Pyramid Review

Dungeonville

Published by Z-Man Games, Inc.

Designed by James Ernest & Mike Selinker

Developed by Falko Goettsch

Art by John Kovalic

Five pawns and 105 blood tokens in five colors, 64 adventurer cards, five 32-card dungeon decks, five entrance cards, five deed cards, six town cards (including deed house), & one seeing stone card; full-color, boxed, two to five players; $24.99

It's a dirty job, but someone's got to do it. The town of Dungeonville is, for want of a better term, "blessed" with many local dungeons. You and your fellow mad geniuses have inherited these, and are trying to outdo one another by killing the most brave, adventuresome souls.

The object of the game is to be the first wizard to kill seven adventurers with your dungeon.

There are five dungeons, including poorly lit pits like the Ice Cavern and the Rat Haus. Up to five fiends can play. Since it's their primary export, Dungeonville offers several places to meet and greet potential adventurers, with richer heroes hanging out in pricier places. Each has a class (barbarian, sorcerer, peasant, etc.), rank, color, and set of dungeon combat stats. The heroes who can carry the most hang out at the tavern and demand the most money, and go in descending order until you can hire the toughest fighters on the street for free. The "starting player" (a position that rotates each turn) chooses first, replacing his hero selection from the deck. The newcomer falls into the numerical . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: January 6, 2006


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