Reviewed by: Eric Brosius
the best writing service
how to write a business essay
go to link
the odyssey essay topics
skill acquisition essay
writers for research papers
pay for someone to do your homework
scholarship essay for college students
dissertation examples environmental science
new product essay
drunk driving can be stopped essays
thong tin ve thuoc viagra
game flow viagra
define thesis webster
mechanical design engineering resume sample
job description research assistant
how to write a summary analysis response paper
economic research paper outline
(I Was Game, 2 to 4 players, ages 10 and up, 30 minutes; 500¥)
Dungeon of Mandom is a game that casts the players as heroes who plan to enter a nearby dungeon and fight whatever assortment of monsters lurk inside. In many monster-fighting games, the heroes work together as a team—or at least pretend to—but such a cooperative attitude will never fly in Dungeon of Mandom! No, your ego is so big that you will not even consider sharing the glory of conquest. Instead of working together, you all engage in bragging contests, daring each other to fight hordes of monsters with little equipment. Each round, the biggest braggart fights the monsters alone—with whatever equipment is available—and triumphs or fails alone. As the rulebook warns, there’s a fine line between bravery and stupidity!
Dungeon of Mandom, designed by Masato Uesugi, is a compact game. The box is just big enough to hold a deck of thirteen handsomely illustrated monster cards, a collection of six equipment (“item”) tokens (plus one hero token,) four player cards, and the rules. The components are just right for the game, with clear, clean graphics.
In each round, players take turns bragging. To brag, you draw a card from the face down monster deck and look at it without showing it to anyone else. You then have two options: you may either add that monster card, still face down, to the pile of monsters the biggest braggart will fight, or you may remove one piece of equipment from the collection the selected hero will carry. Either way, you make it more difficult for the hero to succeed. Play then passes to the next player.
At some point, your sense of self-preservation may kick in. On your turn, if you decide it’s no longer safe to brag, you may pass instead, giving up any opportunity to enter the dungeon, or to participate any further, this round. Once all but one hero has passed, the remaining hero enters the dungeon!
In practice, any sane adventurer will pass before it’s too late. But each player has seen a different subset of the monsters the hero must fight and that knowledge may lead you to be more or less aggressive. For example, if you have secretly added the mighty Dragon to the stack, the removal of the Dragon Lance should make you wary, but if you discarded the Dragon, you don’t care about the Dragon Lance. Furthermore, you can bluff, bragging like you haven’t a care in the world in an attempt to lure fellow players to their doom.
When the bravest (or most reckless) hero enters the dungeon, he or she plays alone. The resolution of the encounter is simple and quick. Each monster deals a specific amount of damage, but some weapons defeat certain monsters so they don’t deal damage. Protective equipment adds to your hit points, as long as some fool hero hasn’t tossed it away! There is even a Vorpal Sword, which defeats any one type of monster, but you must name what type of monster it will defeat before you enter the dungeon.
Turn over the monsters in the monster pile one by one, adding up only the damage for those monsters that are not defeated by an available weapon. If the total matches or exceeds your hit points, you fail. If the damage is less than your hit points, you succeed. Reset the equipment and monster deck and move on to another round.
As soon as one player has succeeded twice, that player is the winner. And as soon as one player has failed twice, that player is out of the game. As an alternate victory condition, if all your opponents are out of the game, you are the winner by default.
Dungeon of Mandom is a game of pressing your luck, bluffing and trying to guess your opponents’ plans. Other games do some of what it does, but none does it as well. There’s a lot of laughter during the bragging phase. Then, once a player enters the dungeon, the resolution of the encounter is tense and quick. Everyone is involved because everyone helped to build the monster pile and whittle down the available equipment. It features player elimination but the game is so short that eliminated players don’t have to wait around long. The mechanisms fit the theme perfectly, you can carry it in your pocket and the rules are easy to teach (even to people who don’t regularly play games). I’ve really enjoyed Dungeon of Mandom.
