Post originally by Jared A. Sorensen at 2003-03-26 08:12:46
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When you wound a player (or another player suffers wounds from a Bane or Encounter you play on them), you give that player Peril (or you give it to another player).
I suppose you could give it to yourself...
Anyway, Dungeoneer is a great game and I recommend that folks check it out. Some of the rules are a bit fuzzy but nothing that an online FAQ wouldn't fix.
Post originally by Kane at 2003-03-26 10:08:15
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I recently picked up a copy of Dungeoneer from rpgshop, and I noticed that my set seems to be missing it's Entrance Chamber card. Could someone please tell me what it does?
Post originally by Lucky at 2003-03-26 11:43:33
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If I'm remembering right, the Entrance Chamber is where all the characters start. It's the first dungeon tile that you lay down. Also, in previous playtest versions, the Entrance Chamber is the only place where you can discard and draw a new quest card. Some quests involve the Entrance Chamber for completion (like Maiden in Distress--I knew this quest was in playtest for the longest time, but I haven't seen the final print, so I don't know if it's in or not).
Post originally by tldenmark at 2003-03-26 11:46:10
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The Entrance Chamber is a Map Card where you start at.
It has a Peril/Glory generation of 1/1, and allows you to buy a new Quest for 2 Glory (as long as you don't have any other uncompleted Quests in play).
Email your mailing address to citizen games and I'm sure they'll be more than happy to see that you get one!
There are 2 typos in the book: You start with 3 Quests (as stated in set-up) and the 2 paragraphs which tell you what to do with that Peril you win for beating someone over the head with an Encounter seem to contradict. The second paragraph under "Combat Rewards" is much clearer: give that Peril to any other player (which makes sense).
The rest of the "ambiguities" are highly specialized cases which most gamers can easilly figure out. Of course all the great feedback we've gotten is really helping us for the new rulebook we're writing for the expansion.
Post originally by KMC at 2003-03-26 14:13:53
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I bought this game sight-unseen because I thought it was a new take on the Dungeonquest idea. I wasn't prepared for how different a take it is, but I still like it. It seems to pay homage to Dungeonquest without copying it -- good things, I daresay, since Dungeonquest was fun but I like to play new games.
When I have played a bit more, I will probably post a review here as well. Not sure that there is much left to say but...
Post originally by Patrick Riley at 2003-03-26 15:13:52
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The one time I played, there were only two players and the game was fairly dull. The decisions on which cards to play were fairly obvious. The one quest completed during the game was simply a matter of drawing the right room, moving there, and rolling well enough. (it took me three tries). I won by default when the other player's character died. The same player has told me that it is much better with four players, but I have my doubts.
I like the idea of peril points, quests, and cards as the map, but the game just plays flat. Simply go the rooms you have to, play the cards you can, and hope the dice are in your favor. There are no real tactical or strategic decisions and no resource management or planning to maintain my interest.
Post originally by tldenmark at 2003-03-26 15:46:09
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>Hopefully the feedback I offered in this review will be of help; I try and always be constructive.
All feedback is good feedback. My first design experience and the comments so far have been exceedingly helpful for us as we are designing the expansion. I've been surprised that some people loved the rulebook and other's have found it confusing. I relied heavilly on my Strunk & White's as we had an A4 sized sheet to fill. But, things look positive enough so far that it seems worth it to invest in an expansion. As long as people are having fun playing it, it's a success.
I probably shouldn't even post here, as a designer it may not be "good form"...but you've done a pretty good job summarizing the game and I appreciate you didn't have an axe to grind. )