How to play Tomb of the Visitor of the Dead. Board game Dungeon. Tomb of the Lord of the Dead. Video for the board game Dungeon: Tomb of the Lord of the Dead

Lots of questions.
1. Crime phase:
a) How many players can I choose to attack with my monsters? One or more? Those. I have two monsters in my hand (lair), can I throw one at one player, and the second monster at another player (naturally paying the cost of each)?
b) In the rules, at the end of the description of the atrocities phase, it is stated that “A monster or hero can only launch 1 attack per turn. The hero
spends 1 action point on an attack, the monster's attack is paid for by the risk points of the attacked hero." Does this mean that the hero can attack during the atrocities phase (by spending an action point)?
c) When declaring an attack by monsters, who chooses the order of battle: Attacker or Defender?
2. Phase of feats:
a) The rules say that during this phase you can perform “movement, exploration,
playing a glory card and trying to complete the task." Not a word about the attack, can I attack another with my hero in this phase, in the same location or how and when?
b) Movement: Do I have to pay for entrance to locations (for example, pass a check) if I get to the location through a fame card (for example, by teleportation). And also, when teleporting/displacing from a location, do the traps at the exits work?
c) Playing glory cards: firstly, do you need to spend action points when playing? If yes, how much? One for each card? One point for any number of cards played? (naturally, all cards are paid with glory for the play)
d) Attempting to complete a task: So is the action point spent or not? *the rules say that the first attempt is free
3. Special actions:
a) Application of the map at any moment. from the rules "You can play a card with a cast time of "any moment" if there are enough risk or glory points." Can I play risk cards on someone else's turn? If so, whose risk points are being spent? Mine, any player, current player? And if the card does not have a purpose (some kind of amplifier), then again, how are risk points spent on playing it?
4. Battle:
a) For example, the Hero fights with a monster whose magic attack is round, the rest are diamonds. And on the monster it is written that if the magic attack is successful, deal 1 damage. The hero attacks this monster in close combat (with his fist) and loses, what happens? Does the hero take damage from the monster? After all, the monster on the map does not have an effect if the fist is successful, but only if magic is successful. If he receives 1 damage from a counterattack (as stated somewhere in the rules), then it turns out that if in the same battle the hero attacked with magic and lost, then he would receive 1 damage from the counterattack and plus one more from the effect from the monster card? Or does the monster card effect only work during an attack? Or is there no damage at all if the monster is not written on the card?
b) Call:
From the rules "A hero who has been attacked can now make one attack against one of the cards that attacked him or against a hero located in the same location." Those. for example, “player A” unleashed monsters on “player B”, “player B” after the battle with the monsters challenges. Can he at this moment challenge “player B” who was standing in this location, but seemed to be out of business and not sending monsters? (of course player B has an action left)
5: Quests:
From the rules "Search. The location where you can complete this task is not known in advance: the hero must find it himself. Usually for
To complete a task, the player is required to spend 1 action point and roll a die while in a certain location." So does the rule that the first attempt is free work here? Because for example, "Threat. Defeat the threat indicated on the mission card. According to the general rules, the first attempt does not spend action points, each repeated attempt requires 1 action point." In the end, how does it work anyway?
Ugh... that seems to be it. I read the rules several times, maybe I didn’t see them somewhere, but in my opinion the rules are disgustingly made.