Winter 2015 GA Report Articles
Reviewed by: Herb Levy (Space Cowboys/Asmodee, 3 to 4 players, ages 8 and up, 60 minutes, $59.99)
The governor's daughter has been captured! Rescuing her requires skill, courage - and lots of doubloons to pay her ransom! It's off to the sea to gather the necessary funds through trade - and pirating - as players command their fleet of ships to victory in the latest ...Read More
Come One Come All: A Comparative Review of Three Multiplayer-Solitaire Games: Neos, Doodle City and Rolling Japan by Joe Huber Oftentimes, games are described as multiplayer-solitaire – sometimes derisively, sometimes with praise – when players take their actions completely or nearly completely independent of other players. But most of the time, the tag is, if not misguided, at least overly aggressive. Race for the Galaxy, ...Read More
Reviewed by: Eric Brosius (I Was Game, 2 to 4 players, ages 10 and up, 30 minutes; 500¥)
Dungeon of Mandom is a game that casts the players as heroes who plan to enter a nearby dungeon and fight whatever assortment of monsters lurk inside. In many monster-fighting games, the heroes work together as a team—or at least pretend to—but such a cooperative attitude will ...Read More
Reviewed by: Herb Levy (Mucke Spiele, 2 to 6 players, ages 8 and up, 15 minutes, €14.90)
There is a segment of the gaming world consisting of games requiring you to think fast because time is running out. It's almost as if there was a bomb in the room and you need to get things done before the bomb explodes! In Fuse (aka Lunte in ...Read More
Reviewed by: Herb Levy (Yemaia/Asterion Press/Asmodee, 2 to 6 players, ages 14 and up, about 20 minutes per player, $99.99)
Mythic realms offer myriad possibilities and, as such, often act as the springboard for games of depth. Such is the case with the new game from Andrea Chiarvesio and Pierluca Zizzi: Hyperborea. According to the game's mythology, Hyperborea was a realm once ruled by an ...Read More
Reviewed by: Herb Levy (Alea/Ravensburger, 2 to 4 players, ages 10 and up, 60 minutes, $39.99)
Exploring the unknown has always been a crowd pleaser for gamers whether it's a dungeon crawling roleplaying experience or a science fiction odyssey to the furthest reaches of outer space. In La Isla, the latest offering from Stefan Feld (and number 10 in Ravensburger's line of Alea small box ...Read More
Reviewed by: Herb Levy (Alderac Entertainment Group, 2 to 4 players, ages 10 and up, 20 minutes, $11.95)
Winning the love of a beautiful princess is the stuff that fairy tales are made of. It is also the theme for a very clever game, part of a series of games set in the fantasy world of Tempest published by the Alderac Entertainment Group: Love Letter ...Read More
Reviewed by: Herb Levy (Mayfair Games, 2 to 4 players, ages 10 and up, 60-75 minutes; $60)
Murano is a series of islands linked by bridges in the Venetian lagoon of northern Italy. This is where players will find themselves, paving roads, placing shops, palaces, special buildings and glass factories, all with an eye towards gathering prestige - and the resulting Victory Points, in this ...Read More
Reviewed by: Greg J. Schloesser (Z-Man Games, 2 to 5 players, ages 8 and up, 30-45 minutes, $49.99)
Pandemic by designer Matt Leacock was first published back in 2007 and it was a huge hit. The cooperative game challenged players to find cures for four deadly diseases that were threatening humanity. Pandemic eventually made its way to the shelves of such mainstream stores as Target ...Read More
Reviewed by: Chris Kovac (Deinko Games, 2-4 players, ages 12 and up, 120 minutes, $60)
Patchistory is a 2-4 player tile laying civilization building game played over three eras. The object is to have the most culture points by the end of the game. The game is designed by two new Korean game designers: Jun Hyap Kim and Yeon-Min Jung. My review covers the second ...Read More
Reviewed by: Andrea "Liga" Ligabue (District Games, 3 to 8 players, ages 12 and up, 60 minutes, about €30)
2014 was a “golden year” for designer Andrea Chiarvesio with 4 games released: Hyperborea, Kingsport Festival, Drizzit and Richard I. The clamour around Hyperborea (published by Asmodee/Asterion/Yemaia and featured this issue) and Kingsport Festival (Giochi Uniti/Kosmos) was great. Drizzit found a huge fan base as well ...Read More
Reviewed by: Herb Levy (Pegasus Spiele/eggertspiele, 2 to 5 players, ages 12 and up, 90 minutes; about $55)
The court of Louis XV of France was one of opulence. Royalty knew how to live and, judging from this gaming experience, certainly how to dress. Players, as the heads of fashion designer concerns, compete to create the most alluring dresses (and men's outfits too) as well ...Read More
Reviewed by: Derek Croxton (Alderac Entertainment Group, 3-4 players, ages 12 and up, 60 minutes, $19.99)
Sail to India, designed by Hisashi Hayashi, is what you would probably call a micro-game: it is inexpensive, has few components, and is playable in under an hour. Some people like micro-games, some don't. I will admit up front that I have always liked them and I find them ...Read More
Reviewed by: Herb Levy (Ravensburger, 2 to 4 players, ages 8 and up, 45 minutes, $39.99)
The palace at Sanssouci is simply stunning and one of its stunning qualities is the beautiful gardens that frame the impressive edifice. In the new game from Michael Kiesling, players are the powers behind the gardens as they individually create them along with constructing the various accessories that appear ...Read More
Reviewed by: Peter Sbirakos (Steve Hawkins, 1 player, ages 14 and up, 300 minutes, Print & Play, http://bit.ly/10MOOal)
I am drawn to military science fiction/horror novels and very much enjoy themes of destruction, bleak and desperate situations, and thrilling accounts of protagonists doing their utmost to survive in dire circumstances. But can these plot lines and themes be designed into solitaire style board games when ...Read More
GAMES GONE WRONG We are living in a Golden Age of Gaming. There is just no debating this. Never has there been so many high quality, beautifully produced and satisfying games to play as we are seeing right now. We can discuss the reasons for this and that, in and of itself, is something worth doing. But, just as you rarely see good news headlines ...Read More