I have rarely had this much anticipation for the release of any tabletop game and certainly never for one that I paid just $15 to own. But that was certainly true for dungeon Roll from Tasty Minstrel Games.
There were regular trips to the email after I kickstarted the game waiting to get the shipping notice.
“The idea came to me in June of 2012, after I saw a call from another publisher who was looking for a press-your-luck dice game,” said game designer Chris Darden. “After the kids went to bed, I grabbed some six siders and immediately started playing around. I had the base mechanic that night, and the theme assigned the next day. Over the next few months, I tweaked and worked at it until it was fun. I showed it to TMG in November at BGG.con, and the rest was history. More tweaking and revisions followed to make the game as fun as we could, and give it a ton of replayability. So, from original idea to the state you see it in today, it was probably about six months.”
There are two distinct versions of the game, the one that came from kickstarter and the one that will soon be available at the retail level. Since several of the things included to kickstarter backers won't be available, at least for a while, at the retail level, I will focus on the retail product and the first hero expansion pack.
The box that contains the components will get your attention right away. It looks like a treasure chest. It is about the size of an adult hand and that makes the game extremely portable for taking and playing nearly everywhere. But it also doubles as a place to hold the cardboard pieces that represent the treasures available throughout the delves into the dungeon that make up the meat of the game.