The Herald Bulletin

Morning Update

Rick's Rec Room

August 11, 2013

Dungeon Roll delves into fantasy staple

(Continued)

But there are 3 other faces on the dungeon dice. One is a treasure chest. Any member of the party can open a chest but only a thief and a champion can open any number of chests rolled. For each open chest, the player will draw randomly from the chest to determine the treasure obtained. Some treasures act as faces of the party die and some help to escape a tight spot in the dungeon or defeat a dragon. I won't list them all in this review. Another face is a potion. Any hero or even the scroll can quaff (drink) any number of potions. Then that party member goes to the graveyard. What the potion does is revive any party die in the graveyard and let it come back as any face on that die.

The final side of the dungeon die has a dragon head on it. When one of those is rolled it is put into the dragon's lair where it remains until three or more have been rolled during a single delve. The the player must fight the dragon. It takes three different types of party members to defeat a dragon.

Dungeon Roll is a nearly perfect game that cleverly is both a push-your-luck game and a resource management challenge. Each time you clear a level of the dungeon, you can choose to quit or continue. If you quit, you receive experience tokens equal to the last level cleared. That decision needs to be made before the dungeon dice are rolled for the next level. If you go forward and fail to clear the next level, you get no experience points for the entire delve. Three delves for each player make up the game so it can be a bit crippling to fail in one delve if your opponents score in all three of their delves, but winning is still possible.

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