Gather your gear and prepare to dive into the labyrinth! Teeming with untold treasure, the tunnels are said to be inhabited by unusual creatures, both adorable and terrible. Keep your wits about you as the very walls shift in the torchlight...
...it's time to drop into the dungeon!
Dungeon Drop is a lightweight dungeon crawler for 1-4 players, featuring a novel spatial element that assures no two games could possibly be the same. At the start of each game, cubes of varying colors, which represent both loot and monsters in the dungeon, are dropped onto the table from a height of 6 to 12 inches. This creates a dungeon layout with infinite possibilities. You then use your customized hero to explore the dungeon, use your unique abilities, and ultimately loot a room that won't kill you!
—description from the publisher
Dungeon Run - Game Play 4
Dungeon Run - Game Play 6
Dungeon Run - Game Play 3
- Games are a great way to teach kids life lessons.
- The "Sword of the Wellspirit Artifact" card is a good find, granting an extra die when attacking.
- The "Insourced Armor" provides an extra blocking die, which is useful.
- Players can level up and improve their stats.
- Finding special tomes can reveal the boss of the dungeon.
- Monsters can hit players for damage.
- One player was knocked out and missed a turn.
- A weapon found had a slot conflict with an existing item.
- dungeon
Mechanics (from transcript analysis)
- Combat — Players engage in combat with monsters by rolling dice, with both player and monster having attack and defense rolls.
- item acquisition — Players can find and equip items like weapons and armor that provide bonuses or special abilities.
- Leveling up — Characters can level up, increasing their stats like skill and allowing them to draw ability cards.
- Resource management — Players manage actions and resources such as health (wounds) and items.
- set collection — Players collect artifact cards and other items which can be used for various benefits.
- Skill Check — Players roll dice against a target number based on their skill level to succeed at actions like evading monsters.
- Tile exploration — The game involves revealing new dungeon tiles as players move, which can lead to encounters or treasures.
Video topics + discussion points
Quotes (from this video)
- as a parent, games are a great way to teach your kids important life lessons like how to get along, how to help each other out, you know, not backstab or bully, especially don't bully the parents.
- It's the Andrea show.
- That's actually kind of felt a little bit like the Luke show this time around.
References (from this video)
- Fantastic customer service from an online retailer.
- The game is fun to play with kids.
- The game provides a good experience.
- Death is permanent in the end game.
- Leaving a tile with another hero requires an evade check.
- The summoning stone makes the holder a target.
- Players can be eliminated from the game.
Mechanics (from transcript analysis)
- Blaze Steps — Blaze Steps is an ability that allows a player to move.
- Combat — Combat involves rolling dice to hit. Rolls of 4+ are potential hits when fighting other heroes. Rolls of 5+ are hits when fighting monsters. Monsters may add attack dice based on wounds on their card. Some monsters automatically hit for one wound.
- End Game — The end game begins once someone has beaten the boss and scooped up the summoning stone. In the end game, death is permanent, meaning a player is out of the game and drops all their stuff instead of just getting knocked over. If a player is on a tile with another hero, they must do an evade check to leave the tile, passing on a roll of four or more. Failing the evade check does not result in a free attack from the opponent, but the player does not get to move.
- Evade Check — If a player is on a tile with another hero in the end game, they must do an evade check to leave, passing on a roll of four or more. Failing the evade check means the player does not get to move.
- Leveling up — Players can level up by trading in encounter cards, with the boss monster counting as two encounter cards. Players can level up their Brawn or Skill, and then choose a new ability card.
- monster placement — A player with the summoning stone can use a free action to draw from the encounter deck until a monster is found and place it on any tile that does not already contain a monster. If placed on a tile with a hero, the monster does not get a free attack.
- Permanent Death — When a player's wounds total their life value in the end game, they are out of the game and drop all their stuff.
- Poison Dagger — A poison dagger increases the number of hits that get through.
- special abilities — Several special abilities are mentioned: Stone Melding (ignores wounds on a roll of 4+), Rebuke of the Father (inflicts a wound on another hero on a roll of 4+), Resolute (other heroes can only escape from this player on a roll of 6+), and an ability where if an attacker cannot put wound markers on the player's card, the player automatically places one wound marker on the attacker's card.