1.
a) As many as you like, the main thing is that there are cards and their cost can be paid with the risk points of the goals.
b) Yes, the hero can do this if he has 1 action point. The "Challenge" phase of the battle. In this case, the “Challenge” can only be performed 1 time per battle by the defending hero.
c) The attacker always chooses, regardless of who is attacking - a monster or a hero.
2.
a) Yes, it’s written crookedly, it should be “once every player’s turn” you can attack a hero for 1 action point. In the “Special Actions” section it is said that you can arrange a battle on your own and someone else’s turn, but only 1 time per turn.
b) When moving not using the “Move” action, only “Transfer” is used, as far as I remember. The transfer rules and what is written on the card are followed. If told to ignore exits and walls, there is no need to overcome threats when exiting. If you are told to swap the places of the hero chips, then you don’t have to pay to leave the location either. If a hero moves to a location on his turn, he must overcome the threat of obstacles in that location, unless the card says otherwise. If not on your turn, then obstacles do not affect the hero. Fame and risk points are also obtained when moving only on your turn.
c) Only the fame points indicated in the upper left corner of the card are spent.
d) The rules clearly state: “You do not need to spend action points on the first attempt to complete a task in each turn (unless the card itself says otherwise); each repeated attempt requires 1 action point.”
3.
a) Of course you can. You never spend your risk points; if the card is not aimed at a specific player, then you choose one of the opponents who has enough of them. If a card has a target, then the risk points of the player you play it against, even if it is not the current player.
4.
a) If a bonus for a successful melee attack is not written on the monster’s card, then 1 damage is simply dealt to the hero. "The player with the highest score makes a successful hit and inflicts 1 wound on the opponent's monster or hero." The consequences of a successful attack are written for the attack forms the monster can attack with. Those. If a monster can attack with magic but cannot melee, then the consequences for a successful attack with magic will be written on its card. So the hero would only receive 1 wound even if he hit with magic.
b) Yes, it can.
5. If the card does not say about attempts to complete the task or says “each additional attempt costs X,” then the first attempt is free. Otherwise, each attempt costs as much as indicated in the task description.

About “Inflict 1 wound” is written on monsters for those cases when the type of attack can be used by the monster when attacking (that is, it is depicted in a circle). It seems to me that this simply says what effect is obtained in the event of a successful attack by a monster. Mostly it is 1 wound, as usual, but not all monsters have this.

But the rules state "The player with the highest score makes a successful strike and inflicts 1 wound on the opponent's monster or hero. In addition to inflicting a wound, a successful attack can have other consequences - these are indicated on the encounter card after the corresponding strike symbol."
those. it is understood that the property is triggered in all cases when the monster inflicts a wound (both in an attack and in a counterattack). Well, that's what I understood from the rules.

The monster inflicts a wound each time the attack is successful. If something else is written on his card next to the icon depicting the type of attack, what is written there happens.
The effect of blows on the map is written, as I see, only for “circles”, but not for “diamonds”, that is, during a counterattack, nothing but a wound will happen.

That's the question. If a monster has a circle on a certain type of attack, but it does not attack, but counterattacks and successfully, then how to calculate the damage?
According to the general rules, a counterattack simply deals 1 damage. This is understandable, what is not clear is that there are monsters that simply say “Deals 1 damage.” without additional effects. Why write this then? As I understand it, this is additional damage, as well as the effect triggers during a counterattack, i.e. 1 damage according to the general rules + “Deals 1 damage” according to the text = 2 damage.
Otherwise, I don’t see the point in the inscriptions “Deals 1 damage.” It’s clear that when there is 2 damage or some other effect, this is justified, because differs from the general rule of 1 successful hit = 1 damage. But it’s not clear why it says “Deals 1 damage.”

You misunderstood. This is written simply for clarification. Sometimes on such maps monsters have 2 types of attacks, for example magic and strength. But if on one map this is logical, then on maps where the monster has an attack with only one parameter this is done for clarity and simplification. So as not to go through the rules every time and look for what kind of damage is caused during an attack. Everything is clearly indicated on the card. You just have to remember that this effect only works when the monster or hero is attacking; no effects work when defending. There is no need to cheat anywhere. From the experience of board games, I can say that very often the authors indicate various symbols on the cards, that is, some kind of drawing effects, but additionally, somewhere below, in the form of a footnote, they describe the effect in text for clarity and clarity. It’s the same here, for better perception it is indicated that such an attack will inflict 1 wound. That's all.

Do you mean that no effects work when defending? But what about: The player with the highest score makes a successful hit and inflicts 1 wound on the opponent’s monster or hero. In addition to inflicting a wound, a successful attack can have other consequences - these are indicated on the encounter card after the corresponding strike symbol.
In the English version: For each attack, the player with the highest total hits and inflicts
1 wound on his opponent’s monster or hero, unless the hit effect on the Encounter card states otherwise.
And what does cunning have to do with it, I just want to understand how to do it correctly, because if you don’t take into account the effects when counter-attacking, then on the contrary, it simplifies the game.
And from my experience in board games, a lot of questions arose about points that are not written down/unclearly stated in the rules and can be interpreted in different ways. When we played for the first time, one of the players, for example, generally said that since the effect is written only for one type of attack, then if you attack with another type, the monster simply does not hit back, even if it wins. Well, on the card it says that it causes one wound with only one type. So go figure it out.

