Pulled my lucky trap card and it was the swinging blade of death! It took us maybe another few quick dies to add one of the alternate rules allowed I encourage you to use it in the rule book and modified it to a single death was allowed per game — with discarding all your cards and health etc. So why do I like it? Maybe it has something to do with why we even get into our cars every day… Or fly… Or, heck… Even get out of bed! But this game, if you give yourself over to the life it has planned out for you, is an amazing adventure into a completely uncontrolled slide through a story that you have absolutely have no skill set to rely on.
That is what makes this game so fun for us. My youngest 10 is an agility master and kills me in every dexterity game there is except for beer pong. It is a level playing field with excitement and yelling and laughing and not caring and running for another hi-ball mid turn that we just never got with any other game. Now, of course in life I want people to bring their best skills with them. I want that bungee kid to make sure his three hour training class stays with him for every person he hooks up; I want the thousands of flight hours and training go Air Force with every pilot not to mention the skills of the mechanics; I want every driver out there driving with the same skill I use and my son is learning in his German Driving Lesson course to help mitigate luck from my daily fears….
Let me start off by saying that this game has a reputation. And that reputation is, in a word, Brutal. No one I have ever spoken to has called this game easy, or even fair.
But that just makes me smile. Dungeons can open and close like a mall? That in itself is amusing to me, but wait, it gets better. You have a choice of characters you can select, each with their different skill sets and special abilities. There are four attributes to each character, strength, agility, armor, and luck. Often you will have to test one of these four attributes whenever you encounter an obstacle or a trap.
Why is that, you ask? Because combat is essentially done with cards in what can loosely be defined as a game of War combined with Rock-Paper-Scissors. Let me explain this combat thing in greater detail.
If your opponent beats yours, it goes on your damage stack. If you tie, nothing really happens. However, if you play a card that your opponent has the right symbol for or vice versa , they can play a counterattack card to add its damage value to the total value.
If they beat your value with the new value, both the damage card and the counterattack card go to the damage stack. And of course vice versa. This can make combat really short or really long, depending upon random luck and the strength of your draw. By the way, healing? You take your chances with that as well. There is no such thing as a healing potion.
Instead, we have the unstable potion, which you sometimes find. It can heal you…IF you make the right roll. A roll of snake eyes on two dice will kill you if you drink it. Anything less than an 8 will hurt you or do nothing, which means that you better roll good if you want to stay alive. There are other methods to heal, but all of them are just as risky or worse.
But as you move and explore, you can encounter rooms that force you to make tests on your attributes. Some are fairly benign, and the game is forgiving with some, allowing you to roll again next turn if you fail, with a determination token added in to increase your odds of making the roll. You fail, you die, end of story.
Those are some hard odds right there. The game can produce some epic stories, though. He attempted to open up the door, and triggered a swinging blade trap, which killed his character instantly.
This was after he had been delayed for three rounds trying to lift a portcullus just to get to the room.
It was the game giving him the proverbial middle finger, and we all had a good laugh about that, because it was just so like DungeonQuest to do something that mean. This game is in the upper echelon of the challenge rating, because not only do you have to get the most gold, you have to get out before the dungeon seals you in.
Which means you have to know when to cut your losses. It can be a victory against the game just to get out of the dungeon at all, really.
When you beat a game that is difficult, it makes you feel like you accomplished something great, and this game is just a lot of fun to play in general. Dungeonquest is a cruel, albeit fun dungeon crawl.
You need to have the right frame of mind though. You have to be able to laugh when, after making it to the treasure room, on your way out of the dungeon, you get turned around, fall into a pit, have your torch go out get bitten by a vampire and then ultimately die, beheaded by a vicious trap.
Hilarious , no? Most of the things that happen to you are completely random. You roll attribute tests to avoid some pitfalls, while others just happen to you because you draw the wrong card. The only decisions you make are where you want to go, which results in a random encounter and room, and when you want to try and leave this deathtrap of a dungeon.
I love it. It has great replay value due to the variety of components and the randomness. No game plays the same, except for you getting mauled. The combat bogs down a bit in a multiplayer game but goes fast in a solo game, which is how this game shines.
Fantasy Flight included baggies to hold all the components even the board which are gorgeous. The board is thick, the room tiles are thick and varied in art, the character cards are cool, the minis are fantastic and the card art is great, phenomenal production all around.
Plus, the characters come with components allowing them to be used in Descent 1st ed. An exciting, shallow, gorgeous, cruel game. Those who hate randomness or games lacking strategy should avoid it. This game is as ruthless as the PC game Nethack. It does not give. Killing monsters yields no reward other than the feeling of relief that you did not get murdered or perhaps the horror that you did not get murdered. Seriously, this game will kill you.
In varied and gruesome ways. My particular favorite is stumbling headlong into a rotating room that butts up against the outside wall. Search twice in hopes of that ever elusive secret door. If you fail, well, you starve to death in a round room. No, I am not kidding. The first step — dead. The combat system is a bit complicated unnecessarily so in my opinion , so I suggest going over that in detail before starting if someone in the game has not played before.
Other than that, this is a game that is very easy to pick up just by playing it. This may sound like a negative review, but nothing could be further from the truth. I LOVE this game! None of the hand holding, coddling and monster milquetoasting that is rampant in other games. Random death from every corner for no reason whatsoever awaits you with sharp nasty teeth.
I strongly suggest playing it with people who will revel in how the other players get ripped to bits, eaten alive and charred. In the end you can all compare notes in the Locker Room of the Afterlife. May the richest corpse win! I had no expectations when I purchased it, as I really only bought it to get the hero figures and stat cards to use with Runewars which i love. And yes I am quite the dork, I am aware , but I was pleasantly surprised by this game.
It is not deep, and can be frustrating if you die on your second turn, but man, is it fun. You randomly flip tiles as you explore and draw cards from various decks which may be treasures helpful items or creatures to fight.
The object of the game is to explore the ruins of Dragonfire Castle and collect treasure before time expires. Players must try to locate the treasure room at the center of the castle by navigating a labyrinth of ruins leading to it.
After locating the treasure room, players collect as much treasure as possible, and then attempt to escape before time runs out. Play is centered around the game board. Dungeonquest is unusual in that the game board is only revealed as play progresses. The board begins blank except for a grid pattern and the treasure at the center.
A set of "room tiles" are arranged randomly near the board, face down. Play progresses in turns as each player, controlling an adventurer, selects a tile at random and sets it down on a grid space on the board.
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