Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Review of DUNGEON! Fantasy Board Game by Wizards of the Coast
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="thewok" data-source="post: 7648987" data-attributes="member: 60907"><p>No, they won't. The hallway spaces are flagstones of various sizes, some of which are downright small. a 1" mini may not even fit in most of the rooms. Chambers are larger, but they tend to get filled with Cleared tokens as the monsters are killed.</p><p></p><p>I'll post here what I posted on the WotC forum regarding the game.</p><p></p><p>I just got done playing my first game of Dungeon! (Nice job putting that exclamation point there. It looks like I'm incredibly excited about that.) Overall, it played well enough. The rules were simple and straight-forward, but I discovered one concern while playing.</p><p></p><p>Due to the way the game is designed, the rogue has a 67% chance of finding a secret door. The problem is that the rogue is the "weakest" class, as it's meant to stay in levels 1-3, and it needs only 10,000 gp in treasure to win. As a fighter, I spent numerous turns trying to spot a secret door with my piddly 33% chance. Why? Because I'm meant for levels 3-5, and the way into the higher levels is rife with secret doors. The wizard also had trouble, but that may be because he got the minimum number of spells for the game.</p><p></p><p>Results of the game: Rogue wins with 14,250 gp in treasure. Fighter barely gets into level 4, and has 10,000 gp in treasure. Wizard has about 14,000 gp in treasure.</p><p></p><p>For some reason, the character that's really good at finding secret doors really has no need to do so, while the characters that do need to spot secret doors to take shortcuts to the parts of the dungeon they're meant to be in fail 2/3 of the time to do so.</p><p></p><p>Like I said, I enjoyed playing it, but it seems that the rogue just has it pretty easy.</p><p></p><p>I guess my strategy for next time will be to hang around in level 1 or 2 until I get a Secret Door card (and maybe a Magic Sword), then move on to where I need to go.</p></blockquote><p></p>
[QUOTE="thewok, post: 7648987, member: 60907"] No, they won't. The hallway spaces are flagstones of various sizes, some of which are downright small. a 1" mini may not even fit in most of the rooms. Chambers are larger, but they tend to get filled with Cleared tokens as the monsters are killed. I'll post here what I posted on the WotC forum regarding the game. I just got done playing my first game of Dungeon! (Nice job putting that exclamation point there. It looks like I'm incredibly excited about that.) Overall, it played well enough. The rules were simple and straight-forward, but I discovered one concern while playing. Due to the way the game is designed, the rogue has a 67% chance of finding a secret door. The problem is that the rogue is the "weakest" class, as it's meant to stay in levels 1-3, and it needs only 10,000 gp in treasure to win. As a fighter, I spent numerous turns trying to spot a secret door with my piddly 33% chance. Why? Because I'm meant for levels 3-5, and the way into the higher levels is rife with secret doors. The wizard also had trouble, but that may be because he got the minimum number of spells for the game. Results of the game: Rogue wins with 14,250 gp in treasure. Fighter barely gets into level 4, and has 10,000 gp in treasure. Wizard has about 14,000 gp in treasure. For some reason, the character that's really good at finding secret doors really has no need to do so, while the characters that do need to spot secret doors to take shortcuts to the parts of the dungeon they're meant to be in fail 2/3 of the time to do so. Like I said, I enjoyed playing it, but it seems that the rogue just has it pretty easy. I guess my strategy for next time will be to hang around in level 1 or 2 until I get a Secret Door card (and maybe a Magic Sword), then move on to where I need to go. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Review of DUNGEON! Fantasy Board Game by Wizards of the Coast
Top