
There is a ridiculously overpowered strategy in the game. Now that I have listed all of my pros for Dungeon! it's off to the cons.
Dungeon no dungeon full#
A suggested retail price of $20 for a full board game with any kind of role playing element (however small) is essentially unheard of. Oh, and the next pro for Dungeon! is that it's inexpensive. The amount of luck and die rolling involved would help put both children and adults on approximately equal footing when it comes to chances of victory, which I think could add even more to the children's enjoyment. However, with that said, it seems like the kind of game that you could enjoy with young children. This should probably be considered a kid-friendly game more than a non-gamer game. Though it is easy to teach anybody, that doesn't mean that adults will enjoy the game. The first pro for Dungeon! is that it is easy to teach anybody. Turns continue in this manner until one player has collected enough loot to win and successfully returns to the Great Hall (with that loot).įind the number your character needs to roll

If you do not defeat the monster, then you roll again to see what happens - this can range from nothing, to losing some of your loot, to being killed and having to start over. After rolling the dice, if you have rolled high enough to defeat the monster, then you gain loot (if you are in a room or the monster had stolen loot).


After selecting the monster of the appropriate level, you find the number that your adventurer must roll. In these rooms and chambers, you must fight a monster. Each turn, you can move your adventurer up to five spaces - but you are stopped if you go into an uncleared room or chamber. Each character has a certain amount of loot that they are attempting to collect before returning to the Great Hall for victory. In Dungeon! each player takes on the role of a different adventurer with the goal of looting the dungeon. Recently, Wizards of the Coast decided to re-print a classic game from the 1970's - Dungeon!
