Wednesday, October 22, 2008

Dungeon Crawl - Review


Having just returned from a visit to a zoo on holiday I thought, this is the perfect time to try one of the Piecepack games I had previously printed the rules for.

This Rule set is called "Dungeon Crawl" was written by James Kyle and Paul Shope. As the name suggests it's a ... dungeon crawl. Unlike the other piece pack games I've played it's for more than one player, actually 2, 3 or 4.

Step one in the game is where all of the players join in building the dungeon. The players take turns placing down a tile ( face down ) and placing a coin somewhere on that tile. The coins have previously all been turned suit side down and mixed up, when placed they are still suit side down.

Players will take control of a pawn which is going to be their hero. The coins will be various things. Crowns are treasure, Arms are equipment, Suns are traps and Moons are monsters. Of course because all of the coins are suit side down no player knows what each actually is.

On a players turn they can move their pawn in a straight line as far as they want or is possible. This will be a limited move because of the random distribution of coins and the tiles.

When a players pawn reaches a coin, the coin is turned over to reveal it. If its a Crown, HUZZAR! the dungeon crawler has found an amount of treasure equal to the value of the coin. The player at the end of the game with the most treasure points is going to win.

If the coin is a moon then the hero has found a monster. A Die is now rolled if the roll beats the monsters "value" the monster is killed and the coin is taken by the player as an experience coin.
These coins can be burnt later to increase the value of later monster rolls. If the players roll does not beat the monster then he has been hurt. He takes the coin and the value shown on it is the amount of damage the players Hero has suffered. Heros can take 10 points of damage before dying.

If the coin turns out as a Sun, then its a trap, a die is rolled. With a high roll the trap is defeated and the player takes the coin as an experience point that can be burnt to aid in future trap rolls. Failure means the coin is taken as damage.

When Arms coins are revealed then it is a piece of equipment. Equipment can be used to fight other players heros when the pawns end up on the same space or to reduce damage taken.

Play continues until all six treasure coins are collected.

This game plays very quickly. Once you've gone through the set up process once you can repeat it very quickly meaning you can easily get through a number of games in half an hour. That makes it a light filler game. There are interesting decisions to be made, such as the size of coin you next investigate, do you risk a high value hoping it is a Treasure, or go low hoping for easily defeated
monsters and traps for experience. Then of course you have to decide if you're going to just look at unknown coins or attack the other players for their hard earned booty.

It's a fun light game, in my opinion best with three or four rather than just two.

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