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Plaintext
Episode: 2174
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Title: HPR2174: Dungeoneer Tabletop Game
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2174/hpr2174.mp3
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Transcribed: 2025-10-18 15:19:03
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---
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This is HPR episode 2,174 entitled Dungeonia Tabletop Game.
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It is hosted by Klaatu and is about 43 minutes long.
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The summary is Klaatu reviews the Dungeonia RPG card game.
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This episode of HPR is brought to you by Ananasthost.com.
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Get 15% discount on all shared hosting with the offer code HPR15.
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That's HPR15.
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It's a web hosting that's honest and fair at Ananasthost.com.
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Hi everyone, this is Klaatu.
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You're listening to Hacker Public Radio.
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This episode is an entry into my Tabletop gaming series.
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And this time I want to talk about a game called Dungeonia.
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Specifically, I want to talk about Dungeonia mostly from a solitaire game perspective.
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Although it's not, it wasn't written as a solitaire game.
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It just happens to swing that way fairly successfully if you let it.
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There's also a video game called Guild of Dungeonia nearing, I think, or something like that.
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That's got no relation to this whatsoever.
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So Dungeonia I came across because I was looking for a game with solid RPG mechanics.
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RPGs are fine because you kind of need people to play an RPG with,
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and it's not really a two-player enterprise.
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I think four people, three as players, one is Dungeon Master,
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Game Master, whatever you want to call them, I think kind of the right number.
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And that's sometimes, you know, that takes work to get something like that together.
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So I wanted something with all the RPG mechanics,
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but without necessarily the burden of having to sort of have a RPG group,
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a reliable group to play with.
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So I came across two different games.
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One was Pathfinder, and one is Dungeonia.
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So Pathfinder is a Dungeon and Dragon fork.
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Circa Dungeons and Dragons, three, or 3.5, I think.
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I forget which.
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And that seemed promising because they have a card variant,
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where it's a lot of, you know, based on cards and stuff,
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but what I could tell from online, and I'm not sure,
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but my impression was that it was, that certainly the solitaire play of it
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would be dependent upon sort of scripted adventures,
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which I felt would be a little bit limiting
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because once you get through the scripts, then you're kind of on your own.
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So I kind of wanted, I kind of chose not to go down that path,
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and investigate Pathfinder because Pathfinder, not Pathfinder, Dungeonier.
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Because Dungeonier is, it's entirely a card game.
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It relies on nothing but cards.
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Well, that's not true, but a little bit more on that in a minute.
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And the point of the game, as the name more or less suggests,
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is that it's a classic dungeon crawler.
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You know, you explore dynamically expanding dungeons.
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You fight monsters, you complete quests, you get treasure, power,
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and you level up even, there's even a level up mechanic.
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So it's everything that you would find in an RPG,
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either digital or tabletop, wrapped up in a card game.
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The Dungeonier game itself is by Atlas Games,
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which is this game studio that publishes Gloom,
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which you may remember from, I think the very first entry of this,
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well, not really, a recent entry in this series, Gloom,
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but Gloom itself is apparently from what sort of people say online
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is the spiritual successor to Dark Colts.
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And that, you will remember, certainly, from the first entry in this series.
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Dark Colts is the game that I revived as Dark Oak Cult on GitLab.com,
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slash Knott, Clat 2 slash Dark occult.
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And it's a really fun storytelling game.
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It's completely based on storytelling and completely devoid of RPG mechanic.
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And I think you could almost argue that Dungeonier is the exact flip opposite of that.
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It's all the RPG mechanic without really any kind of story behind it,
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which is in a way a strength, because, like I say,
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a lot of solo games that you're going to find out there with an RPG mechanic
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rely heavily on the story, because RPGs traditionally do.
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Dungeonier kind of alleviates that concern.
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You don't need to find a story to play through in order to play the game.
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You can just play the RPG mechanic.
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So the game itself, when you purchase it, and I should probably mention,
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the game comes in, like, eight different varieties.
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They've got eight boxes of Dungeonier cards.
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And it's not a Magic the Gathering type thing,
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where you have to collect all of the cards to level up or whatever.
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It's not like that. Each box is actually a self-contained game.
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But interestingly, you can also combine them to play a big mega game as well.
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The only thing to be aware of there is that two of those sets are called,
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one is called Epic and one is called Legendary.
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And if you get an Epic or a Legendary set, you are actually starting all your characters at level four,
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which I have found to be overwhelming. So don't do that.
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If you do go out and look at Dungeonier as a game,
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get a box that does not start with level four characters.
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It may not really say it very loudly on the box.
