by Lee Valentine
Dungeon Lords
Published by Z-Man Games (2010); Czech Games Edition (2009)
Designed by Vlaada Chvátil
Contents: 7 game boards (most double-sided), 90+ cards, 130+ tiles, 12 wooden figures, 140+ tokens and counters, full-color rulebook
2-4 players
$65.00
In 2010, in cooperation with Czech Games Edition, Z-Man Games released
Dungeon Lords in the United States. This new board game comes
from designer Vlaada Chvátil, who also designed Galaxy Trucker
and Space Alert (featured in OgreCave's
2009 Christmas Gift Guide), among some of more popular
offerings. Obviously themed as a board game successor to the 1997
Electronic Arts PC game title Dungeon Keeper, in Dungeon
Lords players play evil overlords (or is that underlords?)
overseeing the building and stocking of terrible fantasy dungeons. Like
Chvátil's earlier design in Galaxy Trucker, the premise is to
invest time into building something up only to watch it get knocked
down. After every four calendar seasons of construction, several
adventurers will enter your dungeon to test their mettle against your
malevolent creation, to try to convert it to light and goodness,
bringing sunshine, grass, and flowers to replace dark granite walls and
deadly traps. The game lasts for two such game years, forcing you to
survive invasion by fantasy adventurers twice. The goal is to score
enough points on your Ministry of Dungeons licensing exam to be declared
the Underlord, or at least to receive the minimum number of points to
get a license to operate a dungeon without outside supervision.
At its heart, Dungeon Lords (DL) is a deeply themed worker
placement and resource management game. These two elements work in
tension with each other. You must compete with your fellow players to
get in line to acquire specific resources. Most resources you acquire
will in turn have a price attached that must be paid using some other
resource as a currency. This can become an intricate juggling act – for
example, it's necessary to have gold to buy food to feed your imps that
mine for gold in your dungeon. You need money to make money, and
hopefully you make more than you spend. Manage your workers and your
resources well, and you will be overseeing the running of a well-oiled
machine. Let the wrong resources get too severely depleted at the wrong
time and your ability to accomplish much of anything can grind to a
halt.
Gameplay: 4-player basic game
Dungeon Lords is probably the most intricate board game in my
collection. To track all the information required to play, the game
comes with a variety of different boards, some of which are double-sided
to effectively add yet more boards into the equation.
The main board of the game is called the "central board". It is on this
board that most of the player interaction takes place. Each player has
three minions to send to the central board each season to program in his
workers' actions for that season. The available actions are: get food,
improve the Dungeon Lord's reputation (make him appear less evil than he
is), dig tunnels, mine for gold, recruit imps, buy traps, hire monsters,
and build a room. Most of these actions have three buying positions
located under them. Each buying position has a different cost and a
different return on investment than the one before it. For example, the
first minion sent to get food during a season gets two food for one
gold, but drains the village's precious resources. The third minion,
however, slaughters villager's and pries food from their cold, dead
hands and steals back the gold paid by the first minion, all the while
sending signals out to the adventurers waiting in the wings that his
master is truly malevolent. Note that since most actions have only
three buying positions and because DL is a four-player game, one
of the players will have to forego using a particular action each round,
either because he has planned to do so, or because he is hedged out by
his fellow Dungeon Lords.
Buying positions are acquired using a RoboRally-like set of
programming cards. Each player has a set of cards that correspond to
the possible season actions in the game. There are three positions for
new order cards on each player's "player board" (a.k.a., "dungeon
board"). Players select their orders, placing them face down. Then, in
turn order, each player flips over their first instruction, and sends
their first minion to a buying position under a given action. Then, the
second order is flipped and minions are assigned actions as before.
Finally the third order is handled. Your order positions on your
dungeon board effectively weigh how much you value a specific order.
So, even if you are in fourth place in the turn order, if you are the
only one to place the "hire monsters" action as your first order, then
you will get the first buying position for that action. If everyone
else did the same thing, however, and you are fourth in the turn order,
then your minion is sent home with nothing to show for your efforts, as
there are only three buying positions. There is tension in this dance
for position, as being earlier helps guarantee that you get something,
but sometimes holding the second or third buying position allows you to
milk a little more out of that action for the resource cost than the
first player could.
