Pyramid Review

Cutthroat Caverns

Published by Smirk & Dagger Games

Designed by Curt Covert

Developed by Justin Brunetto & Curt Covert

Art & graphics by Justin Brunetto, Tim Wollweber, Chad Savage, Mats Holmgren, Adam Vehige, Eric R. Martin, William Teo, Steve Messenger, Bruno Krippahl, Uraga, Morgan Rashand, Henri Härkönen, Ian Field-Richards, Noel Hill, Mark Jernstrom, & Paul Adam

Full-color boxed set with die-cut sheet of game tokens, six character cards, eight glass tokens, one monster life tracker, 100 cards (Action, Attack, Initiative, & Item), 25 Encounter cards, & rules; $29.95

It has long been said there are no winners or losers in a roleplaying game, but anyone whose character has ever seized the hilt of a mighty relic and felt that surge of power knows that's the bunk. The adventurer who walks away with the best stuff and the most kills is definitely "da man." For those without the time for a full-blown RPG session, Cutthroat Caverns is the quick and dirty way to show others who's top dog.

The object of the game is to finish with the most Prestige points.

Three to six players get a hand of cards and a character to play. The latter includes an archetypical dwarven warrior, an elven archer, a mysterious thief, and so on. A random set of nine Encounter cards are taken from the deck, to be used as that game's dungeon. The first is flipped over, and players take turns interacting with it. Most are monsters of some sort, and the goal . . .

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




Article publication date: November 16, 2007


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