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Tips & Strategies (8)
Tips & Strategies (8)
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After four incredibly frustrating games we had to employ a house rule for Dungeon! that basically locked people into their own zones. The problem we were facing is that the game essentially rewards characters that are tuned for higher level zones like Wizards and Warriors that just wipe out the Level 1/2 areas and essentially lock down the Thieves and Clerics from being able to amass any treasure. Every single time I played Cleric I found myself having to die repeatedly in the Level 3/4 areas just to hope for a chance to win.
When selecting your hero, don’t be scared of choosing the Wizard. His win goal of 30,000 gp looks intimidating but he can overcome that relatively fast. The Wizard can handle the hardest levels of the dungeon better than any other. Some of the rewards in those levels can get him to his required gold in just five or six victories. Add in his ability to attack from outside the rooms with spells, and the fact that he can choose from three different ways to battle any opponent, and sorcery looks like the correct path to success!
Sometimes the dice hate you and you end up attacking a monster you should be able to defeat many times just to realize you aren’t going to win and he has half your treasure. I like the idea of putting a RIP counter on the monster card every time someone attacks him indicating that it is wounded and now takes one less on the die roll to defeat. This means that if you are willing to use the turns you will eventually win and get your treasure back.
Take a Rouge or Cleric and get to level two. The treasures are modest, but the monsters are not too powerful. When you get close to your goal, move toward the great hall. You can easily grab your last treasure(s)in an unexplored level one room near the exit.
Dungeon is a great introductory game for new and or young gamers. But, when using dice, randomness is guaranteed. When players engage a monster and lose the fight, they roll again to determine the damage their character suffers. A Roll of 12 means a player is killed and must restart the game. That can be a discouraging blow to a newbie, so we eliminate the “killed” status and use “wounded” as the maximum damage a player can receive.
I play Dungeon! with my kids and aim for a bit of flexibility with the rules.
According to the rules, one cannot collect treasures from beasts slayed in chambers. This results in no one ending their turn in a chamber – no payoff if one defeats a monster, but a risk of lost loot if one fails to defend an attack.
Therefore, we allow for looting bodies in the chamber. Kill the monster? Then loot its corpse and pick up a treasure card.
Here’s a Co-op version to take your Adventuring Group on.
Adventuring Party
Cooperative Play Variant
The dungeon’s gotten very dangerous of late—with its wandering monsters threatening to overrun the nearby town! You’ve decided to set aside your differences for once, and created an adventuring company charter to aid your town in beating back the tide of evil. And this time, everyone gets an equal share of the loot… although you still have to watch the Rogue.
Variant Rule: Instead of playing the game against each other, you are all working together to defeat the Monsters and claim treasure. At the beginning of the game, add up the gp amounts of Treasure needed to win the game for all Heroes, and divide the total by 2. That number is the collective amount of winning Treasure for everyone. During the game, you can play with your Treasure cards face up. Once the Heroes have enough Treasure to win, each Hero must return to the Great Hall. The Heroes lose the game if one of the following things happen:
Two Heroes are killed during the game.
You have a number of revealed Monster cards in the numbered slots on the side of the board equal to the number of Heroes +2.
In this game, the Thief character is the weakest of the lot. That only needs 10000 thousand looks appealing, but the average reward for level 1-3 is about 1000. The Thief has to kill at least 10 things or more, depending on treasure reward. The Thief has never won any games we played.
So let’s help the thief out and give them a magic sword right off the bat. This should level the field a bit and give them a fighting chance.