One intriguing resource puzzle for sending out minions is that your
second and third order each season will be unusable in the following
season. These cards are left face up to help other players know what
you can't do, and to haze you if you desperately needed to use those
actions again. The card in your first order position is usually
returned to you after worker placement to use season after season, along
with any orders you had locked as unusable during your previous season.
I have played Agricola only once, but I didn't like the nature of
the worker placement in that game, where one player could sometimes
chose a resource and thereby deny it to all others. The fact that there
are more buying positions in DL, combined with a knowledge of
what some people cannot choose as an action makes DL a superior
worker placement game to Agricola in my eyes.
In addition to jockeying for buying positions, players also interact
using a clever little mechanism called the Evilometer. If you hire a
troll he eats your food, but if you hire a vampire then he turns the
local villagers into food and sends the signal that you are the sort of
Dungeon Lord who is exceptionally evil. As its name implies, the
Evilometer is a measure of how evil or how (relatively) friendly you
are.
During each of the last three seasons each year, adventurers queue up to
be assigned to adventuring parties visiting specific dungeons. Thieves
disarm traps, mages cast annoying spells, priests heal, and warriors
have more hit points. The adventurers in each season's queue are
nominally ordered from the most powerful adventurer to the weakest.
When it's time to assign adventurers to a dungeon, the most powerful one
is assigned to the dungeon of the most evil Dungeon Lord, while the
easiest is assigned to the nicest Dungeon Lord. Since the game gives
you a sneak preview of the adventurers that are looking for work that
season, you have time to adjust your rank on the Evilometer to help you
get just the adventurer that you prefer. The only problem is, all the
other players are doing exactly the same thing. While adventurers at
the front of the queue are more powerful, sometimes power is relative.
If your dungeon uses traps as its primary defense then you might want to
steer clear of the thief in the queue. However, even if the warrior at
the front of the queue is hard to kill, it might be better to have him
visit your dungeon than a lowly priest if all your monsters are evil
vampires who can't attack priests.
Even more threats from the surface world can array against a Dungeon
Lord. There is a warning line on the Evilometer, and if you reach it
before the other players, you are assigned the Paladin for that game
year. The Paladin has the toughness of a warrior and all the powers of
a thief, wizard, and priest combined. The Paladin for the fight at the
end of the first year is tough. The Paladin for the second game year is
absolutely gross and will very likely rain on your parade if you get too
evil. There are only two ways to get rid of the Paladin: kill him, or
wait until someone else becomes more evil than you and attracts the
Paladin away.
By the end of the fourth season of each year you will have amassed a
dungeon full of monsters, traps, rooms, and tunnels. You will also have
three adventurers (or four if you attracted the Paladin) waiting to
conquer your dungeon. At this point you prepare for combat. There are
four rounds of combat and one Combat Card for each round. The Combat
Card lists a spell that wizard adventurers in your dungeon (if any) will
try to cast, and it also tells how much damage the adventurers will take
from the rats, uneven floors, and intra-party bickering that is the by
product of all dungeons. This damage is called Fatigue. You choose a
spot in your dungeon for the first fight to occur, where your traps and
monsters in that location, as well as the adventurers trying to defeat
them, all let loose with their various payloads like a giant
fantasy-themed Rube Goldberg machine. If all the adventurers are
knocked out and tossed into your prison, you rejoice. If not, the
remaining adventurers dismantle the traps you used, knock out the
monster you sent, conquer that location, and march further into your
dungeon to conquer again. This is like a game-within-a-game, where your
resource management decisions from earlier in the game year give you the
toys to wage war using a complex order-of-operations puzzle mechanic:
traps fire off (if they weren't disarmed by thieves), then fast spells,
then monsters, then slow spells, then healing, then Fatigue, then the
adventurers conquer your dungeon tiles.
That's the basic overview of the game. You repeat this process for two
game years (eight total seasons) and two combat sequences and then a
winner is declared. The game uses a point scoring mechanism that takes
into account most features of the dungeons, assigning point-scoring
titles one-by-one, such as naming the player with the most tunnels the
Tunnel Lord and giving him a few victory points for his diligent
tunneling. The player with the highest total score is declared the
Underlord and the winner of the game. Unfortunately, there are lots of
things to subtract from your point total as well, like unpaid taxes to
the Ministry of Dungeons, who levies an annual property tax on each
Dungeon Lord based on the size of his Dungeon. Similarly, you lose
points for each conquered tunnel or room tile in your dungeon.
