Players will keep track of their dungeons surviving monsters and their treasure as a hero moves along the determined line.įor the hero path phase, players hand their sheet to a neighbor and allow them to draw a single path through the dungeon. So, players will want monsters to fight the hero, but also to avoid the hero so as to earn a higher score. Players can’t place a (secret) treasure unless a (visible) monster guards it, and, at the end of the game, the remaining treasures can be worth big points. Treasures that provide points to the player are placed secretly at monster locations. Also, players will want to resist the temptation to create only one path. For example, they aren’t allowed to put walls blocking the entrance. Since the hero path will eventually move from a start space to an end space, players need to provide at least one continuous path through their dungeon. The dungeon building rules are pretty easy to keep track of. If they take the card, they immediately add the icons into their grid drawing walls, monsters, traps, or placing a secret treasure. The object represents a bonus that can be used during the Dungeon Defense phase while the building icons are elements that must be added to the player’s dungeon. The cards feature two main things: an object/action and building icons. After each turn, the first player marker (the pencil sharpener) passes left and another player gets to choose first from the flipped cards. Gameplay is simple during the fourteen turns of this phase as each player will draft a card from a pool of cards flipped over from the deck. Erasers and a pencil sharpener are included as well as templates to help players draw the monsters as if they were John Kovalic. Included with the game are additional implements to help draw and resolve dungeon attacks.ĭuring the first phase, each player takes a dungeon sheet (large paper sheets featuring a grid and checkboxes) and a pencil. Finally, the last phase has the dungeon creator playing out the hero’s attack by making die rolls for monster fights and tracking the damage the hero has taken as well as the monsters and treasure found. Next, an opposing player will try to direct the assumed attacking hero’s path through the dungeon to kill monsters, avoid traps, and find treasure. The game is structured this way because during the first phase, each player will use the randomized cards to draw dungeon elements on their grid. There are three phases that players will proceed through during the game: dungeon build, hero path, and dungeon defending. For this reviewer, only having two players or teams works best, but the gameplay is the same with all player counts. Two to four players will take roughly 45 minutes to an hour to play. Whether it can keep up with other games in the category is the real question.ĭoodle Dungeon is a game about drawing a dungeon on a grid from a randomized set of cards featuring monsters, traps, treasures, and walls. Combined with a dungeon creation theme, it sounds like a perfect match. Pegasus Spiele has brought Ulrich Blum’s take on the flip-n-write game to market while also adding the cartoon artistry of famed Munchkin illustrator John Kovalic. Players who have already feasted on this gem will be interested to hear of the game to be dissected in this review. It’s an amazing blend of polyomino placement and competition to reach shared goals while fending off monster attacks from adjacent players. Friends of yours truly are pretty familiar with the flip-n-write game Cartographers.
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