Dungeon Fighter board game review
|Game: Dungeon Fighter||Players: 1- 6|
|Publisher: Horrible Games||Age:14+|
|Time:25- 60 minutes||Replayability: 9/10|
Dungeon Fighter board game review
I am a huge fan of Dungeon Crawlers. I may (or may not) have mentioned it one too many times before. With games and series like Final Fantasy, Dragons Dogma, Dragon Age, Witcher, and of course Gauntlet I could be expected with a couple of start overs and a loss of about a week in game time– 168 hours. Did I mention that since I was a toddler I wanted to play D&D? It wasn’t until last year that I was able to host and finish a campaign in Pathfinder. So what exactly does Dungeon Fighter have to do with my Rpg genre crush? Well, when I began getting into board gaming I was able to play a couple of dungeon crawlers myself. Specifically I endured Hero’s Journey Home, Dungeon Romp, and tried out a bit of The Legend of Drizzt. I must say, the experience these games gave me were something video games couldn’t, I was able to really immerse into the worlds created. (not as much with Legend of Drizzt). Dungeon Romp emphasized micro sizing the mechanics of D&D and Pathfinder. Hero’s Journey Home expressed the world of RPG through (extremely impressive) cards. Two games that delivered unique experiences while putting a twist on a classic. So what about Dungeon Fighter?
Dungeon Fighter by Horrible Games adds new flavors to the RPG gaming experience by having the players explore their hidden dice rolling talents. In the game, you and your team of heroes roll die in order to battle enemies and collect treasures. This interaction awakened an amount of engagement I never considered in gaming. I love how unique this mechanic is and how well it seems to position itself in this board game. For example, while the default roll is dominant hand and one bounce before hitting the target (yes, the game comes with a giant cardboard target), and sitting/standing/flying or whichever way you’d like to toss the dice, their are components to the game that can alter your decisions. A monster may force you to hop on a roll, while a dungeon room may be too dark–forcing you to close your eyes. I bought a sword that expected me to slap my wrist as the stop guard in order to fling my dice out of my hand and onto the target. My friend and I were zoning in on hidden techniques and pushing the limits to our limitations.
The game is simple, with three dungeon rooms set up and a final boss pitched up at the end. Fight through each room by moving your “team pawn” through the dungeon rooms. Each room includes an encounter and a maintanence phase. While encountering an enemy, you will be rolling the dice to knock down the enemies life. Every hit damages the enemy while every miss (you fall off the target, you don’t get the first bounce in, you rage quit) has the enemy attack you. While you progress you’ll run into shops, healing rooms, and treasure rooms. Respectively giving you equipment, giving you full health, or rewarding your for your visit. I have to admit, the many times I’ve played this I have yet to be the boss. While fun, very difficult to prepare for this bad guy (but I haven’t given up yet). I would have to say this game is a must and whether you are a 1 man army, or a gaming group, this game can satisfy. I have solo’d the campaign and ran through with a few buddies. But I have to say, the impressive art work, the random ecnounters, the rolling mechanics… I am seriously impressed. Horrible Games is one of the most underated developers I’ve experienced. I would say, you’d regret not having this gem, Dungeon Fighter, on your shelf.
My concerns are the learning curve to dice throwing. Our game ended far too abruptly because we could not get the dice to land on the target (concluding in our losing life). Every throw ended in falling off the table or not bouncing first before landing on the target. I also feel the game runs a bit too quick. With only 3 dungeon rooms to run through that is potentially 8 or 9 encounters before the last boss. I felt way too under skilled for this challenge. I do find the game grew on me and I enjoy taking it out at least once every few weeks to challenge my dice rolling skills and discover cards I haven’t seen it (solo or with a group).