- Summoning Stone — The summoning stone grants several benefits. The summoning ability on the hero card, written in red, becomes active and powerful. A new free action is granted, taken at the beginning of the turn, allowing the player to draw from the encounter deck until a monster is found and placed on any tile without a monster. If placed on a tile with a hero, the monster does not get a free attack. At the end of every round, the player with the summoning stone gets the first player token. To win the game with the summoning stone, a player must get it back to the dungeon entrance tile alive and survive there until the end of their turn.
- Winning the Game — There are two ways to win: getting the summoning stone to the dungeon entrance tile and surviving there until the end of your turn, or being the only surviving hero in the dungeon.
Video topics + discussion points
Quotes (from this video)
- welcome back to watch it played my name is Rodney Smith
- death is permanent so instead of just getting knocked over when your wounds total your life value you're out of the game and you drop all of your stuff
- if you happen to have the summoning stone you get some pretty good benefits which is important cuz everyone wants to kill you
- all you have to do like it's easy is get yourself in the summoning Stone back to the dungeon entrance tile alive and survive there until the end of your turn and you win the game
- the other way you win is to be the only surviving hero in the dungeon
- it's really great that you contribute to these series by writing in your suggestions about what we should do for our moves and just by sending in your positive comments
- it helps us to improve as we go forward
References (from this video)
- Interesting mix of cooperative and combative elements
- collecting final treasure and escaping alive
- a dungeon
Mechanics (from transcript analysis)
- cooperative with competitive elements — Everyone is playing for themselves, but in order to get to the big boss and collect the final treasure, you're probably going to have to make allies along the way. However, once you've got that final treasure, you have to get out of the dungeon alive, and suddenly all of your friends and allies, they're going to be turning against you because they want that treasure for themselves.
Video topics + discussion points
Quotes (from this video)
- The last time you saw me, we were wrapping up our Small World video series, and I had just announced that we would be playing the Memoir 44 game as our next game. Unless, of course, I received a game I've been waiting for in the mail. And guess what? I received it.
- So, this is not really the start of our next video series, just a a little bonus for our loyal viewers.
- this is the first time we're going to be showing you a game that is very, very new.
- The game is Dungeon Run.
- Dungeon Run, if you haven't heard of it, takes place in, you'll never guess, a dungeon, of course.
- I think it sounds like a really interesting mix of both a cooperative element and a very in-your-face combative element.
- I'm going to need a couple of days to pour over this game to really learn it inside and out so I can teach it to you in the most efficient way possible.
- Let me know if this is a game that you are looking forward to seeing played.
- Thanks again to Plaad Games for sending this to us and to Colobby in particular.
References (from this video)
- Optional cooperative element that can turn competitive
- Cover art effectively communicates the game's theme
- Heroes have unique abilities and stats influenced by race and training
- Items have specific training requirements for use
- Clear rules for combat, movement, and other actions
- Free actions (disarm, rally, assist, sabotage, summon) add tactical depth
- Monster roaming and boss mechanics add challenge
- Potential for player elimination can be harsh
- The game can have a 'stab your friend in the back' element
- Drawing unusable tiles during movement can cause delays
- First video teaching rules can be information-heavy
- heroes exploring a dungeon, fighting monsters, and collecting treasure with an optional cooperative element that can turn competitive
- dungeon
Mechanics (from transcript analysis)
- Action Point Allowance — Players can take up to two actions per turn from a variety of options.
- cooperative play — Players can initially work together, but the game shifts to competitive play once the summoning stone is acquired.
- Dice rolling — Dice are used for combat, escape attempts, and determining the placement of treasure and encounter cards.
- hand management — Players manage ability cards and equipment, with limited slots for equipping items.
- player elimination — If a hero's life total is reduced to zero, they can be knocked out or potentially killed and permanently removed from the game.
- Press Your Luck — Decisions in combat and escape attempts involve rolling dice and deciding whether to risk more for greater rewards.
- set collection — Players can collect treasure cards, encounter cards, and ability cards.
