The perfect introduction to the game night

The perfect introduction to the game night

Pegasus 51930G - Dungeon Roll, German edition (Toys)

Customer Review

Goal of the game
Are you a hero? Then prove it! Step into your group of heroes, the dungeon and fight your way level by level down. Collect treasures and experience points, but beware of the dragon. You decide how far you descend. After each level you can get out and enjoy a cold beer in the tavern. But then maybe you have songs you listen to on the heroes who were braver than you. But you've still got two chances to prove yourself. Perhaps the bards sing so at the end of you as a hero rather than Drachenfutter.

Building
The treasure box is cleared. Then get in there the whole treasure marker and be mixed. Each player is then randomly a hero or he looks for from. The hero card is loaded with the normal side in front of him. Then each player takes an overview and the players decide who is the first hero who descends into the dungeon. This player then receives all white group of cubes and another player the black Dungeon Dice. Then it's also going on already.

Gameplay
The hero now rolls from his group, which he denies the first round in the dungeon. Each hero will have three times the opportunity to prove himself a true hero.
The seven dice can show the following things:
- Two Swords = Warrior = good vs. Goblins
- A hammer priest = = good vs. Skeletons
- A magician magician = = Good against slime creatures
- A thief thieves mask = = good vs. closed boxes
- Winged Helm Champion = = Joker = Good to everything!
Roll scroll = Any group or Dungeon dice again -

What's "good for"?
A hero is not good against a certain monster, can defeat them only one (a dice so). When a hero but is good against a certain monster, so he can defeat all the monsters of this sort. More on this later in the fight.

Then the Dungeon Master puts the 10-sided die to 1. This means that the hero enters the dungeon the first level.
Now he rolls as many black dice as the plane cube indicating So, at first with a.
Overall, a hero can penetrate up to the tenth level. From the eighth all 7 Dungeon dice are always thrown. More does not exist.
A Dungeon Dice can show the following things:
- A dragon's head = The coming first time in the Dragon's Cave (see below)
- A green leprechaun head = Weak to Warriors
- A skeleton = Weak to priests
- A Slime Monster - Weak Against Wizards
- A potion = Holt group members from the cemetery
- A chest = as says the hero

The group sets off
Thus, the heroes descend to the first level of the dungeon.
Depending on what has been thrown to the dungeon dice, now the following happens:
a) A fight
b) The hero can open one or more boxes
c) The heroes use the potion.

The Fight
Displays one or more later Dungeon Dice Monsters, so the hero must fight and defeat these to enter the next level.
However, it can use a scroll to force the Dungeon Master to roll certain Dungeon Dice new.
Only with dragon heads that is not possible, they always come immediately into the dragon's lair.
He can use the scroll and to roll any of his group dice again if he wants to.

In order to defeat a monster, the player has the monster only oppose a hero dice.
Each hero can defeat 1 monster of a variety. If there are several monsters of a sort, ie for example three skeletons, in front of the group, so it makes sense for any enemy to sacrifice a cube, but to attack the enemy with a hero who against an entire group is good (see above).
"Good against" means that the hero defeats all enemies of a variety. The champion is the Joker who is good against all the monsters.
Only when all the monsters one level are defeated, the hero can use the other dice, treasure chests and potions.

Used hero dice come immediately to the cemetery and may no longer be used unless they bring back with the help of potions.

Manages the hero not to defeat all the monsters, he must escape from the dungeon and receives no experience points for that round.

Use heroes ability
Each hero card has a novice and a master page. Once the hero has earned five experience points, he must turn his hero on the master page.
The heroes have different skills. One is the special ability and this may be used by anyone at any time heroes.
Then there's an ultimate ability. This may use every hero in his adventure only 1x and then turns his hero card aside so that everyone knows that he has used them.

Examples of special abilities:
- Cubes group of cubes on the first throw new
- Open boxes and drink potions while still monsters are there
Use companion X as companion Y and vice versa -. This ability have many heroes with changing companions.
- Scrolls may be used as any companion
etc.

Examples of ultimate abilities:
- Dice newly Any number of groups or Dungeon Dice
- Transform x Monster x companions in and take this to the next Umgruppierungsphase.
etc.