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I accidentally bought an Epic card set,
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thinking that I was getting the beginner, you know, the intro,
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like a standalone game, and it turns out that all the characters are at level four,
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which you might think, well, that doesn't really matter.
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Well, it kind of does because at level four you get more quests, you get more actions.
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And when you're just starting out, you have no idea what to do with actions anyway.
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So having more of them is actually a little bit more confusing.
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So I strongly suggest getting a non-Epic, non-legendary dungeonier set for yourself.
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I got them used at $10 a box.
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I got two boxes. One was the realm of the Ice Witch,
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and the other was the Tomb of the Lich Lord.
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That's the Epic one.
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So realm of the Ice Witch is a great one to start with.
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And it comes with 110 cards.
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The game itself consists of, like, of these 110 cards,
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of a map area, which you build with map cards.
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And that's the area that your character explores during the course of the game
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in order to complete quests.
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A quest given to your hero in the form of a quest card
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usually requires a character to go to a specific area on the map
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and retrieve either an object or kill or a person or kill a monster
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or achieve some task in this area.
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Now, since your map starts with only five cards,
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the entrance card and then fork one card on each side,
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you might have to sort of abide your time
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before you get the area that you need to be in.
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So that's kind of cool.
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So it kind of encourages exploration.
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You're kind of forced to continue to draw map cards
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and build out the area, your play area,
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because until you find the volcanic plateau
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or the abandoned, the lonely forest or whatever,
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before you find these areas, you have to,
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before you can complete quests in them, you have to find them.
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So there's an exploration element to a game kind of built in.
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Now, the problem is that while you're attempting to explore your environment,
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you're also being bombarded by demons and traps
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and curses in all manner of evil.
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So the longer you stay alive, the more glory points they call it,
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the more glory you get, which you can spend on power-ups,
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which they call boons, and kind of special weapons and things like that.
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Now, at the same time, as you collect all these glory points for staying alive,
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you're also amassing peril points as they call it.
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So you're amassing sort of potential negative energy
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that the dungeon itself or the AI or your opponent,
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if you're playing with other people, can use against you
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to send in monsters or traps or curses or whatever.
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So that's the push and the pull of the game,
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is that as you explore, you're getting the potential
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to find cool things in the form of glory points,
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but you're also amassing all of this potential evil stuff
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as well that can get used against you at the same time.
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So it's a really interesting mechanic,
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one that both rewards and punishes you for staying alive.
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But it makes sense, like if you think about it,
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if you're exploring a dungeon or a cursed wasteland,
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then yeah, you would be finding rewards, you know, gaining glory,
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but you're also constantly at greater and greater risk
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because the more you stay out there, the more likely you are
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to get discovered by some evil entity that wants to kill you.
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Happens all the time.
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And that's the game, really.
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It's an exploration of what will generically call the dungeon
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even though it might be, like I say, a frozen wasteland
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or a desert or a woodland or whatever.
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And there's danger around every corner.
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And your survival depends larger than how you budget
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your character's strengths.
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When you pull out that power up,
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when you save a turn or when you conserve energy
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or whatever for an attack and a counter attack,
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that kind of thing.
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And there's a lot of dice rolling combat and stuff like that
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in there as well.
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That's how all the combat encounters get settled
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on the rules of dice.
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So it's all the mechanics, as I said, of an RPG
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without the storytelling, which can be a strength for sure
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because sometimes you don't want to get sort of invested
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in a story for one reason or another.
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Either because you don't have enough players to sort of help
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build a story or because you don't want to go to the
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trouble of finding a story for a scripted story
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or just because you don't want to put the thought
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and effort into it.
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Like, having played dark cults frequently,
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I can definitely agree that sort of getting immersed
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in a story that you're building as you're playing these cards.
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It takes a lot of mental kind of focus, really.
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I mean, you don't have to focus on it.
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But if you're constantly getting interrupted while you're playing,
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it does tend to sort of, you know,
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it takes away from the game.
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So you could think of Dungeon Year as kind of the analog
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equivalent of like, you know, a hack and slash game,
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like gauntlet or something like that.
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It's just kind of like just getting in there,
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running around, looking for treasures
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and looking for trouble, really.
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That's Dungeon Year, which is a lot of fun.
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I would say as someone who likes sort of immersing themselves
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in a world of fiction,
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I don't think it would be a horrible thing for Dungeon Year
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to have some extra lore, you know, kind of like a nice,
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big core rule book, you know, a Dungeon Dragon
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or a Shadow Run style, sort of 400 page.
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You know, here are all the rules
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and here's all the history of the land and the world.
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And this is why these monsters are here.
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This is why this magic exists.
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This is where it came from.
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This is why these portals exist.
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This is why these plane shifts exist.
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You know, all these different things.
