Thursday, August 8, 2013

Dungeon Roll Review

Sitting in the mail yesterday was a box.  inside the box was my copy of Dungeon Roll, Kickstarter Edition.

So, you want to know what comes in that awesome game box that is shaped like a treasure chest? 
  • 7 Dungeon Dice - Custom Molded Dice
  • 7 Party Dice - Custom Molded Dice
  • 8 Base Set Hero Characters - Commander, Paladin, Battlemage, Necromancer, Dragon Slayer, Half-Goblin, Enchantress and Bard.
  • 8 Expansion Pack #1 Heroes - Alchemist, Scout, Leprechaun, Treasure Hunter, Elf Tracker, Sorceress, Dwarf Berserker and Undead Viking (Included at no extra cost)
  • KICKSTARTER EXCLUSIVE -- +2 Dungeon Dice
  • KICKSTARTER EXCLUSIVE -- Dragon's Lair card (does not affect gameplay)
  • KICKSTARTER EXCLUSIVE -- Graveyard card (does not affect gameplay)
  • 4 Player Aid Cards
  • 36 Treasure Tokens
  • 24 Experience Tokens
  • 1 10-sided die - For tracking the current dungeon level
  • 1 Rulebook
  • 1 Book of Heroes (Information about the heroes and rules clarifications pertaining to those heroes)

Here is a closer look at the dice:

Each game is played in three rounds.  each round is one delve into the dungeon.  Highest XP wins.  There are hero cards.  these heroes are the party leader.  They have special abilities that can affect the outcome of the delve.

Pictured above is the Crusader.  Every level, she can use the top ability.  the bottom is used once per delve.  This is the hero I picked for this demo.

Starting the game, you pick up the 7 party dice(white ones) and roll them.  That's your "party".

Then the "dungeon lord", aka, you in a single person game, turns the dungeon level die to 1 and then rolls the appropriate number of dice for that level.   1st level, is 1 die.  2nd level is 2 die... you get the idea.

Pictured above is a 5th level dungeon with the party still in full strength.  the party currently consists of A Wizard, a Fighter, two champions, two thieves and a scroll.  the Dungeon dice (black ones) show two goblins, a Skeleton, a dragon, and a potion.

To start the round, the dragon die gets set aside into the "dragon's lair".  Once three are in there a dragon will appear and you fight that.   The fighter die can take out any number of goblins, but my hero's ability allows me to use him as a cleric if I wanted.   I really don't, so I discard the fighter and the goblin dice.  The Fighter die goes into the "graveyard", and the goblin dice get set aside for reuse.   The Wizard can take out any number of oozes, but only one each of the other types of monsters, so I'll keep him in reserve.  the thief takes out one of any type of monster, and since I've got two of them, I'll use him.  The champions take out all of any one type, so I'm saving them for level six.  I move one thief to the "graveyard" and the skeleton to the side to be reused.  the thieves are needed for treasure chests, so I'm holding the last one in case the next level gives me a treasure chest.   At the end of the round, any party dice left can be used to activate potions, or if a thief, take a treasure chest.   Since I have a potion left, I use one of my champions ( I can use any die, including scrolls) to use the potion.  A potion brings back one party die back from the graveyard.

Next round level, I have two champions, one thief, and one scroll.   the potion brought back an additional die for the party, so I can make it anything I want.   Scrolls are handy as they allow rerolls of the monster dice.  if I didn't think I had enough to run the next level, I'd retire to the tavern, collect my XP, and let the next player go.  If I'm lucky enough to get to level 10, I automatically retire.

Once there are at least three dragon dice in the lair,  you have to fight the dragon.   You defeat him with three different party members.  IE:  fighter, wizard, thief would work, but two champs and a thief would not.

it's pretty fun, quick and can be played in a half hour or less.

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