The effect indicated on the card does not work when defending, I probably did not speak correctly. I'm sorry. I completely agree about the attack, you need to look at the monster or equipment card. But in general, the combat is simple, like the game itself, you stupidly rolled the dice, if the attacker overthrew the defender, see what works for you on the selected attack and apply it to this poor fellow. If the defender rolls you over according to the die value, simply receive 1 wound. There are no other effects. If there is a tie, nothing happens.

In general, the original says "For each attack, the player with the highest total hits and inflicts 1 wound on his opponent’s monster or hero, unless the hit effect on the Encounter card states otherwise."
Those. It seems like the effect is playing out in any case. Yes, the translation says what you said.

I'm not good at English, I haven't read the original. But if you believe what you wrote, yes, or a wound if nothing is said or an effect from the card. But there is one clarification here, that this is true for every attack. But in fact, in battle, only one attacker, the second throws on defense, not on attack. Yes, you can attack later in response if you have saved an action point, in this case, then you are already considered an attacker. And all the effects work. But only in this case. The rules are clearly stated. Another thing is that it seems the question was about monsters, but monsters cannot attack in response, because they do not have action points to respond to an attack. They only defend themselves, accordingly, if you believe the structure of the game and definitions, their effect should not act in addition to if he suddenly inflicted a wound on the attacker while defending.

When counterattacking, the damage is just like in the rule book. During a normal attack - as it is written on the map.
It is written there for a normal attack, this, as I understand it, is for uniformity, since it happens not only “deals 1 damage”, but also another effect and the player needs to get used to looking at the card.

The rules say that simply for each attack, damage is inflicted on those with a higher result. Those. if, conditionally, a player made 2 calls and attacked 2 monsters and the monsters won when comparing the results of the throw, then they deal 1 damage, unless their card says to do something else for this type of attack

"The player with the highest score makes a successful hit and inflicts 1 wound on the opponent's monster or hero. In addition to inflicting a wound, a successful attack can have other consequences - these are indicated on the encounter card after the corresponding strike symbol."

Read carefully - a successful IMPACT, not a successful ATTACK. That is, I can hit in defense, but this is not considered an attack. An attack is considered to be a blow inflicted by the attacking hero/monster. And it is for this case that additional ones can be used. consequences of an attack.

I agree, the rules were written by drunken Chinese on a moonless night.

Well then, this simplifies the game, although I still have doubts. Still in English. version on the very first page, everything written after the asterisk (hit symbol) is called Hit Effect, and a “hit”, in my understanding, is a hit, and not the fact of an attack.

From this point of view, one thing should be used in the rules regarding “strike”, either an attack or a blow. Then there will be no problems or questions. In this case, it turns out that indeed, every successful attack/strike of a certain type (no matter in attack or defense) will have its effect when hit.

In the meantime, I interpret the domestic translation exactly as I wrote above.

Home Rules

Before purchasing Descent, I wanted to turn this game into its likeness. Is it really possible to do this, has anyone set such a goal, maybe there is already something ready?
Also, does anyone have home rules for a purely cooperative game? In Russian, English - it doesn’t matter.

In this article we will look at the wonderful board game Dungeone: Tomb of the Lord of the Dead, reviews for which there is not so much, and there are even fewer adequate and understandable explanations of the rules. Here you will find both, in both text and video formats.

If you're just itching to play something similar to D&D, but don't want to spend a lot of money, then Dungeon is just what you need. An excellent choice to get acquainted with this game mechanics. Personally, I managed to purchase a box for only 510 rubles in March 2017. Despite its small size, the box contains a whole lot of cards, tokens, cardboard figures with stands, and everything is quite strong and there is no feeling that after a few games it will turn into dust. Included:

1. 110 maps of locations, adventures, tasks, counters, heroes, memos.

