Kris Hall: A Rules Preview of Dungeon Lords

I have a wait-and-see attitude toward most of the games that will be released between now and the end of the year.  Sure, I’ll pick up the expansions for Agricola and Ghost Stories and Small World, and Martin Wallace’s Rise of Empires, but most of the rest can wait until I’ve played them at one place or another.

Except maybe for Dungeon Lords.  I printed the rules for several upcoming games this week, and Dungeon Lords had the longest rules set of the bunch.  I wasn’t sure I would have the attention span to get through a twenty-plus-page rules set during a busy week, but I was in for a surprise.

The rules were funny.

Maybe not laugh-out-loud funny, but they provoked a smile plenty of times, and when was the last time that a set of rules did that?  The main humor strategy is to have a minion and a demon provide commentary in sidebars, and their observations and bickering are often amusing.  At one point the minion explains that the prison section of the player board is “where you keep defeated adventurers. Here they will slowly languish, tormented by the fate that awaits them.  At the end of the game, as an example to all who would trespass on your dungeons, you score them.”

But I’m getting ahead of myself.  Dungeon Lords is a soon-to-be-published game by Czech designer Vlaada Chvatil (most famous for Through the Ages and Galaxy Trucker).  DL will be published in this country by Z-Man Games.

If you haven’t figured it out by now, DL puts players into the black boots of evil fantasy villains.  Each player tries to create a dungeon, stock it with monsters and ghosts, and then defend it against parties of obnoxious righteous heroes who are looking for evil to smite.  DL seems to have been inspired by the old computer game Dungeon Keeper, although gamers may notice similarities to other action-selection resource-management games.

Each turn, each of the aspiring dungeon lords must shuffle his deck of action cards and pick two at random to place in the inaccessible orders space on his player board.  These cards will obviously not be available for the current turn.  Players then choose three of the remaining six cards to place down on their player board in the hope of executing these orders later.  After all orders are placed, players turn them up, and action spaces are claimed on the Central board.

There are three versions of each action available on the Central board.  Often the first version of the three to be claimed yields fewer resources than the second or third versions.  A player who wants to claim the maximum amount of resources may play that action card as his third card, but he will be out of luck if all three versions of his preferred action have been claimed by other players before his card is activated.

What are the actions?  Get food (needed to feed monsters), mine gold, recruit imps (the workers of the dungeon world), build traps, hire monsters and ghosts, and build rooms.

There are three resources in DL (four if you count the imps): food, gold, and reputation.  Reputation is scored on a track called the evilometer.  Players may deliberately improve their reputation by taking that action, or let their reputation become more evil by hiring certain kinds of monsters (like vampires or demons) or taking certain actions (like raiding local villages for food).  Reputation is important because players score points based on their evil at the end of the game (more is better).  But an evil reputation can also attract the attention of the paladins, the most powerful of all the dungeon-raiding adventurers.  Most dungeon lords would be advised to try to stay off the paladin’s radar (although a defeated paladin is worth big points at the end of the game).

There are also a wide variety of rooms available for construction.  Some let dungeon lords harness their imps to produce resources or even to breed more imps.  Other rooms give the dungeon lord and his monsters advantages in combat against the adventurers.  Still other rooms help the dungeon lord score extra points at the end of the game.

Sooner or later, parties of adventurers show up in the dungeon, and this is when dungeon lords find out if they have purchased traps and monsters wisely.  Each party is composed of three adventurer cards (four if the paladin joins the group) that operate by a strict set of rules.  Fighters have lots of hit points, thieves reduce damage from traps, wizards conduct magical attacks, and priests heal the party after attacks.  Paladins not only have the most hit points, they have some of the abilities of each class of adventurer.

Of course, each class of monster and ghost have their own sets of abilities too, and dungeon lords can deploy them to meet specific needs.  For example, witches can conduct one big attack on the first adventurer in line, or two smaller attacks that do not have to be on the adventurer in the lead.  Ghosts can attack any adventurer in the party except the first one in the line, and the usual one-or- two-monster-per-combat-round limit doesn’t apply to ghosts.  Dragons can damage every member of the party with a fiery attack, and they also keep priests from healing the party on the combat round of the attack.  Finding the right combination of monsters and traps to quickly neutralize intruding parties is crucial to keeping do-gooder damage to a minimum.

Several games have used action-selection mechanisms before, and many recent games like Kingsburg and Comuni have challenged players to deal with ever-increasing non-player armies.  I don’t think that DL will strike many players as an amazing collection of novel gaming mechanisms. 

