All players start with 3 food, 3 gold, 3 imps and 3 tunnel tiles. Each player also have 3 “minion” meeples which are used when players bid for various things on the main board using their action cards. You have a little window on your player board which
Tunnels can be used to mine gold, rooms produce various resources. Both tunnels and rooms can contain traps and monsters that are used to thwart the adventurers who will be troubling you. The game is made up of 2 “years”). Each year is made up of 4 “seasons”. I’ll try to break down the game and describe how one year plays from start to finish.
The nicest player (yes you have to decide that within the group) is handed the 1st player smiley face token. This token is passed on at the start of each subsequent season so that everyone becomes the 1st player at least once per year. Players have 8
Each season starting with Spring, also sees the gathering of adventurers. These are sorted out so that the most powerful adventurers head for the most evil players dungeon, and less powerful adventurers head to the second, third and fourth most evil player. This is a way for the game to balance things out as the most evil character is usually the one who has bought most monster or gathered the most resources (hence added to his “evil ranking). Even at this point players have a chance to influence where the adventurers end up, as you have 2 chances of lowering your “evil” by increasing your good reputation each season either by sending minions on propaganda errand into
Once 4 seasons have passed, the players should have stocked up on resources, monsters and traps – built tunnels and rooms
There is much to be told about combat, adventurers, monsters and traps.
First of all, the adventurers are divided into year 1 and year 2 adventurers (so are your monsters). Year 1 adventurers are pretty weak, while during year 2 they are a lot more challenging with more health, and power abilities. The adventurers are divided into 4 classes. “Warrior”, nothing special about these, they act as meat shields and always take first place in the party and as such often take the first hit. Rouges, these are annoying since they have a “disarm trap” ability which negates damage dealt by your traps. Wizards, cast spells during each phase of combat – spells can only be cast when there are wizards in the
Defense of your dungeon takes place in both tunnels and rooms. Tunnels can hold 1 trap and 1 monster each round of combat, while rooms can hold 1 trap (if you pay 1 gold to use it) and 2
Adventurers also take “fatigue damage” at the end of combat just before they conquer a room/tunnel so there is actually a chance to wear them down with traps and monster and have them drop dead of exhaustion as well. However if they survive they will keep going until the 4 rounds of combat are over, or if they have raided your entire dungeon. Defeated adventurers are claimed as trophies and saved for later. Should you be
There is a bit more finesse to the combat, such as a set order of combat actions, traps are sprung before monsters attack, adventurers can cast spells in between which may affect your monsters, adventurers heal at the end of combat if they have a priest in the party – but they also gain fatigue as the last thing to happens each round of combat. Combat is more about problem solving and maximizing your chances by pulling of combos of traps/monsters, taking out the right adventurer first and wounding the rest enough to have them die from fatigue. It is not as complicated as it may sound, and is quite refreshing to just
And that’s pretty much how the game works, but before I talk about the numerous ways to win this game I should talk about how it plays if you don’t fill out all the player spots with human players. The game is 2-4 players. If you play 2-3 human players then the game will have 1-2 “AI” players taking part in the game as well. This is to make the bidding on various resources harder as it would be way too easy if you only had 2 players, no competition at all. AI players only take part in the game during
Having played the game with 3 players I can say that the AI player rules work rather well and doesn’t feel tacked on. Playing with less than maximum amount of players you also decrease the amount of adventurers turning up each season by 1, meaning that there will be 1 adventurer for each human player and 1 adventurer will be discarded. This is so that the changes of
At the end of the game players count points. You receive points for having the most tunnels, unconquered rooms/tunnels, having the most resources left, having the most monsters in your service, having the most adventurers, being the most evil player and so on. There are both points directly awarded for specific categories – and there are “Titles”. Titles are earned player positions in the game, such as being the “Tunnel lord”, the player with most tunnels in your dungeon. Titles only held by a single player are worth more points than shared titles. Victory points are all counted up, and then you decrease your points for such things as conquered rooms, and unpaid taxes. So there are really a lot of ways to win this game and it isn’t clear who won until you really do count all the points at the end of the game. You will be surprised how the scores jump back and forth on the board as everything is counted and accounted for. Winning is equal parts good planning and management of your dungeon as well as having a good defense against adventurers who will drag your score down with their yearly raids.
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The core game is quite fun, and not as chaotic as it might seem at first glance and not as hard to figure out as it might sound. The rulebook is great, and the already mentioned numerous tutorials and tutorial boards on which you can train combat situations and get familiar with adventurer/monster/trap functions.
I think the playing time would land at something like 2 hours if you are all experienced, maybe 2.5-3 hours if you have to explain everything during the first play through. The light hearted gameplay, the great sense of humor in game, on the board and in the rulebook and very smooth and solid game mechanics makes this game one of my new favorites. Just as with Automobile which I had reviewed a couple of weeks ago – I find
Can’t really compare it to any other game I have in my collection or that my friends own. But the spirit of the game is similar to PC games such as Dungeon Keeper and Overlord. It is meant to be and to look funny, and I think it succeeds. I guess that if you like worker placement games, use of cards/bidding action mechanics and solving puzzles (during combat) this is a game for you. You also have to be a fan of the hilarious "cute" artwork as it is a big part of the game and humor.
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You can get the additional rules for event cards and special items from the manufacturers site: http://czechgames.com/en/dungeon-lords/free-expansion/
You can get this game from GameManiacs
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