2. 2 cubes.

3. 6 hero figures.

4. 60 risk, fame, health, tracking, level overlay tokens.

5. Booklet of game rules.

The essence and rules of the Dungeon: Tomb of the Lord of the Dead

The game can be played by 1 to 4 people, but it is always more fun to play with a large group. To win you need to complete 3 quests before the others.

It all starts with the fact that you, in company with other heroes, will go to an ancient underground tomb. This tomb is compiled randomly each batch from location cards, so each batch will be differentAprevious. Usually in such games there can be either a leader or the owner of the dungeon, and also the main antagonist. Here, this role can be performed by all players during their turn, so the game is far from cooperative, and it’s every man for himself.Spirit of the presentRPGhere it is supported by the presence of such elements as character levels, equipment and advantages (analogous to magic spells), as well as the three main characteristics of the hero: Melee, Magic and Speed. The main currencies, if you can call them that, are risk points and glory points, for which you can play adventure cards. Where would we be without the health of our heroes? Everyone at the beginning of the game has 6 health units and if it runs out you die. In general, a complete set of decent role-playing games is present. Now let's move on to the gameplay.

And he is very rich and interesting in the Dungeon. After the initial distribution, great achievements and unexpected disappointments, betrayals and incredible luck await you. The game will definitely not let you get bored. On his turn, the player can perform a lot of actions, in addition to standard movements, purchasing equipment, fighting and drawing cards, a very interesting moment is the atrocity phase, in which you take the place of the dungeon lord and send curses and monsters to other heroes. With this phase you canseriously annoy other players and slow down even very developed heroes, and sometimes even kill them.

INWe will not go into details about the rules, because there is a booklet about them with twenty pages of small print, although it is not very clearly written, so I advise you to look at two parts of the explanations. Here they talk in detail about all aspects of the game, but using the expansion as an example, so ignore the frost tokens and accompanying cards, but otherwise everything is exactly the same.

Video rules of the board game Dungeons


Opinion about the game Dungeon

Summarizing all of the above, we can conclude that the game is a worthy representative of the universeD&D,and in its price segment it has no competitors at all. For 500 - 800 rubles you will receivea whole wonderful world full of adventures. Of course, the game has its drawbacks, and the main one is the confusing rules and the initial effect of difficulty, but it’s worth spending a couple of hours to study them and play a test game and you will understand that there is nothing wrong. The absence of a full-fledged map, a book of quests or a large number of plastic figures probably shouldn’t be considered a minus, because the creators tried to introduce as many elements as possible with a small budget, and even to balance everything. Among the disadvantages, perhaps, I would also include the very large influence of randomness, because you can get ahead in just a few steps if you get the right location at the beginning of the game, which will help you complete the task, and the presence of dice is always random.

Grade:

Difficulty - 5/10

Gameplay - 6/10

Quality of materials - 7/10

Fun and atmosphere - 6/10

Replay value - 7/10

Board game Dungeon review

We give this game four stars primarily for value for money andwe hopeDid you likereview of the board game Dungeon: Tomb of the Lord of the Dead . Leave your comments and impressions below, and also rate it in the survey.

Have a good game!