But DL is a heavily-themed game that seems intricate enough to be a gamer game.  DL has such a wide variety of rooms, monsters, and traps that players may never construct the same dungeon twice.  Balancing the interplay between the actions available each turn, and the various abilities and costs of the monsters seems like the key to grasping the game.  Some of the details in the rules make particular interesting strategies possible.  For example, even though the paladin will go after the player who is the most evil, he will change parties during the combat rounds if the relative reputations of the dungeon lords change.  As the demon adviser in the rules notes: “You know you’re getting good at this game when you can draw the paladin to your dungeon after another player has nearly finished him off.”

It is always tricky predicting the value of a game just from reading the rules.  But Mr. Chvatil is proving to be one of our most interesting current designers.  I look forward to dragging Dungeon Lords back to my lair.

© 2009 Kris Hall


Posted by Kris Hall on Oct 23, 2009 at 05:15 AM in ColumnistsKris Hall / 3453

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Just on the strength of his recent designs, Dungeon Lords was on my Essen order list from day one…

Vlaada Chvatil first hit my radar with the announcement of a game called Civilization: The Card Game. Being a big fan of both Francis Tresham’s Civilization boardgame and Sid Meier’s Civilization computer games, I knew that I would have to at least take a closer look. The game eventually was renamed to Through the Ages and the rest is, as they say, history… a very good game was born (and added to my collection).

Still, I would not have given a second look to another of his titles without something else…

The theme of his next game really did not do much for me, but something made me take a look at the rules prior to heading to the BGG.con in 2007. It was the humor in the rules is that made me want to try out Galaxy Trucker, and I am very happy that I did.

After that, I knew that I needed to at least consider his future designs. The humor in the rules for Space Alert hooked me, too.

Dungeon Lords was, as I said above, an auto-order as soon as it was announced. The rules have just made me anticipate it even more.

It’s a refreshing change to see good writing incorporated into good rules - I only wish that it happened more frequently. Vlaada Chvatil is in the top tier of designers at the moment for being a multi-dimensional threat:
1) His designs are interesting - something that has not been done before (or has not been done in anything close to the same way!).
2) His rules are well-written, with a good sprinkling of humor to make reading them a pleasure.
3) The components are visually appealing and help convey the theme (yes, I know this is more the doing of the publisher, but the publisher has to have something to work with).
4) In spite of having designs that are all over the map in theme and mechanics, his designs have been consistently enjoyable (to me, at least).

On the strength of his other designs (and the rules), I was even willing to order Bunny Bunny Moose Moose. I doubt it will hit the table very often (party games just don’t seem to see play in the groups I play in).

Posted by David Reed on Oct 23, 2009 at 10:25 AM | #

Chvatil’s rules for both Galaxy Trucker and Space Alert were both very funny, but I think Dungeon Lord is my favorite.  Just some really clever stuff.  I think my favorite is the comment on constructing rooms and tunnels:  “Ah, the Construction Site. A few thousand cubic meters of mountain in which to dig, tunnel, and build. What can we say? Inside every dungeon lord, there is a little boy just waiting to get out. In some cases, literally.”

I’m pretty sure Chvatil writes his own rules (which are then wonderfully translated into English by Jason Holt).  The key is to look at other rule sets for games produced by CGE, like Shipyard.  It uses a completely different approach and is dead serious.

Chvatil also believes in holding your hand while he explains the rules, often splitting them up into basic and advanced games to make learning them easier.  This annoys a lot of veteran gamers, who want the rules all in one location.  He does it again with Dungeon Lords, providing a primer for combat prior to explaining the rules in full.  But the meat of the rules are pretty inclusive (and he provides a full rules summary at the end), so I don’t think they’ll be a problem this time.  One small annoyance is that he gives a “Full Game”, but this only differs in four small ways; I would have preferred that those additions be highlighted in the main rules, rather than separately.  But overall, this is very good and highly entertaining rule set.

As for who is responsible for the look of the games, keep in mind that CGE is basically a two-man operation:  publisher Petr Murmak and lead designer Chvatil.  Filip Murmak does all the graphic design and he undoubtedly has a lot to do with the consistently excellent appearance of the games.  But I bet Chvatil has a lot of say in how his games wind up looking.

I played a prototype of this back in April and thoroughly enjoyed it.  I think Dungeon Lords might be the first thing Chvatil has designed for serious gamers since Through the Ages, which should be enough to get a whole lot of us salivating.  I’m really looking forward to trying out the completed version sometime soon.

Posted by Larry Levy on Oct 23, 2009 at 02:53 PM | #



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