|Players:||1-4 (you play against the dungeon, rather then the other players). more players only increases the chance to manage the escape, as there are more retreat ways.|
|Content:|| 1 rules booklet
1 game board
1 12-sided dice
1 6-sided dice
4 character counter
4 plastic holder to the characters
6 plastic tops
116 room tiles (of which the treasury is double)
256 cards, of which:
4 hero cards
1 cross-bow card
24 battle cards
32 tresury cards
84 room cards
8 dragon cards
15 room trap cards
15 search cards
15 room searching cards
15 chest cards
15 dorr cards
15 monster cards
8 rules card
4 magiska ringar
set II contains (works only with the basic set):
|Game target:||Get into the tresury in the middle and take as many treasuries as possible without wake up the dragon and than reach an exit before the sunset after 26 turns.|
|Rules:||Rules in English
Rules in Swedish (inclusive the expansion set II)
|Strategy:||You have to consider the possibilities with a theoretically shorter, but unknown way,
against a longer one, where there already are room tiles, as the number of turns are
Also you have to way in, by experience, how the different monsters normally react at an encounter, ie if they prefer escape, battle or a backstab. As it's one of your opponents who choses the battle cards for the monsters, then it's a bit of a mug's game here as well. (It's a variant of stone, scissors and paper, but with a possibility to an extra hit for the hero on one of the cards, but that know the opponent as well...).
Also, how many turns do you dare to stay in the treasury? The longer you stay, the more increases the risk that the dragon awakes, on the other hand the gain increases...
|Comments:||Invented 1985 by the Swedes Dan Glimne and Jacob Bonds. The expansion is published
The English version is published by Games Workshop. In the English publication it seems as the expansion set is separated in two expansions, of which one contains the underworld cards. It also seems to be a more beautyful and expensive publication.
You interact quite little with the other in the game, except when you have arrived to the tresury or got lost on a way someone else has made, which normally is a detour.
Although the bi randomness in the game, it's really one of the funniest I have, The new heroes of the expansion, gives a little more chance to succeed (according to the rules it's just about 15% chance to return to the exit). Also may the underworld give a slight advantage, but you may exclude those cards if you want.
The big disadvantage are the very extensive rules and that som rules only are at
particular rules cards, so at least one of the player ought to know the rules well enough
to find the required rule. On the other hand, you don't really need to know the rules
before you reach a certain situation. Another disadvantage is the many and different cards
you have to keep track of. With the expansion set, they may barely find place in the box!
But the strength of the game is all the surprises it gives. As my friend with a spider
phobia draw the card wuth the giant spider and uttered a terrific yell. For those who like
to play a society game as a solitary game sometimes, this one is probably one of the
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