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Dungeons: A Solo Adventure Game $2.00
Publisher: Adventure Games Guild
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by John T. [Verified Purchaser] Date Added: 11/25/2015 22:18:44

As mentioned by other posters, this little game is a basic dungeon crawl, with little story beyond the initial framework save what you bring yourself. However, the game is still quite fun, and absolutely worth the itty-bitty price.

The Good: --Price -- $3.50 for the basic game and an expansion is exceedingly reasonable

-- Magic system: a hoot.

--Post-quest experience system: Surprisingly robust.

--The "quest monster" mechanic works well to differentiate Quests from each other.

--The cards that come with the PDF -- make the game super-quick

--Basic combat system does the job and lends tension

--Enjoyable throwback to early D&D with wildly variable monster/event lethality and random treasure drops (magic armor from a bat! One gold from the manticore!). You'll probably lose a lot of PCs before you finish a dungeon.

--My 5-year-old and I have had a lot of fun playing this. I read, he rolls and makes choices about what to do next. We lost a dwarf, three elves and a mage, but finally his Elf Rayen survived one quest and then waltzed through his second.

The Less-Good (for $2, nothing is bad): --Magic section is oddly just before Bestiary. Should be just after Heroes.

--The classes are not created equal. Elf is hard to beat (bow, high speed, decent combat, 1/3 chance of Healing Hands after each Area). Mage is a lot of fun. Dwarf and Barbarian will need favorable Areas and lucky treasure drops to make it through their first Quest.

--The classes in the Dragon Fang Mountain expansion are quite a bit stronger than the non-spellcasting classes in the basic book. The Treasure Seeker begins with the best ranged attack in the game, and the treasure reroll ability is remarkably useful. The Runecaster has some interesting choices to make about how often to attempt her spells in combat, which I like, and has a 2/3 chance of triggering modest ranged auto-damage.

--Some small moments where rules aren't clear. Here are some clarifications/house rules I adopted: Initiative. I think this is as written: Ranged first one time, in speed order (if combatants have the same speed, a d6 roll-off). Melee: Higher speed always has initiative, tie speed has a roll-off after each round in which both combatants have acted. If rolled off for ranged attack, roll off again for first round of melee. Scenario 1: unarmed=light weapon (good luck with that, unless Mage). *Enchanted Armour allows spellcasting. The odds of getting it are low -- why not treat yourself?

This game is a lot of fun for the money. Enjoy!



Rating:
[4 of 5 Stars!]
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Dungeons: A Solo Adventure Game
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