragon gets you. A higher difficulty setting adds "doors" that randomly open and close, but this is annoying, and I'm pretty sure we played that mode exactly once. You could probably play a decent game in about ten or fifteen minutes.
Cameron Kaiser takes a look at a vintage Dungeons & Dragons Computer Labyrinth Game by Mattel and then proceeds to take it apart. It's kind of bizarre to think about these bespoke electronics being created for games back in the day. These days it's either a video game or a board game, but combining the two is seen as a waste of resources.