Lots of questions.
1. Crime phase:
a) How many players can I choose to attack with my monsters? One or more? Those. I have two monsters in my hand (lair), can I throw one at one player, and the second monster at another player (naturally paying the cost of each)?
b) In the rules, at the end of the description of the atrocities phase, it is stated that “A monster or hero can only launch 1 attack per turn. The hero
spends 1 action point on an attack, the monster's attack is paid for by the risk points of the attacked hero." Does this mean that the hero can attack during the atrocities phase (by spending an action point)?
c) When declaring an attack by monsters, who chooses the order of battle: Attacker or Defender?
2. Phase of feats:
a) The rules say that during this phase you can perform “movement, exploration,
playing a glory card and trying to complete the task." Not a word about the attack, can I attack another with my hero in this phase, in the same location or how and when?
b) Movement: Do I have to pay for entrance to locations (for example, pass a check) if I get to the location through a fame card (for example, by teleportation). And also, when teleporting/displacing from a location, do the traps at the exits work?
c) Playing glory cards: firstly, do you need to spend action points when playing? If yes, how much? One for each card? One point for any number of cards played? (naturally, all cards are paid with glory for the play)
d) Attempting to complete a task: So is the action point spent or not? *the rules say that the first attempt is free
3. Special actions:
a) Application of the map at any moment. from the rules "You can play a card with a cast time of "any moment" if there are enough risk or glory points." Can I play risk cards on someone else's turn? If so, whose risk points are being spent? Mine, any player, current player? And if the card does not have a purpose (some kind of amplifier), then again, how are risk points spent on playing it?
4. Battle:
a) For example, the Hero fights with a monster whose magic attack is round, the rest are diamonds. And on the monster it is written that if the magic attack is successful, deal 1 damage. The hero attacks this monster in close combat (with his fist) and loses, what happens? Does the hero take damage from the monster? After all, the monster on the map does not have an effect if the fist is successful, but only if magic is successful. If he receives 1 damage from a counterattack (as stated somewhere in the rules), then it turns out that if in the same battle the hero attacked with magic and lost, then he would receive 1 damage from the counterattack and plus one more from the effect from the monster card? Or does the monster card effect only work during an attack? Or is there no damage at all if the monster is not written on the card?
b) Call:
From the rules "A hero who has been attacked can now make one attack against one of the cards that attacked him or against a hero located in the same location." Those. for example, “player A” unleashed monsters on “player B”, “player B” after the battle with the monsters challenges. Can he at this moment challenge “player B” who was standing in this location, but seemed to be out of business and not sending monsters? (of course player B has an action left)
5: Quests:
From the rules "Search. The location where you can complete this task is not known in advance: the hero must find it himself. Usually for
To complete a task, the player is required to spend 1 action point and roll a die while in a certain location." So does the rule that the first attempt is free work here? Because for example, "Threat. Defeat the threat indicated on the mission card. According to the general rules, the first attempt does not spend action points, each repeated attempt requires 1 action point." In the end, how does it work anyway?
Ugh... that seems to be it. I read the rules several times, maybe I didn’t see them somewhere, but in my opinion the rules are disgustingly made.

1.
a) As many as you like, the main thing is that there are cards and their cost can be paid with the risk points of the goals.
b) Yes, the hero can do this if he has 1 action point. The "Challenge" phase of the battle. In this case, the “Challenge” can only be performed 1 time per battle by the defending hero.
c) The attacker always chooses, regardless of who is attacking - a monster or a hero.
2.
a) Yes, it’s written crookedly, it should be “once every player’s turn” you can attack a hero for 1 action point. In the “Special Actions” section it is said that you can arrange a battle on your own and someone else’s turn, but only 1 time per turn.
b) When moving not using the “Move” action, only “Transfer” is used, as far as I remember. The transfer rules and what is written on the card are followed. If told to ignore exits and walls, there is no need to overcome threats when exiting. If you are told to swap the places of the hero chips, then you don’t have to pay to leave the location either. If a hero moves to a location on his turn, he must overcome the threat of obstacles in that location, unless the card says otherwise. If not on your turn, then obstacles do not affect the hero. Fame and risk points are also obtained when moving only on your turn.
c) Only the fame points indicated in the upper left corner of the card are spent.
d) The rules clearly state: “You do not need to spend action points on the first attempt to complete a task in each turn (unless the card itself says otherwise); each repeated attempt requires 1 action point.”
3.
a) Of course you can. You never spend your risk points; if the card is not aimed at a specific player, then you choose one of the opponents who has enough of them. If a card has a target, then the risk points of the player you play it against, even if it is not the current player.
4.
a) If a bonus for a successful melee attack is not written on the monster’s card, then 1 damage is simply dealt to the hero. "The player with the highest score makes a successful hit and inflicts 1 wound on the opponent's monster or hero." The consequences of a successful attack are written for the attack forms the monster can attack with. Those. If a monster can attack with magic but cannot melee, then the consequences for a successful attack with magic will be written on its card. So the hero would only receive 1 wound even if he hit with magic.
b) Yes, it can.
5. If the card does not say about attempts to complete the task or says “each additional attempt costs X,” then the first attempt is free. Otherwise, each attempt costs as much as indicated in the task description.

