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Stay Out of My Dungeon

Game ID: GID0453194
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
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Video WhwnUynNUEk maple University Rules Teach
video_pk 70715 · mention_pk 167724
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The goblins need to work together to build up defenses at these three entry points poison traps a moat full of hybrid shock crocodile creatures and a giant flame tart.
  • The anarchist wants the dungeon to be saved once chaos and anarchy within the dungeon and so as things go wrong during the game the anarchy track will increase.
  • This is still a better outcome than going into battle and losing all your health you will still miss a turn if you do that but you'll also lose all of your cards both equipped and from hand and most likely increase anarchy in the dungeon so it can be better to choose to miss the turn and heal at the Goblin key.
  • Backstabbing is an option which is open to any goblin who is at a location with another goblin.
  • To play as the anarchist your aim like the loyal players is to perfect the three primary defenses but you also want the Anarchy track to be at least 10 or higher.
  • To play as the selfish jerk your aim is to perfect the three locations with the loyal players but to end the game with at least two of the individual reward cards.
  • happy backstabbing
References (from this video)
No references stored for this video.
Video WhwnUynNUEk maple University Rules Teach at 0:09 sentiment: positive
video_pk 70715 · mention_pk 192601
maple University - Stay Out of My Dungeon video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Semi-cooperative nature with hidden roles creates interesting player dynamics.
  • Multiple roles (Loyal Goblin, Spy, Anarchist, Selfish Jerk) offer varied gameplay.
  • Defenses (poison traps, moat, flame turret) provide thematic challenges.
  • Individual reward cards offer player incentives and add variability.
  • Backstabbing and accusation mechanics introduce player interaction and potential betrayal.
Cons
  • The game is not designed for a purely cooperative mode.
  • Anarchy track can increase significantly, potentially leading to losses for loyalists.
  • Spy's role can be difficult to manage effectively, especially when captured.
Thematic elements
  • Goblins defending their dungeon from an invading king
  • a goblin dungeon
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players move their meeples to different locations on the board to take actions.
  • Combat — Resolving invasions and defending locations involves a combat system with special and normal damage phases.
  • Deck Building — Construction cards are played facedown to build defenses, and their values contribute to success.
  • Hand Management — Players manage a hand of action cards (Construction, Spells, Armor, Weapons) to use during the game.
  • Hidden role — Players have secret roles (Loyal Goblin, Spy, Anarchist, Selfish Jerk) with different win conditions.
  • Semi-Cooperative — Players must cooperate to defend the dungeon, but some roles have conflicting objectives.
  • Set Collection — The Selfish Jerk wins by collecting at least two individual reward cards.
  • Trackers — The game utilizes several tracks (Invasion, Anarchy, Defense, Alchemy, Forge, Armory) to monitor game state.
  • Variable player powers — Each goblin role has unique abilities and win conditions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The goblins need to work together to build up defenses at these three entry points poison traps a moat full of hybrid shock crocodile creatures and a giant flame tart.
  • The anarchist wants the dungeon to be saved once chaos and anarchy within the dungeon and so as things go wrong during the game the anarchy track will increase.
  • This is still a better outcome than going into battle and losing all your health you will still miss a turn if you do that but you'll also lose all of your cards both equipped and from hand and most likely increase anarchy in the dungeon so it can be better to choose to miss the turn and heal at the Goblin key.
  • Backstabbing is an option which is open to any goblin who is at a location with another goblin.
  • To play as the anarchist your aim like the loyal players is to perfect the three primary defenses but you also want the Anarchy track to be at least 10 or higher.
  • To play as the selfish jerk your aim is to perfect the three locations with the loyal players but to end the game with at least two of the individual reward cards.
  • happy backstabbing
References (from this video)
No references stored for this video.
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