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I wouldn't mind reading up about that
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just because that's kind of the person I am.
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You know, I kind of am largely frequently
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into something sort of for the world building aspect.
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But by no means is necessary.
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And like I say, to some degree,
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they would be out of place here,
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because it is kind of just like,
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it's a hack and slash game at the end of the day.
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That's what it is.
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And certainly there's an implied story,
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whether you kind of follow that or not,
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is up to you,
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but there's flavor text on all the cards.
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So you get little hints of kind of what a story
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behind it all might be.
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And you can't, like I say,
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there are like eight different varieties
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or six if you ignore the upper level ones.
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Six different varieties of decks that you can purchase.
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And, you know, with names like
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Realm of the Ice Witch, for instance.
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I mean, if you can't invent a backstory
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for this Ice Witch yourself,
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at least to some degree,
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then you're probably not really aching for a story
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in the first place,
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because it's just,
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it's kind of, it kind of begs your,
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you know, it's one of those things that just kind of
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get your imagination going,
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regardless of what it says.
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I guess it's one of those times where
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what is,
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what is not said is sometimes more powerful
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than what is said.
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And that's kind of where,
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where dungeon year,
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I think leverages things quite well,
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because it's got beautiful art.
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It's got just enough flavor text
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to kind of give you an idea that,
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oh, there is,
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there's a complete world behind this.
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I mean, I don't know that there is.
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It could all just be on the fly.
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Like, let's reference this old demon
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and pretend like that's significant.
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And you're just like,
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in your mind as a player,
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you're just like,
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oh, my gosh,
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this all ties back to this old demon
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and somehow,
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that's going to be important later on,
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even though it's never really important.
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So, yeah, you know,
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it's enough story.
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At the end of the day,
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it's enough to kind of keep you satisfied.
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And in the game,
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in practice,
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you're not going to care why this demon is attacking you.
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You don't need to know its life story.
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You don't need to know the name of its wife and kids.
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You just need to kill it.
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You need to kill it fast.
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And that's good enough.
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So, the cards themselves,
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if you look at them either online
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or if you purchase a box,
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you will notice that graphically,
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they've been designed,
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thankfully by someone who's actually played the game,
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probably several times.
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It's very, very clear.
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For instance,
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the power-up cards,
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the boon cards,
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and even the bans,
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like the enemy cards,
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they get all the summaries
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of all the different abilities and powers
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that that card grants your character
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or the monster that it's helping.
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And that's fine,
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but down the left edge of the card,
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they put the icons
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and the numbers of the power-ups
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that you're getting.
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And at first glance,
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that might look like it's overcrowding things,
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but then once you start laying it out on your table
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and you realize just how many cards you have,
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your tendency,
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or at least my tendency,
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is to try and consolidate.
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And because the cards have
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on the left edge
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all the important information,
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you can actually stagger your cards
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or kind of layer them,
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and so you just have like just your power-up cards
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with essentially just the pertinent information.
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You know, once again,
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you don't really care why you're getting a boost
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of one bonus on your melee attack.
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You just know that you're getting a plus one bonus
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on your melee attack.
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Like, does it really matter?
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Not really.
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I mean, it matters when you first get the card
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and you're kind of looking at it,
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and you're just kind of like you want to know why
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you've suddenly been blessed with more speed
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or more attack or whatever,
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more power, whatever strength.
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But once you've catalogued it,
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you don't need to know the details.
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You just need to know.
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Right now, I've got a plus one in effect,
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a plus one of magic in effect,
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and this special ice sword
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that's going to give me plus two
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if I'm on an ice waste land when using it.
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You know, and that's all you need to know.
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And it's all right there on the left edge,
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so you don't have to go rifling through your cards.
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You can just set them down on your table.
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You see them.
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You know what you've got.
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It makes things a lot faster.
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And the flow itself of the game,
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in terms of kind of like how they designed it to work,
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it's quite familiar.
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If you've ever played Baldur's Gate
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or Dragon's Age,
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or any RPG game ever,
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then you kind of get,
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you know how the game is supposed to go.
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You have a set of actions
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that you can choose from during each turn.
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You have some quests that you want to accomplish.
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You've got a goal.
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You have to manage your own combat,
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boons, and your health level,
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and kind of keep accounting
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of your peril and glory points.
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All while you're coming up with a strategy
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to actually accomplish your quest,
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which of course is all dependent on how well you explore
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and stay alive on the map.
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You're up against the clock, too,
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because there are forced discards at the end of each turn.
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So you might have a great hand that you're really happy with,
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but by the end of that turn,
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you're going to have to give one of those things up,
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which can be just downright painful.