About “Inflict 1 wound” is written on monsters for those cases when the type of attack can be used by the monster when attacking (that is, it is depicted in a circle). It seems to me that this simply says what effect is obtained in the event of a successful attack by a monster. Mostly it is 1 wound, as usual, but not all monsters have this.

But the rules state "The player with the highest score makes a successful strike and inflicts 1 wound on the opponent's monster or hero. In addition to inflicting a wound, a successful attack can have other consequences - these are indicated on the encounter card after the corresponding strike symbol."
those. it is understood that the property is triggered in all cases when the monster inflicts a wound (both in an attack and in a counterattack). Well, that's what I understood from the rules.

The monster inflicts a wound each time the attack is successful. If something else is written on his card next to the icon depicting the type of attack, what is written there happens.
The effect of blows on the map is written, as I see, only for “circles”, but not for “diamonds”, that is, during a counterattack, nothing but a wound will happen.

That's the question. If a monster has a circle on a certain type of attack, but it does not attack, but counterattacks and successfully, then how to calculate the damage?
According to the general rules, a counterattack simply deals 1 damage. This is understandable, what is not clear is that there are monsters that simply say “Deals 1 damage.” without additional effects. Why write this then? As I understand it, this is additional damage, as well as the effect triggers during a counterattack, i.e. 1 damage according to the general rules + “Deals 1 damage” according to the text = 2 damage.
Otherwise, I don’t see the point in the inscriptions “Deals 1 damage.” It’s clear that when there is 2 damage or some other effect, this is justified, because differs from the general rule of 1 successful hit = 1 damage. But it’s not clear why it says “Deals 1 damage.”

You misunderstood. This is written simply for clarification. Sometimes on such maps monsters have 2 types of attacks, for example magic and strength. But if on one map this is logical, then on maps where the monster has an attack with only one parameter this is done for clarity and simplification. So as not to go through the rules every time and look for what kind of damage is caused during an attack. Everything is clearly indicated on the card. You just have to remember that this effect only works when the monster or hero is attacking; no effects work when defending. There is no need to cheat anywhere. From the experience of board games, I can say that very often the authors indicate various symbols on the cards, that is, some kind of drawing effects, but additionally, somewhere below, in the form of a footnote, they describe the effect in text for clarity and clarity. It’s the same here, for better perception it is indicated that such an attack will inflict 1 wound. That's all.

Do you mean that no effects work when defending? But what about: The player with the highest score makes a successful hit and inflicts 1 wound on the opponent’s monster or hero. In addition to inflicting a wound, a successful attack can have other consequences - these are indicated on the encounter card after the corresponding strike symbol.
In the English version: For each attack, the player with the highest total hits and inflicts
1 wound on his opponent’s monster or hero, unless the hit effect on the Encounter card states otherwise.
And what does cunning have to do with it, I just want to understand how to do it correctly, because if you don’t take into account the effects when counter-attacking, then on the contrary, it simplifies the game.
And from my experience in board games, a lot of questions arose about points that are not written down/unclearly stated in the rules and can be interpreted in different ways. When we played for the first time, one of the players, for example, generally said that since the effect is written only for one type of attack, then if you attack with another type, the monster simply does not hit back, even if it wins. Well, on the card it says that it causes one wound with only one type. So go figure it out.

The effect indicated on the card does not work when defending, I probably did not speak correctly. I'm sorry. I completely agree about the attack, you need to look at the monster or equipment card. But in general, the combat is simple, like the game itself, you stupidly rolled the dice, if the attacker overthrew the defender, see what works for you on the selected attack and apply it to this poor fellow. If the defender rolls you over according to the die value, simply receive 1 wound. There are no other effects. If there is a tie, nothing happens.

In general, the original says "For each attack, the player with the highest total hits and inflicts 1 wound on his opponent’s monster or hero, unless the hit effect on the Encounter card states otherwise."
Those. It seems like the effect is playing out in any case. Yes, the translation says what you said.

