The Herald Bulletin

Afternoon Update

Rick's Rec Room

August 11, 2013

Dungeon Roll delves into fantasy staple

(Continued)

“The look and price were a big deal to backers,” said Darden. “$15 for a treasure chest shaped box filled with custom dice is something people are going to love. I hope that the backers who came for the aesthetic find that they enjoy the game as well.”

The heart of what takes place in Dungeon Roll can be found in the dungeon dice and the party dice. The game comes with seven of each. These dice are of very high quality, etched so that they won't fade with repeated handling.

The game starts with the player rolling the 7 party dice. On those dice there is one side apiece devoted to a mage, a fighter, a cleric, a thief, a champion and a scroll. The results of that roll creates the party you will have for your first delve into the dungeon. The members of the party are color coded to help remember the strengths of each. Those members will be used to defeat the monsters that will come up when your opponent rolls the dungeon dice.

There is a 10-sided die to keep track of the level of the dungeon in which you are delving on your turn. It also serves to tell your foe how many dungeon dice he or she gets to roll to put in your way at each level. So for the first level, one dungeon die will be rolled.

Each member of your party will be able to defeat any one monster regardless of type. The monster die will go back to the pool to be used on future levels and the party member will go to the graveyard and will not be available for the rest of the delve unless a game element brings them back. The trick is that each party member will have something they do well. For instance, a mage will be able to get rid of all the oozes by using just one mage die face. Both of them are purple to help identify that pairing. Fighters have the same power over goblins and both are green. Clerics lord over skeletons and both are grey. Champions have that power over any of the three monsters I've mentioned.

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