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Dungeoneer: Tomb of the Lich Lord» Forums » General

Subject: easier game rss

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geerten mast
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is it just me or do other people thind the course of events in dungeoneer a bit weird and artificial. I don't like the fact that a the banes and monsters are played before you move.

So this is my suggestion: turn of events first build dungeon
then start the players turn. during the move of the player when he enters a room ,first adjust glory and peril,then you can play monsters and banes on that player.

what do you think?
 
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Jack Hamm
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Re:easier game
grotemuis (#29896),

When we play we think of the monsters and banes as being played -after- the character moves into the room. If you think about it, the first round nobody really plays monsters because there isn't enough peril until someone starts moving around and collecting peril.

If I understand your suggestion, you are saying as each player moves into a room, then other players can play monsters on them? So that means I move into a room, collect glory/peril, give other players a chance to spend my peril against me, then move to the next room? seems like that would really slow the game down.


jh
 
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geerten mast
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Re:easier game
Cheshire Cat (#30250),
as I see it, you're caracter is in the room for hours and hours and then suddenly in the corner of the room he sees a monster he hasn't seen for the last hour.It feels like this because after you ended your movement all the other players have a go and after that you meet monsters. i.e. i move through the labaratory with all the creepy monsters, walk on through two lame corriders, I stand around doing nothing, till I hear the rumbling of distant monsters getting ready to kill me. It seems to me that if you enter the creepy labarotory, you'll be set upon by the evil nasties occupying it.

Playing eith the sequence i proposed has the added bonus of timing, should I play a monster now or wait till he enters the next room (and has more peril to burn etc). Haven't thouroughly tested it yet, but I haven't encountered a big increase in playing time.

Plus in my experience it is now easier to get new people for this game as the turn sequence is easier to remember :-)
 
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Jack Hamm
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Re:easier game
grotemuis (#30312),

You may be right, it probably is better this way. That way when someone passes through a room that gives a bonus to a type of monster you have, you can just play it on them when they're in that room and really lay the smack down.


jh
 
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Chris Schiester
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Re:easier game
grotemuis (#29896),
Question---you mean,it is artificial to make monsters,then hero moves?
well,think of it,you're going in a dungeon,and what you expect is inside it?A beautiful girl waiting for a date,or your mama with a pot of hot soup greeting you?
Perhaps mr Lich Lord can explain why he wants the sequence that way~~
He wants to greet you with banes and bones,very kind of him~
What sense is,if a hero walks into the dungeon without anything to "greet" him?
 
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geerten mast
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yep, tried it with this addition and worked like a charm.
 
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Justin N
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Seeing this thread made me remember something that I posted on the dungeoneer yahoo! group a while back but got no response. Here it is- what do you guys think? Any problems?

Quote:
After playing Dungeoneer a few times, with varying amounts of
people, I have a few problems with the game, that I'd like to
attempt to fix for personal play. I figured I'd bounce these ideas
off you guys to see if you can see any problems ith them.

First, down-time. In a game with several players, there seems to be
a bit of down-time while each player takes his turn. This is
aleviated somewhat by the fact that you can play Dungeonlord cards
on any player during their off-turn (thus giving them something to
react to), but has anyone considered a simultaneous-play variant?
ie. Each player plays the Reset phase, then the Dungeonlord phase,
then the Hero phase, etc?

To go hand in hand with this, I've also been thinking about moving
the Dungeonlord phase to after the Hero Phase, and the Build phase
(if not pre-building the map), to before the Hero phase. So it would
go:

A)Build (everyone places a new room, one by one, around the table)
B)Hero (everone moves, collects glory/peril, plays Boons)
C)Dungeonlord (everyone plays Encounters on each other, then
resolves them)
D)(possibly)Attempt Quest

This would make the game seem more like an adventure- you walk into
a room, and the other players get to play encounters on you as a
reaction. Can anyone see any problems that might arise from this?
The Attempt Quest bit at the end there was another whim- you should
have to do this after you fight.
 
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geerten mast
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I have to admit that it this point i have played it with this simple addition a few times, but this was at a while back and i don't play this game anymore. noone in my gaming group seemed that interested in it (except me :-( ).
 
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