“Champagne! In victory one deserves it, in defeat one needs it” - Napoleon
Dungeon Saga uitgekomen
Dungeon Saga has one standout hallmark. It's full of smart design decisions which offer a little extra depth, a little extra theme, while keeping things as approachable as it can. That's impressive. The question is whether it's enough to make this title stand out in one of the most crowded genres in board gaming.
Let me give you an example. Fighting borrows a combat mechanic from, of all places, Risk. Each player rolls dice and compares the values sequentially, highest dice winning each pair. No great interest there. But if there's more than one model attacking you, you lose one dice for both attack and defence. If one's in your rear three squares you lose another dice for that combat.
Anyone can grasp both the rules and the logic of this. Yet this swift stroke brings a sudden element of tactical positioning to your play. In the tight corridors and irregular rooms of the dwarf king's hold it's easy to get outnumbered if you're not careful. So, players must jostle for position, watch each other's backs, consider leaving good positions to stop someone getting surrounded. A simple combat mechanic with a tiny tweak to give you something to think about.
Here's another. In this base set, the overlord player represents a Necromancer. He has a limited number of actions every turn. Each of these can either move and attack with a minion on the board, or turn a pile of bones marker into a fresh monster which can't act that turn. Again: a simple, logical concept. Again, it creates some fun complexity. Do you trade off attacking now for the chance to get better position next turn?
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