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And of course, either your opponent,
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if you're playing with another person or the AI,
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if you're playing a solitaire game,
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are going to, at the end of your turn,
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at the beginning of their turn,
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they're going to assault you with something.
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Something evil is going to, this way, come.
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It's a really, really complex game.
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There's a lot of moving parts to it,
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and a lot to kind of keep track of.
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I mean, it's accounting.
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It's an exercise in accounting.
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It's what it is.
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It's resource management,
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which doesn't sound like a game at all,
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but it is.
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It is a game because it's cool stuff that you're getting to manage,
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and it kind of keeps you on the edge of your seat.
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I get really, really anxious while playing this game,
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like way too anxious,
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but it's that same kind of feeling,
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you know, that you get when you're playing a game.
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It's just like,
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you don't want to have to face that next monster,
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because your health isn't that great,
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and you're not really feeling that confident in your attacks right now,
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and then you draw a card that gives you a two bonus
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on an ice plateau,
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and you're on an ice plateau,
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and you encounter the ice switch,
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and it goes wonderful.
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You kill her,
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and it just feels amazing.
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It feels absolutely like you are just the best,
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you know, epic Viking warrior,
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or half elf made,
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whatever,
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ever to live,
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and it's a great feeling.
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So it's a lot of fun.
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It's a roller coaster,
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but it is a lot of accounting just to warn you,
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like if that's not your thing,
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then Dungeon Year is not your game.
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It's not the game that you want to go to.
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There is a lot of stuff to keep track of.
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There's your parallel and glory card,
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and there's tokens on there to keep track of that,
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and they're always going up and down,
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because at the end of every turn,
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you get points for being alive,
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and then the next,
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you know, and then the AI or your opponent
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comes along and spins your parallel points
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to throw a monster at you,
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and then your health is being manipulated.
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So you've got like this dice on your,
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this die on your character card,
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and you have to flip that over every time you get wounded,
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because you're losing life points.
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Yeah, it's a lot of stuff to manage.
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You've got cards, you have to discard them,
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and draw new ones,
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and then you have to roll a die to see if the,
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if the ice switches,
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at least on the realm of the ice switch,
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you have to roll to see if the,
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if the land that you're on is going to get cursed
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by the ice switch and get frozen.
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So yeah, there's a lot of stuff.
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And that is, I should mention here,
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that part of the impressive,
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the most impressive thing about the engineer in a way,
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is its modularity.
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It, like, it's got all those different flavors of decks
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that you can get,
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and all of them are, are combinable.
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You can combine them all.
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You can play them all separately,
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which I've done with the realm of the ice switch.
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That's, that's my, right now, my go-to implementation
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of the engineer,
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because that's the one that I got.
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Again, I got used off of someone for like ten bucks,
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it was pretty good purchase.
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And then in addition, I've got this call of the,
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no, two of them, the Litch Lord,
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which I eventually will be able to combine with the ice realm
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and play both in and out of dungeon.
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So I'll have a dungeon, I'll have the ice realm.
|
|
So it's like, it's really kind of cool.
|
|
You can play, you can combine the decks and play, you know,
|
|
this big game with lots and lots of more quests
|
|
and different kinds of monsters
|
|
and different locations
|
|
and all these different forces acting against you.
|
|
It's, it's really, really neat.
|
|
And, I mean, to some degree,
|
|
the fact that they've got six different varieties, eight technically,
|
|
of decks, you might kind of just think,
|
|
well, that's, that's sort of franchising for the sake of franchising.
|
|
And it may be, you know, that's, that's fine.
|
|
But, but you can't really discount the,
|
|
or dismiss the, the, the, the fact that there is, you know,
|
|
the, the, the different flavors of the decks actually
|
|
are kind of part of what you're signing up for when you're playing a game, right?
|
|
I mean, part of the reason that we play a fantasy-based game
|
|
is because they appeal to fantasies.
|
|
So if you happen to be more inspired by a witch warrior
|
|
with fire spells than a woodland druid,
|
|
then it's actually really great to be able to choose one deck over the other
|
|
because you can kind of, you can pick the one that,
|
|
that just kind of speaks to you more,
|
|
which is, it's, it's, it's appreciated.
|
|
I, I didn't have that experience myself,
|
|
but I, I can see now that, I mean, when I bought it,
|
|
I didn't even know what I was buying, really.
|
|
So, but I can see how,
|
|
how having the different flavors actually is kind of nice.
|
|
And it is kind of cool.
|
|
And I do look forward to, you know,
|
|
actually breaking out my epic deck with its different types of warriors
|
|
because eventually maybe I'll want to play different kinds of characters
|
|
and certainly fight different kinds of enemies.