The ability to change even when changing from the novice to the heroes page.

Looting!
Occur after the fight still cube around, the show boxes or potions, so it is now time to use these.
As with the struggles to open a box of each hero, but the thief and the champion all the boxes at once. Even for opening crates migrates the corresponding group of cubes to the Graveyard.

For every box has been opened, the hero engages blind in the treasure chest and takes out a treasure. If there are no more treasure in the box, so the hero gets 1 experience marker.

Examples of treasures:
- Markers that are like a group of cubes
- Scroll
- Potion
- Dragonscale which are each 2 experience at the end of the game
- Dragon bait that turns all the monsters die in rockfish
- Invisibility ring puts all scorpionfish cube back to the Dungeon Dice
etc.

Each treasure may be used only 1x and then comes back to the treasure chest. The hero is allowed to take his unused resources in the next round or values ​​at the end of the game.

Boozing!
Now the hero can still arbitrarily consume many potions. For this he must, however, a group of dice, no matter how many potions he drinks to the Graveyard. There may also be a scroll cubes.

If I have correctly understood the rule, it does so almost no sense to only drink a potion. Because you throw away one die and gets back a return.
Correct is worth this step until you can drink several potions. Either way, however one must rotate the cube or that one brings back from the cemetery, on any page. So maybe it is worth it to drink a potion? That you must decide for yourself.

Any unused crate and drink cube then come back to the dice pool of the Dungeon Master.

There is a dragon !!!
Eventually three or more dice are showing a dragon's head at the dragon's lair. Then the dragon attacks.
The Dungeon Dice from the dragon's cave, with a dragon's head, coming back to the stock of Dungeon Dice.

The hero can only defeat a dragon, when he (one scroll here not) him three different group of cubes can oppose. This course may be used treasures that count as companions. The group of cubes come after fighting a dragon to the graveyard.

Can the hero the dragon opposed any three different companions, he must escape from the dungeon and does not receive experience points for that round.
If the dragon though defeated, so the hero gets a treasure from the treasure chest (blind draw) and an experience point.

What now?
If a level is cleared and wait no more dragons on their end, then the hero has the following options:

a) go for a drink
The hero ends his adventure at this level, dating back to the tavern. He receives as many experience points as the plane cube displays at the moment.

b) Since there is a round!
Does the hero, that he. His remaining group cubes, the others remain in the cemetery, yet there may be a round, he may try to love Treasures must of course keep the hero.
The plane cube rotates to the next highest number and diced corresponding number of Dungeon Dice. Still lying scorpionfish cubes in the dragon's lair, they stay there also are until it is three and the Dragon attacks.
Could the Dungeon Master more dice roll when it is available (cube in the Dragon's Lair or from Level 8), then he throws up just as many as he has.
Now there is no turning back. Everything has now been rolled must be defeated. Whether monster or dragon.

c) be Legendary
Creates a hero and a dungeon the tenth level, he is a legend and get 10 experience points as a bonus. This adventure is over, however.

Next please!
Once a hero has finished his trip to the dungeon, whether voluntary or forced, the next player's turn.
He then gets the group dice and another hero the Dungeon Dice. So every hero 3x must now try his luck in the Dungeon and experience.

Over and out!
After each hero has tried his luck 3x, the game ends. Each player now counts his experience marker and any experience together with treasures.
The player with the most experience points is the winner of the game.

Small Conclusion
The game is surprisingly fast by the hand and also fun.
Although the instructions could be more specific on some points, but somehow you just go be fine.
It is hard that a hero who fails gets no points. This can be quickly that the player never can catch up the backlog.
Also, of course, depends very much on luck of the dice from, but which one is otherwise usual in a dice game.
No full-length play, but a good introduction to the game night.

DETAILED PRESENTATION VIDEO
There are on this title on my YouTube channel "Mike's Gaming Net" a detailed explanation of the game as a video.

cheap, quiet, efficient Rank: 5/5
November 23
Fully satisfying! Rank: 5/5
August 25
great product, I love it 1 Rank: 5/5
April 7
Too big 7 1 Rank: 1/5
December 11

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