I'm not good at English, I haven't read the original. But if you believe what you wrote, yes, or a wound if nothing is said or an effect from the card. But there is one clarification here, that this is true for every attack. But in fact, in battle, only one attacker, the second throws on defense, not on attack. Yes, you can attack later in response if you have saved an action point, in this case, then you are already considered an attacker. And all the effects work. But only in this case. The rules are clearly stated. Another thing is that it seems the question was about monsters, but monsters cannot attack in response, because they do not have action points to respond to an attack. They only defend themselves, accordingly, if you believe the structure of the game and definitions, their effect should not act in addition to if he suddenly inflicted a wound on the attacker while defending.

When counterattacking, the damage is just like in the rule book. During a normal attack - as it is written on the map.
It is written there for a normal attack, this, as I understand it, is for uniformity, since it happens not only “deals 1 damage”, but also another effect and the player needs to get used to looking at the card.

The rules say that simply for each attack, damage is inflicted on those with a higher result. Those. if, conditionally, a player made 2 calls and attacked 2 monsters and the monsters won when comparing the results of the throw, then they deal 1 damage, unless their card says to do something else for this type of attack

"The player with the highest score makes a successful hit and inflicts 1 wound on the opponent's monster or hero. In addition to inflicting a wound, a successful attack can have other consequences - these are indicated on the encounter card after the corresponding strike symbol."

Read carefully - a successful IMPACT, not a successful ATTACK. That is, I can hit in defense, but this is not considered an attack. An attack is considered to be a blow inflicted by the attacking hero/monster. And it is for this case that additional ones can be used. consequences of an attack.

I agree, the rules were written by drunken Chinese on a moonless night.

Well then, this simplifies the game, although I still have doubts. Still in English. version on the very first page, everything written after the asterisk (hit symbol) is called Hit Effect, and a “hit”, in my understanding, is a hit, and not the fact of an attack.

From this point of view, one thing should be used in the rules regarding “strike”, either an attack or a blow. Then there will be no problems or questions. In this case, it turns out that indeed, every successful attack/strike of a certain type (no matter in attack or defense) will have its effect when hit.

In the meantime, I interpret the domestic translation exactly as I wrote above.

Home Rules

Before purchasing Descent, I wanted to turn this game into its likeness. Is it really possible to do this, has anyone set such a goal, maybe there is already something ready?
Also, does anyone have home rules for a purely cooperative game? In Russian, English - it doesn’t matter.

For some, the dungeon is damp, suffocating darkness and stuffiness. But for fans of classic role-playing games, the word “dungeon” evokes completely different associations - this is the place where heroes perform feats, obtain treasures and destroy the undead. The game “Tomb of the Lord of the Dead” is about the same thing. Except it's a card game.

Genre: role-playing, card
Author: Thomas Denmark
Artists Stars: Thomas Denmark, Molly Mendoza, Ben Van Dyken and others
Publisher: Atlas Games
Publisher in Russia: Hobby World
Number of players: 1–4
Age of players: from 14 years old
Game duration: 45–60 minutes
Game language: Russian
Similar works:
Dungeons & Dragons
Runebound

The Dungeon game was created by artist Thomas Denmark. In addition to the actual mechanics, the Demiurge of “Dungeons” made a lot of illustrations for the game. And if there is no doubt about their quality, then everything is not so smooth with the rules - they are not written and structured in the best way. A clear confirmation of this is the mass of topics on desktop forums where they try to give the correct interpretation of this or that moment. On the other hand, the author managed to fit almost all the possibilities found in a multi-hour computer RPG into just a hundred cards. Of course, this complicates the game somewhat, but old-school connoisseurs will be happy about it. In addition, despite the complexity, the games proceed dynamically and take no more than an hour.

The gameplay is simple: the hero goes down into a randomly generated dungeon (it is made up of cards), fights monsters, searches for treasures, completes various quests and grows in levels. And at the same time, each turn the player takes on the role of a local dark lord - the lord of the dungeon. This split personality is handled quite elegantly. Each hero has two types of resources - glory and risk. Glory is used to pay for useful cards, while opponents spend risk by playing cards of attacking monsters and other harmful cards against the hero. As a result, each player has time to speak for both sides, which pleasantly diversifies the gameplay and creates tension - because you never know who will strike the next blow against you. There are a lot of possibilities - from baiting a monster or setting a trap to moving the hero along with a piece of the dungeon to another part of the map.