|
|
The different decks also do have like the,
|
|
they'll throw in one or two unique mechanics as well.
|
|
Like the, the woods of Malforin has a weather system
|
|
where you have to roll the dice to see what kind of weather is affecting
|
|
the card that you're on or something like that.
|
|
And the realm of the ice witch, as I said,
|
|
you roll a dice to see if the ice witch freezes the land,
|
|
the, the space that you're on.
|
|
And if, if she does, then certain monsters,
|
|
and even some of your own weapons sometimes ideally get boosted in,
|
|
in, in power, you know, if the monster attacks you on ice,
|
|
then they have a plus one to whatever.
|
|
Or if you use an ice blade on ice,
|
|
then you get a plus one or four,
|
|
or something like that and just off the top of my head.
|
|
So, so it's not just a theme, you know, a skin.
|
|
It's, it's, it does have some, some unique,
|
|
unique things in there as well.
|
|
And yeah, it's, it's,
|
|
it's a lot of fun because when you combine the dice,
|
|
or the, the decks rather you, you also get to then expand,
|
|
you know, you get more variety in your map,
|
|
essentially.
|
|
I mean, again, it's a fantasy game.
|
|
Part of the thing that you're signing up for is,
|
|
is the world that, that's being built, you know,
|
|
like this different fantasy world.
|
|
So the fact that you're, you're spinning an entire game on the,
|
|
in the ice, wastelands is fine for a while,
|
|
but eventually maybe you want to mix something in there.
|
|
You want to get some woodlands in there.
|
|
You want to get some dungeons in there, whatever.
|
|
You can buy a new deck.
|
|
You can throw them into your map and play this sort of mega,
|
|
you know, a bunch of engineering game with, you know,
|
|
500 cards to choose from,
|
|
a map to that go in and out of dungeons.
|
|
You can just kind of play it any way you want.
|
|
Really, it's, it's, it's pretty cool.
|
|
It's a pretty nice design.
|
|
And don't I always say modularity is good.
|
|
Once more, I am not wrong.
|
|
So that's, yeah, that's the, the cards, I guess.
|
|
And, and fantasy is a fun game in terms of sort of escapism.
|
|
It's, it's kind of a good setting, a good genre, I guess.
|
|
And, and dungeoner takes advantage of that in all senses of the,
|
|
of the cards, like the artwork is beautiful.
|
|
Like if, if, if you're in, if you're into sort of cards as,
|
|
you know, cards, which, which I am back when I was introduced to magic
|
|
of a long time ago in the States, I, I never got into it,
|
|
but I, I really did appreciate it.
|
|
If no other reason than for the, the artwork, you know,
|
|
and for the ideas that it was presenting me with.
|
|
And that's the cool thing about the engineers that it's got,
|
|
first of all, great art, but it's also got,
|
|
I mean, between just the six standard decks again,
|
|
excluding the, the advanced ones,
|
|
you've got all kinds of characters to choose from.
|
|
You've got gnomes, dwarves, orcs, dark elves, dark wings,
|
|
humans, a centaur, necromancers.
|
|
Yeah, you've just, you've got all manner of different heroes to choose from.
|
|
Granted, like a lot of their powers are, you know,
|
|
they, they start to become a little bit redundant after a while,
|
|
but, but again, it's not necessarily just a num, a game of numbers.
|
|
It's also what speaks to you as a, as a player and as a kind of a person,
|
|
a fan of, of, of the fantasy genre.
|
|
Now, the game as designed is meant to be multiplayer,
|
|
with each player attempting to complete two quests for anyone else does.
|
|
And at the same time, each player also gets a turn as the,
|
|
what, what's called the dungeon lord,
|
|
and that's where they try to play against one of the other people
|
|
as, as sort of playing as the dungeon almost.
|
|
And that's kind of, that's very sort of darker cult,
|
|
or dark, dark cult slash gloom, kind of like,
|
|
you're not only playing as yourself,
|
|
but you're playing as, as everyone else is, nemesis,
|
|
whereas you're not really, you're not necessarily,
|
|
like, directly playing against the character,
|
|
but you're, you're taking on the environment and,
|
|
and bringing bad things upon other players.
|
|
It's kind of an indirect, you know,
|
|
kind of a passive aggressive, aggressive.
|
|
And it's, that, that works, just fine.
|
|
And I'm not really sure that I love that model.
|
|
I mean, I think it's brilliant and dark cults.
|
|
I think it's brilliant and gloom.
|
|
And I find that for an RPG mechanic
|
|
and an RPG feeling game,
|
|
I mean, RPGs, if you think about it, are usually cooperative,
|
|
you know, like, it's, it's usually a game
|
|
where everyone's in a party together,
|
|
and they're up against whatever foe the game master,
|
|
the dungeon master has invented for them to go up against.