- tile placement — Players draw and place dungeon tiles to explore the game area, with exits needing to align with adjacent tiles.
Video topics + discussion points
Quotes (from this video)
- But we don't want you to just watch. Where possible, we're going to invite you to join in and play along with us.
- So, the game has an optional cooperative element that definitely has a stab your friend in the back element, too.
- The summoning stone. That's truly the objective of the game. You're trying to get the summoning stone and then get out alive.
References (from this video)
- Ability to equip multiple items with the 'grown a third arm' ability.
- Ability to kill the War Altar using special abilities without direct combat.
- Successfully disarming a trap demonstrates skill.
- Looking at the boss card provides special information.
- Direction sense ability allows revealing multiple tiles and choosing one.
- Getting knocked out by a monster or trap.
- War Altar rules can be tricky regarding spending a turn with a monster.
- The 'cursed stone' tile prevents the use of hero abilities on adjacent tiles.
- Encountering a fire drake that attacks with multiple dice and can cause wounds.
Mechanics (from transcript analysis)
- Ability cards — Used to gain special abilities, such as growing a third arm to equip an additional primary hand slot item.
- evade — Players can attempt to evade monsters by rolling dice against a target number.
- Leveling up — Players can level up, which involves drawing and choosing ability cards.
- monster roaming — At the start of a player's turn, monsters can move to different tiles.
- special abilities — Heroes have special abilities like 'burn' to place a moon token on a monster, or 'blaze step' for free movement after defeating a monster.
- Tile exploration — Players reveal tiles, which can contain treasures, encounters, or special locations like the library. Some abilities allow revealing multiple tiles.
- traps — Players must roll dice to disarm traps; failure can result in damage or being knocked out.
Video topics + discussion points
Quotes (from this video)
- don't worry the kids will be joining me soon but first just two small little Corrections we have to make
- for my ability I have grown a third arm on my hero now what that means is normally you can only equip one primary hand slot item at a time well with this third arm I could equip a second primary hands slaught item to my character
- Andrea she got knocked out here why you s up with that is she your partner I thought so well Andrea is going to be joining us soon as well she's just out of the house we thought we'd go ahead and take a couple of our turns and then we'll get Andrea down here when it's her turn to make some actions
- well actually the beginning of the video starts with Andrea having her turn but she's been knocked out so for her turn all she gets to do is stand up again that's the end of her turn
- don't underestimate the power of Andrea Smith
- looks like you found a way to kill this war alter without having to involve either Luke as I said don't underestimate the power of Andrea Smith
- Lucky Luke once again rolls what he needs and he's going to get a chance to look at the boss card Andrew and I don't get to look
- I think you and I are actually hurting a little more than Luke is right now the luk and your lucky dice about time you had some bad luck
- give Andrew some suggestions about what to do you do have some options you got some movement you can go to new tiles you have Treasures all around you that you can go collect and that poison dagger that poison dagger which I'm sure you're missing
References (from this video)
- Unique hybrid coop/competitive design
- Engaging loot and encounters
- Tight component use and modular scenarios
- Solves solo play less well
- Availability can be limited due to printing history
- Cooperative exploration that transitions to competitive play
- Fantasy dungeon exploration with changing modes
- Semi-cooperative to competitive with a boss-driven arc
- Descent
- Descent First Edition
Mechanics (from transcript analysis)
- Loot and counter decks with meaningful level-ups — Loot and counter mechanics drive character progression and choices
- Mode transition to competitive — After defeating the boss, the game shifts to a competitive 'tag in the dungeon' style
- Semi-cooperative — Players explore together to reach a boss and unlock the key objective
- semi-cooperative exploration — Players explore together to reach a boss and unlock the key objective
Video topics + discussion points
Quotes (from this video)
- this is a top five games I sold and repurchased
- the boxes are super small so it's very easy to store on the Shelf
- Space Hulk was one of my original Hobby Games from phase one of my collecting
- it's absolutely gorgeous game that really spoke to me
- I missed that chaotic games of getting brutally beaten down
- Board Game Geek... universal heads rules summaries... absolute godsend