PLAYED FOR YOU

 

Dungeon Roll

Seven Companions fighting monsters and dragons

 

You embody a hero, first in his novice stage and later as an experienced adventurer; one player in turn is active adventurer, his left neighbor is Dungeon Master. You roll seven dice for companions or scrolls, the Dungeon Master rolls a number of Dungeon dice in relation to the current dungeon level.

An adventurer's turn comprises 1) Fight monsters - use active dice only; used dice go to the cemetery and dice effects are implemented. Scrolls can be used to re-roll dice, you can activate hero abilities - the Ultimate Ability only once per adventure - and defeat monsters using warriors, priests, magicians or champions on companion dice. 2) Plunder Phase - you use a thief to open chests or consume potions upon discarding a companion to get dice back. 3) Dragon phase - if there are three dragon symbols on dungeon dice you need to fight the dragon using three different companions, you can use treasures representing companions. 4) Regrouping phase - the adventurer retires (10 experience points) or returns to the tavern (experience points = dungeon level) or tries the next level using remaining dice. If you do not defeat all monsters of a level you must flee with zero experience. After three adventures for each player you win with most experience from adventures and unused treasures.

A multiple solitaire game, there is no interaction but the tension if someone succeeds at the current level and a bit of gloating when he does not. Core of the game is an optimum use of companion abilities, use of treasures and special abilities of heroes to supplement the remaining dice which are very scarce in advanced levels.

 

Players: 1-4

Age: 8+

Time: 30+

Designer: Chris Darden

Artist: Rob Lundy, Eric J. Carter

Price: ca. 15 Euro

Publisher: Pegasus 2013

Web: www.pegasus.de

Genre: Dice, dungeon

Users: For families

Special: 1 player

Version: de

Rules: de en

In-game text: no

 

Comments:

For any number of players, regulated only by the down time for your next turn

Good game, unfortunately very badly written rules

Good mix of luck and tactic

 

Compares to:

All games using dice to equalize other dice, Can't Stop for risk or continuing

 

Other editions:

Tasty Minstrel Games

 

Chance (pink): 3

Tactic (turquoise): 3

Strategy (blue): 0

Creativity (dark blue): 0

Knowledge (yellow): 0

Memory (orange): 0

Communication (red): 0

Interaction (brown): 0

Dexterity (green): 0

Action (dark green): 0