|
|
I don't really think of RPG in my mind as a,
|
|
as a thing where you're all playing against one another.
|
|
So to me, that feels kind of out of place in this game.
|
|
However, there are, there are variants, of course,
|
|
as they're often are with tabletop games,
|
|
for both solitaire and essentially a cooperative model,
|
|
which the cooperative really ultimately is basically,
|
|
you know, two or more people playing a solo game together,
|
|
like at the same time.
|
|
That's, that's mostly what it boils down to,
|
|
because most of the mechanics are pretty much the same.
|
|
You can, you can refine it a little bit to,
|
|
to encourage co-op for a tiveness,
|
|
like, you know, being able to switch to, to take,
|
|
not, not necessarily take turns in sequence,
|
|
you know, and kind of like,
|
|
add stain from one of your moves,
|
|
let another character take their move,
|
|
and then you go, you know, kind of stagger it or whatever.
|
|
But yeah, I find that cooperative play for RPG,
|
|
at least in my mind, just sort of feels more natural.
|
|
And, and that is again,
|
|
that's, that's essentially a solitaire game
|
|
with, with more than one person.
|
|
So the solitaire game is, is,
|
|
it works brilliantly.
|
|
It's, it's, all it does is,
|
|
it splits out the, the evil cards into its own deck.
|
|
And, after your normal turn,
|
|
which is a little bit,
|
|
there are some modifications to a turn,
|
|
there has to be an escape mechanic, for instance.
|
|
But, after your turn,
|
|
you can, or you, you then draw,
|
|
as many evil cards as you have,
|
|
got parallel points for,
|
|
which is what an opponent would do for you anyway.
|
|
So you draw the evil cards,
|
|
and then those monsters exist in the,
|
|
in your current space,
|
|
and you have to fight them.
|
|
And, since that is a thing,
|
|
now you, you, you know,
|
|
it would either be, well,
|
|
you either fight them and you die,
|
|
or you fight them and you win.
|
|
So there's also an escape mechanic,
|
|
so that you can face a monster,
|
|
and then try to just run away.
|
|
There's a cost for running away,
|
|
you have to roll for it,
|
|
and it's a pretty steep test to,
|
|
to overcome.
|
|
But, at least the option is there,
|
|
and it, and it turns it into a little bit more of a dynamic leg.
|
|
You know, otherwise there's,
|
|
there's a certain look of the draw going on,
|
|
it's just, if you,
|
|
if a, if a monster,
|
|
that's just,
|
|
there's no way you're ever going to beat it.
|
|
If that appears,
|
|
then you're,
|
|
you're probably just sort of,
|
|
the game's over, essentially.
|
|
So the escape mechanic gives you a fighting chance at,
|
|
at turning tail and running, really.
|
|
But then those monsters stay in that space,
|
|
like in a normal,
|
|
in a normal game,
|
|
a non-cooperative,
|
|
non-solitaire game,
|
|
the monsters would,
|
|
would return to the opponent's hand,
|
|
and that space would be empty.
|
|
But in the solo and the cooperative play,
|
|
the, the monsters stay in that space.
|
|
So that kind of ups the risk,
|
|
because now you're traveling through spaces that also have monsters in them,
|
|
potentially.
|
|
So the combat I would say is a lot more fierce in the solo game.
|
|
And I guess the,
|
|
the good thing about a solo game is that you can always adjust it.
|
|
You know, if you're just like,
|
|
well, this is impossible.
|
|
This is stupid.
|
|
You can,
|
|
you can make adjustments.
|
|
And I'm still,
|
|
I feel like I'm still getting the mix right.
|
|
I haven't perfected that yet.
|
|
Like some games all go through and just think,
|
|
oh, this is way too easy.
|
|
And then other games all go through and just think,
|
|
wow, this is impossible.
|
|
So I think there's a little bit of refinement there,
|
|
but, but overall,
|
|
it's a, it's a really fun solo game,
|
|
because as I have said from the beginning,
|
|
there's, there's no story.
|
|
So, so you don't have to worry about the logistics of,
|
|
well, where's the story coming from?
|
|
Because the story's built in.
|
|
You get some quest cards.
|
|
If you want to take the time to imagine how that quest has been given,
|
|
and who gave it to you,
|
|
you can do that.
|
|
But it's not necessary.
|
|
You can just take it as,
|
|
as you would in a video game, you know,
|
|
just like, okay,
|
|
here's my quest.
|
|
I'm blindly accepting it.
|
|
I'm going to go do this thing.
|
|
And then when you achieve that quest,
|
|
you usually get some kind of,
|
|
well, you always get some kind of bonus.