Most actions in the game are based on a standard skill test: a dice is rolled, the number rolled is added to the value of the characteristic being tested, and if the final result is not less than required, it is a success. Therefore, you will have to roll the dice here often. Checks are used when completing quests, when dodging numerous traps and, of course, in battles. The latter, despite the use of the same banal checks, turned out to be exciting and unpredictable thanks to several forms of battle and a lot of opportunities to influence the result with the help of a well-played card. By the way, each card has artistic text that allows you to get a good feel for the world of the game - and just smile. The game is generally made with humor. Consider, for example, a card that allows you to reset an attacking monster - it depicts a hero pointing the embarrassed monster to the door. It's as simple as that.

What's nice is that the quests aren't just about killing monsters. The game has seven types of tasks, thanks to which it does not get boring for a long time. And for those who are still tired, seven more Dungeon sets have been released in English, and the game mechanics provide for full compatibility of all sets. True, all mentions of this compatibility were removed from the Russian-language edition; however, until other Dungeon sets have been released in Russian, this doesn’t make much sense. But the publisher added a single-player version of the game for those who like to play role-playing solitaire.

In general, the localization is very different from the original. The English-language edition was distinguished by a fair amount of asceticism. Apart from cards and a black and white rule sheet, there was nothing in the box, so the first quest for new players in the “Dungeon” was to find chips, tokens, cubes, and scissors. The domestic publisher added all the necessary props, made high-quality hero chips (in the original they were cut out from one of the cards), and also reworked the structure of the rules. True, this slightly increased the cost and size of the box. But convenience comes at a price.

Bottom line: a very successful, albeit difficult to master, transfer of the ideas of classic dungeon crawlers into a card format. But be careful - the game is strictly for old school connoisseurs. However, it will be easier to introduce newcomers to it than to force them to play the ancient game “without graphics”.






We have terrible news: the Lord of the Dead has thrown off the shackles of sleep! And along with him, of course, his minions immediately rose from their graves and fled to the surrounding lands with absolute impunity. Mighty heroes immediately responded to the local residents’ cry for help, among whom, of course, is you! Are you brave enough to enter the dungeon that contains the tomb of the Lord of the Dead?

Gather your strength, our brave heroes, because great adventures await you in the dark world of the “Dungeon”! You have to complete several brave and risky tasks in the most remote and sinister corners of the catacombs. Challenge fate itself, take risks and make sacrifices, look for great artifacts, exterminate evil spirits, find secret rooms and interfere with your rival heroes in every possible way.

The best traditions of classic heroic fantasy are embodied in the Dungeon board game. It’s hard to believe how everything could fit into such a small box, but the fact remains that the game will pleasantly surprise anyone! Fighting monsters, searching for artifacts and equipment, completing interesting tasks and even developing heroes - all this and even more is present in the game and pleases with the quality of execution!

Players take turns. Each player's turn consists of 5 phases: recovery phase, atrocity phase, location phase, exploit phase and discard/draw cards phase. At the end of these phases, the turn passes to the next player. When each player has made a move, the game round is considered to have ended, and all actions are repeated in a circle.

Moving through the dungeon and fighting with various opponents, the hero-player must complete three tasks and stay alive. You can also win if, playing as the Dungeon Lord, you destroy all other heroes.

Hurry up, open this compact box and plunge into the world of exciting adventures, brutal skirmishes and great heroes!

Equipment:

  • 22 location cards;
  • 60 adventure cards;
  • 14 task cards;
  • 4 counter cards;
  • 4 double-sided reminder cards;
  • 6 hero cards;
  • 2 six-sided dice;
  • 4 level overlays;
  • 6 hero chips;
  • 6 stands for hero chips;
  • 8 risk tokens;
  • 8 glory tokens;
  • 32 health tokens;
  • 8 tracking tokens;
  • rules of the game.
  • Video for the board game Dungeon: Tomb of the Lord of the Dead

  • Related articles: