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Delve
60m - 60m
2 - 4 Players
Ages 14+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
In storytelling games, players are provided with conceptual, written, or pictorial stimuli which must be incorporated into a story of the players' creation.
Storytelling
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
44.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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buadb
Quick summary: the tile laying (less restrictive) and unit placement (with unit types hidden) of Carcassonne combined with the story based decision making of Above and Below. To start the game, each player receives a set of three dungeon map tiles, their choice of one of four different factions, and three XP tokens. There are four different types of characters (Delvers) that comprise a clan: brutes (roll three weaker dice), thieves (roll loot oriented dice), mage (get +3 fighting power in rooms with a magical rift and roll two weak dice), and finally leaders (who roll one loot oriented die along with a stronger combat die). The factions each have a unique special ability that can be activated by spending an XP token and two Delvers of one type and four of the other types. Play consists of placing a dungeon tile from their handing into the existing dungeon, with the only limitation in placement being that corridors on placed tiles must line up with existing corridors, unless that restriction is overridden by spending an XP token. A single Delver can be placed on the newly placed tile, and if any rooms or corridors are closed off as result, the room/corridor is resolved. If a torch is in the room where the Delver is placed, it goes face up, otherwise it goes face down. If a torch is added to an existing room, any Delvers in that room are now turned face up as well. In resolving a corridor or room, if no Delvers are in that area, nothing happens. If only one faction is an area being resolved, then an Encounter card is read, and the player with that faction must decide between one of two choices, which they will end up either failing or succeeding on. If successful, they'll end up with half of the gold cards shown in the area, plus any treasures. If they fail, they might end up with a little something or nothing at all. If two factions are in the area being resolved, they'll end up fighting for the available prizes. Fights consist of rolling the dice indicated on the Delver tiles and counting up combat ability and bonus spoils tallies. The higher combat skill gets the lions share of the gold and treasure cards, while the highest (untied) spoil count gets a bonus gold or treasure card. The game ends by moving the turn marker along its track one space for each sun diagram found on the placed tiles. Once the turn marker reaches the end, every player gets an even number of turns and then game ends. The victory points on the gold and treasure cards that were collected by each faction determines the winner. Overall, an interesting blend of tile laying and unit placement along with some (so far as I have read) reasonably well written encounter cards that provide a solidly themed competitive dungeon exploration game.
FR_IT
Hey, you enter into a dungeon and then gold and treasures appear everywhere? Then you lose a fight and anyway you pick a loot? The Aladdin's cave!? The game has very nice ideas, but it is like a patchwork and the result does not convince me completely. Moreover the design has serious problems. Anyway after some games, it's not so bad; it works better in 3/4 players. Definitely i think it is a wasted opportunity to create a very brillant game.
girman39
Fun tile laying dungeon crawl. Hallways and brown rooms are hard to discern. , sometimes. Pieces are too big for tiles, sometimes.