|
|
Sometimes you level up,
|
|
which feels fantastic.
|
|
Sometimes you just get, you know,
|
|
some, some more,
|
|
more life restored,
|
|
or, or,
|
|
or you get the power to dissolve ice.
|
|
So you can go back through your map,
|
|
dissolving ice,
|
|
where the ice switch has,
|
|
has otherwise frozen the land,
|
|
you know, whatever,
|
|
you, you get some kind of reward.
|
|
So that's,
|
|
that feels pretty good.
|
|
And in the solo game,
|
|
I usually,
|
|
I assign myself two quests,
|
|
and I go complete them,
|
|
and then I,
|
|
I try to make sure that I get back to the entrance
|
|
and stay alive,
|
|
because presumably,
|
|
if you're hero,
|
|
doesn't get out alive,
|
|
and you haven't really won the game.
|
|
So I kind of imposed that on the solo game.
|
|
In the addition to the constant third of monsters,
|
|
of course, you are still,
|
|
forced to discard a card at the end of each turn,
|
|
so you still have,
|
|
kind of,
|
|
that to manage.
|
|
You've still got your glory points to manage.
|
|
So the pace remains quite rigorous,
|
|
and,
|
|
and as I've said,
|
|
sometimes,
|
|
the combat is just,
|
|
just fierce.
|
|
It's just,
|
|
it's, it gets to be,
|
|
really quite amazing.
|
|
So yeah,
|
|
highly highly recommend this game,
|
|
especially, as I've said,
|
|
if you like,
|
|
the RPG mechanics.
|
|
I mean, that's,
|
|
that's a great reason to play this thing.
|
|
If you want to play an RPG game,
|
|
but don't have an RPG group,
|
|
or you don't feel like you have a story available to you
|
|
to, to kind of play through solo,
|
|
the engineer is a fantastic way to go.
|
|
Highly highly recommended.
|
|
Of course, I'd be remiss if I,
|
|
if I left it on that,
|
|
on that note,
|
|
because there is,
|
|
there is a problem with engineer.
|
|
And the problem are the rules.
|
|
Not really the rules themselves,
|
|
the rules are actually fine.
|
|
It's, it's the way that the rules are written and presented.
|
|
I've never,
|
|
ever,
|
|
ever seen game rules written so poorly,
|
|
as I have with the engineer.
|
|
They, they periodically update the rules on,
|
|
on the Atlas Games website,
|
|
and they're still horribly written.
|
|
I mean, it is,
|
|
it is phenomenal how badly these things are written, honestly.
|
|
I, I spent at least two weeks trying to really figure out the rules.
|
|
Like, I read the rules,
|
|
I read the rule updates online,
|
|
I read through forums,
|
|
I watched some play through online.
|
|
Like, it was, it was amazing how complex these rules are.
|
|
And it's not really that they're complex.
|
|
It's just that when you're reading them,
|
|
that there's just no logic there.
|
|
It's, it's just,
|
|
it makes no sense.
|
|
And, and to make things worse.
|
|
Well, yeah, I mean, the game,
|
|
the rules basically just lay it out for you.
|
|
It tells you everything,
|
|
but in no particular order,
|
|
and without any context.
|
|
So it's, it's like they just dumped a bunch of rules on a page,
|
|
and just, they're just handing it to you.
|
|
And they're like,
|
|
here, make a game out of these.
|
|
Why don't you?
|
|
You know, it's just like,
|
|
okay, you want to give me a hint?
|
|
As to how I'm supposed to do that?
|
|
No, they don't want to.
|
|
The cards also have a lot of iconography on them.
|
|
There's a lot of little symbols,
|
|
and little numbers,
|
|
and they sometimes speak sort of,
|
|
you know,
|
|
some English words,
|
|
some icons,
|
|
so they're like,
|
|
you know,
|
|
roll on icon,
|
|
plus two,
|
|
if trapped plus five,
|
|
and you're just like,
|
|
what are you, is that?
|
|
Which ones are the nouns,
|
|
and which ones are the verbs?
|
|
I mean, really, it's,
|
|
it's horrific,
|
|
it's horrible,
|
|
horribly done.
|
|
And, and,
|
|
if I'm honest,
|
|
there are still symbols on some of the cards that I,
|
|
I have no clue what they mean.
|
|
I cannot find any sign
|
|
in anything written,
|
|
what they mean.
|
|
There's, there's one card specifically in,
|
|
in the ice deck,
|
|
there's this,
|
|
a letter D,
|
|
Delta,
|
|
in a circle,
|
|
in the middle of the card,
|
|
smack dab in the middle of the card.
