by Mike Sugarbaker
Dungeoneer
Published by Atlas Games (2003)
(Original version by Citizen Games, 2002)
Designed by Thomas Denmark
Art by Thomas Denmark
115 cards
$20.00
First, let's back up and talk about Talisman. I've got some of the same
memories you probably do: long games, long afternoons, a lot of time
spent in some other room while the people involved in the current turn
made joyously pained sounds every time the dice rolled. Dining room
tables covered from edge to oak-stained edge with gaudy cardboard
expansion sets. A real strangeness to it all, in part due to the
rotted-one-note British offness of the fantasy world from the Gygaxian
paradigm we still took for granted. But another reason Talisman had that
otherworldly feel was the very fact that it could take you twelve hours;
it really was another world. You could get lost in there, and generally
did.
Dungeoneer is, on the surface, yet another dungeon-exploration card
game. It's not HACK, though, and would be superior even if the
competition didn't feature those insipid Knights of the Dinner Table. If
you played Dungeoneer at Origins or Gen Con in '02, you haven't played
the game that's shrinkwrapped and on the shelf today. Look again, and
you'll see within the familiar framework of the dungeon delve a
surprising amount of originality and strangeness in the content, and
plenty of straight-ahead fun in the game framework.
Delving into Dungeoneer
Let's start with the art. Thomas Denmark may be best known to OC readers for his credit alongside
John Wick on Orkworld. He's the sole illustrator on Dungeoneer, although
the "stage set" illustrations on many of the Map cards are somewhat
lackluster CGI. The luster of the character and adventure-card art more
than makes up for it – Denmark's buttery oil paints and gift for facial
expression are turned up to full blast. Also, bonus points for the sexy
zaftig elf chick.
The surprise is that Denmark was also responsible for much of the
design of the game mechanics themselves, which are an interesting stew.
There are wonderfully elegant aspects to the basic flow of things: each
turn, you begin by throwing monsters, traps and other hazards at your
fellow players, then you build the map with the top card of the Map deck
and go about your own business. Each Map card, besides its special-rules
text and its doors, has a red number for Peril and a green number for
Glory. You take those numbers of Glory and Peril counters every time you
enter a room. You can spend your own Glory on things like Treasures and
Boons, and sometimes special character abilities; your Peril, however,
gets spent for you by other players, on their turns. How? Mostly by
hucking Monsters at you, which all have a Peril cost! This is easily the
most elegant part of the game – it neatly balances each player's general
progress in building up and getting around. You'll rarely find yourself
unable to hurt a character seriously (unless, of course, you have a crap
draw, but we'll address that later).
Now, I've never played HeroQuest (the old boardgame, not the any-day-now
Issaries RPG). Apparently it's sort of a Talisman relative, in which you
drew some quests you had to complete. Guess what: you've got to do this
in Dungeoneer too. This actually reminded me of the old White Wolf CCG
Arcadia, which I never played... but which, in turn, reminded me of
Talisman. Quests in Dungeoneer are the way you go up in levels, and
usually the way you win. Depending on the order the Map cards happen to
come in, some Quests can be absurdly easy first-turn slam dunks, or they
can be damned inconvenient or impossible for the situation in which you
end up. Some quests are delivery quests (go to card X, get a token, go
to card Y), some are hits (find this monster in this room and kill it),
others are special interactions with the features in a given room (one
Quest, requiring you to wound yourself by failing on the Throne of
Tyranny card, actually lets you die and win simultaneously – I managed
this in my first game, to the hysterics of all onlookers).
The rest of the game... well, it gets a little messy in comparison. There's
nothing grossly unbalanced that we've found, but you'll be scanning the
rulesheet frequently for your first couple of games. There are fiddly
bits to the rules, like if you don't move on your turn, you collect the Glory and
Peril for the room you remain in, but if you move out of it, you don't
count it. Badly user-interfaced bits, like the way the cards encode rolls
against different stats – they're perfectly sensible once you learn how
to read them, but it can be an obstacle to your fun.
On that topic: there's a lot in Dungeoneer that isn't that innovative or
even that controllable – vast amounts of luck of the draw on two fronts,
for example, and vast amounts of luck in the combat (at least at low
character levels). So it was in Talisman. A lot of the fun was up to the
players. I think Dungeoneer just belongs to a class of games where there
are characters, whose strength builds up over time, and there are die
rolls to be made, and the M.O. is to decorate the place, leave some
nifty little widgets lying around, and put as little as possible in the
way of the players enjoying it.
Which brings us back to matters of theme and ambience. There are
frequent traces of cognitive dissonance here – you're looking at a
typically moody, ambigous Denmark painting of a black cat, and what's
the card title? "Dark Kitty." Hmm. A lot of these kinds of moments have
the ring of the kinds of self-deprecating things artists often say about
their own work, but it isn't clear who's responsible for all the game
text. I'm not complaining at all – the weirdness is part of Dungeoneer's
unique personality.
Conclusions
So what does Dungeoneer have going for it now that Talisman is going
back into print? First: four players for twenty dollars. Sadly, it's
getting tougher and tougher to beat that in the card game world. For the
price of the upcoming Talisman reprint, you can get four copies of
Dungeoneer and have the same absurd fifteen-player throwdowns you used
to. Second: four players, under two hours. Two players, much faster. You
get the same essential feel and don't have to reserve an entire day, or
even an entire game night. That alone is a big win.
It's already clear that Dungeoneer is going to live and die by
expansions. Anyone who's played a few games seems to think so – and, at
the same time, there's plenty of replay value in the box. The game's
already fun, but it's easy to imagine expansions make it both more fun
and better – more balanced, less dominated by luck. One major step
Citizen could take in an expansion would be pumpable monsters: for X
Peril, it has a lower strength, and for X+3 Peril, it's that much
stronger. This would address the too-frequent problem of Peril screw – you
need a big baddie and your hand is full of penny-ante crap, or vice
versa. Hand management is where the hardest choices in the game are
made, and more tools for keeping your options open would be a huge help.
The very fact that I'm telling you what I'd like to see in the future
from Dungeoneer tells you that it's gotten past the first hurdle. Hell,
these days, it comes as something of a surprise to me when I want to
play something twice, but maybe I'm just old and jaded. Dungeoneer has
unique character, lots of meat to it, and a price/performance ratio
that's tough to beat in the current market. And Games Workshop didn't even reprint
the right edition of Talisman anyway!
Links:
Related OgreCave podcasts:
OgreCave - GNU (Thomas Denmark/Studio Denmark) - interview on the upcoming RPG, Warriors of the Red Planet. (recorded at KublaCon 2014)
Related reviews on OgreCave: |
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