Different Modes of Play
Dungeon Lords is an oddity among games. It is always a
four-player game, but there are ways to play with two or three players
that involve operating "dummy boards" to simulate four players. In
three-player play the fourth player has his orders assigned randomly.
In two-player play, each player manages one dummy board and can choose
some of the dummy player's orders, either to make his own life easier or
to interfere with his opponent. Two-player play thus adds an extra
element of strategy and player-versus-player interaction at the cost of
a little tedium from effectively managing two full sets of orders per
turn. The game is definitely at its quickest in four-player play, and
extra time is added in two- and three-player play from having someone
manage a dummy board.
DL has a basic and more advanced version. The rules in the
advanced version are only slightly more complicated, but they add a
substantial additional drag on already tight resources. The basic
version throws plenty of hate against the players, but the advanced
version adds even more taxes and nickel-and-dime costs for hiring
monsters.
Once you know the advanced version of the game, there are two web-extra
ways to play published online by Czech Games Edition. The components
for these extra modes of play come with the game, but oddly enough, the
rules are only found online. Other than arguably the two-player game's
order selection, a lot of the player-versus-player interaction in
Dungeon Lords is indirect, like jockeying for a specific spot on
the Evilometer. The extra modes of play involve passing out magic items
to enemy adventurers, and one mode specifically allows you to choose
which player's assigned adventurers get which magic items. This can add
a little extra PVP if you were missing it from the basic or advanced
games.
Crushing Defeats
I have never played a game where you can so thoroughly shoot yourself in
the foot with one or two decisions as you can in DL. Generally,
your downfall will be greed. Being a little greedy is required to win –
being too greedy will guarantee you the toughest adventurers and the
Paladin to boot. Hire a dragon at the wrong moment, watch your evil
rise too high, and enjoy the company of that Paladin. Another major
pitfall is planning ahead for the various forms of taxation the game has
to thrust upon you. You can lose part of your imps, pay out most of
your gold and food, and still perhaps not manage to pay off all the
taxes and penalties from the Ministry of Dungeons and your monsters'
payroll. Regardless whether you play the basic game or the advanced
game, poorly managed resources can turn your dungeon production line
into a conveyor belt of failure, watching desperately needed orders get
squandered and locked up for multiple seasons in a row.
Components and Packaging
Dungeon Lords features wonderful, inviting, and light-hearted
art, but the charming, kid-friendly images belies the true, hardcore
gamer geek strategic nature of this game. The only major negative
concerning the artwork is that the central board is a little busy and
would have benefited from a bit more negative space between some of the
images.
All the boards have a mixture of fantasy artwork and game-related
iconography. There is a lot of iconography to memorize in the game, but
if you are a serious gamer you will internalize it in short order if you
have at least one player at the table who has read the rulebook. I
found the iconography much more evocative and easier to internalize than
in Race for the Galaxy, for example.
The game contains nice plastic and wood bits to keep track of various
resources and features in the game. Most of these are pretty abstract
like slime green squares for food. These are largely appropriately
sized for handling, but parts of the board's pretty art get buried under
mountains of components after you setup the game for play. My favorite
plastic components are tiny, custom sculpted imp figures, which help to
add to the play experience.
There are nice, clean-looking game cards for combat cards, traps, minion
orders, and scoring. They are a bit thin, and I worry in particular
that the orders cards will become marked over time. These cards are
closer in size to a business card than a poker card and so will be
somewhat harder to find decent card sleeves for if you decide to protect
your cards.
Thick counters represent all monsters, rooms, tunnels, and adventurers.
If you receive a set that is properly die cut, then you'll enjoy the
quality of these particular components. Unfortunately, Z-Man Games
reports that about 1% of their product run contains counters that are
not cut well, resulting in tearing and marking of counters on the
corners and edges even with careful punching. I received such a flawed
set for review. After the tearing happened to a number of pieces even
though I was being pretty cautious about punching out the counters, I
switched over to using a craft knife to carve out the tokens
individually. This gave a slightly rough edge, but stopped the obvious
marking I was getting on the earlier counters. The results of my
efforts were tokens that were brand new, but which looked worn and
somewhat roughly handled.
The game boards are of mid-grade quality, and all are either non-folding
or bi-fold boards. None have particularly heavy reinforcement at the
joint. None have protective wrapping at the edges. Some lay fairly
flat while others have a slight rise or bow to them because the joint at
the fold does not fold out perfectly. As long as you can figure out
which edges to open the boards on, they should last, though perhaps not
as well as a higher quality board.