|
|
There is no clue anywhere
|
|
as to what that means.
|
|
I, I've seen a suggestion on the internet
|
|
that it is some kind of sewer,
|
|
so you can travel from like,
|
|
one,
|
|
one D card to another D card,
|
|
but I have no basis for that.
|
|
I don't actually know that.
|
|
I don't know how many moves that
|
|
are supposed to require,
|
|
and it's just,
|
|
it's completely,
|
|
it's a mystery.
|
|
So,
|
|
it's a little bit upsetting.
|
|
I've also got another idea that maybe that's an
|
|
entrance to a dungeon,
|
|
you know, so like,
|
|
maybe if you're playing a combined deck
|
|
with dungeons,
|
|
then you could get into the dungeon
|
|
from the,
|
|
from the sewer,
|
|
essentially.
|
|
So yeah, I really don't know,
|
|
and there's, there's text all over the cards,
|
|
and then the rules talk about things that they don't,
|
|
like that they use different terms
|
|
within its own rule set.
|
|
Like, it'll call,
|
|
it'll call an encounter card
|
|
an adventure card.
|
|
It'll call life points
|
|
a wound.
|
|
You, you, you inflict a wound.
|
|
What is a wound?
|
|
What does that mean?
|
|
Do I get a token for that?
|
|
Like, how do I indicate that?
|
|
No, it just means
|
|
decrement your life,
|
|
your life point,
|
|
your, your health points.
|
|
Um, it's just,
|
|
it's horrible.
|
|
It's horrific.
|
|
I cannot emphasize this enough.
|
|
And the reason I need to emphasize it is
|
|
because it will scare you away from the game.
|
|
It will, it will discourage you from playing the game.
|
|
And that, that would be a pity,
|
|
because as I've said,
|
|
um, for this entire time,
|
|
it's a lot of fun.
|
|
So to that end,
|
|
I have reorganized and, um,
|
|
rewritten.
|
|
I didn't modify.
|
|
I just wrote for clarity,
|
|
uh, the rules,
|
|
again.
|
|
So both from multiplayer and for solo.
|
|
And again, I,
|
|
I, I frankly recommend solo play.
|
|
Uh, and if you have more than one person,
|
|
just play co-op,
|
|
play solo together.
|
|
Um, you can find my rewrite
|
|
at GitLab.com slash not
|
|
quite too slash dungeonier fix.
|
|
Again, it's not,
|
|
it's not,
|
|
it's not a mod.
|
|
It's not a variant.
|
|
Uh, it's just a rewrite of the rules.
|
|
And even the solo version is not really,
|
|
it's not mine.
|
|
It's, it's,
|
|
it's the solo version that combines the,
|
|
uh, a variant that Atlas games came up with
|
|
and the variant that, um,
|
|
two variants that some people on board game geek.com came up with.
|
|
So it's,
|
|
nothing that I've done other than I've,
|
|
I've organized it into reference sheets online.
|
|
Um,
|
|
and certainly the,
|
|
the rules themselves,
|
|
like the multiplayer rules,
|
|
that is something that I did.
|
|
That's just completely.
|
|
That's a rewrite for normal human beings.
|
|
Um, it's,
|
|
it, the rules are just,
|
|
so badly written.
|
|
Do not look at them.
|
|
Don't refer to them.
|
|
Don't ever look at them.
|
|
Use mine instead.
|
|
I guarantee you they make sense.
|
|
The Atlas game rules will only confuse you.
|
|
And probably discourage you from even.
|
|
Bothering with the game at all.
|
|
Otherwise outside of the rules.
|
|
As they're written.
|
|
The game is a lot of fun.
|
|
If you have any interest in kind of like that hardcore dungeon crawling RPG feel.
|
|
You should definitely try this game.
|
|
It's a lot of fun.
|
|
Beautifully implemented.
|
|
And supremely, supremely geeky.
|
|
If you like resource management.
|
|
Disguised as fantasy game.
|
|
You've been listening to Hacker Public Radio at Hacker Public Radio dot org.
|
|
We are a community podcast network that releases shows
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every weekday, Monday through Friday.
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Today's show, like all our shows,
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was contributed by an HPR listener like yourself.
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If you ever thought of recording a podcast.
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And click on our contributing to find out how easy it really is.
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Hacker Public Radio was founded by the digital dot org.
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And the Infonomicon Computer Club.
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And it's part of the binary revolution at binwreff.com.
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If you have comments on today's show.
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Please email the host directly.
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Leave a comment on the website.
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Or record a follow-up episode yourself.
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Unless otherwise stated.
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Today's show is released under Creative Commons.
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Attribution.
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Share a light.
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3.0 license.
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