In Phase Three, players receive their dungeons back and shuffle those drafted cards into a deck that will now aid them in their fight against the hero. The only catches are no diagonal movement, and no block on the grid can be traveled through more than twice. But maybe the hero won’t! For your neighbor, this line is supposed to get the hero out alive, avoiding traps, picking off enough monsters to dash hopes, and maybe lifting a treasure or two along the way. Yes, somebody gets to draw a thick black line over all your hard work. In Phase Two, players pass their sheets left to allow a neighbor to then determine the path that the hero will walk through the dungeon. Hoping for more of a Tempest than a Midsummer Night’s Dream Sending the hero to gory glory These stats cannot be ignored, but neither can they be your sole endeavor. These improvements hold the key to whether your goblins are both literal and metaphorical beasts or your dragons wimps. ![]() Improvement icons allow players to improve the stats of monsters, traps, and even increase the value of the treasures. At the top of the Dungeon sheet are a series of stats for each of the critters and dangerous toys below. ![]() One additional feature among the drawing icons are Improvements. There is a stencil provided for the artistically uncomfortable, but there’s something to be said for ugliness in a dungeon. Along that path, in cleverly crafted rooms, nooks, and crannies, players must hide their treasures underneath hideously drawn monsters on a second secret slip of paper in hopes that the hero will walk on by or pick a fight elsewhere. The aim is to create a path so perilous that the hero will die from repeated exposure to spiky teeth and spiky spikes. The only real rules are: 1) There must be a clean path through the dungeon without any impassable secret rooms-this isn’t Harry Potter-and 2) Traps and monsters alike may not be orthogonally adjacent to one another. The beautiful challenge of the drawing phase is creating a working dungeon, from scratch, with no idea what features will be tossed your way, or in what order. Wall sections, traps, goblins, orcs, dragons, and treasures may all be placed immediately onto the dungeon grid, provided the Dungeon Master adds them from left to right, just to be sure there’s room along the way.įor fourteen rounds, cards are dealt to the center-one for every player, plus one-to be drafted one by one and added to player dungeons. Each card contains a series of icons across the bottom, indicating dungeon features that may be drawn when the cards are drafted. For now we’re looking at the bottom bits. The top features an action that will serve the Dungeon Master in Phase Three. The deck of cards is slightly oversized and contains two parts. I’m probably more excited about this than what might be considered normal. Yes, you heard me, the first-player marker is a working pencil sharpener. The first player gets the pencil sharpener. The game’s deck of cards are shuffled into a deck. Players receive a full sheet of paper featuring a dungeon grid-prime real estate for a death trap-and a pencil. Phase one gives each Dungeon Master a blank slate on which to create the dank nightmare of their dreams. ![]() So sharpen your pencils as weapons-but just this one time, OK, because pencils can be dangerous-and head for the dungeon! I didn’t go to dungeon architecture school for nothin’ Only one outcome scores true victory in this creative battle: a slain hero. Players take up the role of Dungeon Masters who will create a dungeon to fill with monsters and treasures before welcoming an unsuspecting hero into the chaos for a fight. Doodle Dungeon could be described as a draft-and-draw dungeon workshop from Pegasus Spiele and the design mind of Ulrich Blum ( Minecraft: Builders & Biomes).
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