Rulebook
The rulebook itself is a gorgeous, full-color, glossy manual. It is
well detailed. Two characters, a goblin-minion and a demon, help
narrate the manual in sidebars. The writing is humorous and adds
greatly to the theme. The rules themselves are generally well written,
with a handful of gray areas. The rulebook is one of the most thorough
that I've seen, but it doesn't come with any form of table of contents
or indexing, making it occasionally difficult to reference in game – a
significant problem, given the density of the subject matter. Had a
proper index been included I would have been more inclined to given this
rulebook an "A-" for rules clarity; without it the rules clarity score
was a "B+".
While the rules are numerous and the gameplay is intricate, the game
comes with a variety of play aids to help track the order of actions
taken in the game. The backs of dungeon boards combined with the
rulebook help to form a four-part tutorial for the combat section of the
game, giving players a leg up to help them understand what it is they
are stocking their dungeon with. This was an extremely clever use of
board real estate, and I was pleased with its inclusion. In addition to
functioning as a tutorial, if the person you are demonstrating the game
to can't follow the tutorial, it's a good way to find out early on that
the game is probably not for them.
Conclusions
DL is one of the most intricate European-style board games I have
ever played. While its roots are clearly Euro worker placement, the
theme runs so deep that this feels more like an American-style game.
The rules rarely get in the way, but there is a danger of forgetting
something, particularly since there are slightly different rules between
the first and second adventuring years in the game.
While the game is expensive, it comes with numerous components so you
aren't getting an empty box of air. I really liked the two-player
experience, but there was some additional time and fiddling with
components that you just wouldn't have with four players. As a result,
I think this is primarily for gamers who have ready access to gaming
groups consisting of four self-professed gamer geeks.
I say "gamer geeks" because I worry that this game is too complex for
your friends and family members who aren't hobby gamers. Particularly
if you have to manage a dummy board your first few games, this game can
run a bit long. You should allocate three hours or more the first time
you bring this to the game table to take into account combat "analysis
paralysis" during your first outing as well time to learn the rules.
If you have a regular group of three, or ideally four gamers, if you
enjoy subtle manipulations as opposed to direct conflict with your
fellow players, and if you are looking for a game dripping with fantasy
theme, then this is probably a good fit for you. If your group consists
of players who enjoy lighter games, shorter games, or more direct
player-versus-player interaction, then I cannot recommend this game.
Personally, I really enjoy Dungeon Lords. I do not mind a heavy
brain drain on occasion, and I laughed and groaned hard when I got the
second-year Paladin and the adventurers went on a slash and burn
expedition through my dungeon. If this sounds fun to you, then consider
picking this one up.
Retailers
Dungeon Lords is a hardcore gamer geek's game, and its $65.00
price tag may give the Pandemic crowd a bit of sticker shock.
That said, it is a very attractive game, and its worker placement
mechanics and large component selection are not out of line with Z-Man's
more expensive offering, Agricola.
The DL box is very attractive, and its theme and backstory are likely to
make some sales. As I noted earlier, I am not sure whether people
browsing the game will associate such light-hearted artwork with such a
detailed game, so as a retailer you may have to help make a marriage
between this game and the right customer.
DL is easy to hand-sell with a quick sales pitch to the right
customer – the theme of being an evil overlord in charge of a dungeon
getting invaded by fantasy adventurers will be a winner with customers
who play both fantasy RPGs and board games. Unfortunately, the game
doesn't make for a quick five-minute demo like some other Euro-style
games. As a result, I suggest offering a discount to your local alpha
gamer if he is willing to come out and run a couple of full-game demos
of this product. That's where you will pick up some extra sales.
Lee's Ratings:
Overall: B+
Appearance: A- (great art, but a little busy)
Gameplay: A- (B+ with two-players due to lots of time spent managing dummy boards)
Components: B- *
Rules Clarity: B+ (great rules clarity, with a handful of gray areas, and no indexing on a game that needed it)
Retailer: Salability B
* I had really poorly die cut counters (about a C+/C for those), but
other components were decent. Since the counters are attractive and
thick, if you receive better counters than I had (which Z-Man Games
claims will happen the majority of the time), then you might rate the
overall components in the package at a "B" overall.
Links:
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