Alexander Shen has made a lot of dungeon crawl-themed games and puzzles. Dungeon Run: Pocket is at least the fourth one that I’ve played from Shen that involves drawing on some sort of map or maze.
Okay, in case this as much of the blog as you read, it’s one of the better dungeon crawls I’ve tried from Shen.
I have the PnP version. It consists of a deck of ten monster cards and a deck of twenty-six treasure cards. Oh and a book of 197 maps, which consist of a starting staircase, monster encounters (designated with numbers for monster level), treasure chests, walls and open spaces.
After you pick out a dungeon, you shuffle the treasure deck so it’s ready for the game. Then you shuffle the monster deck and deal out four monsters in a row. They’re going to be your denizens for this dungeon. And the order you draw them in is their level. So you can have a first level dragon and a fourth level chicken. All ones are the same monster and all twos and so on. And virtually all of the monsters have some sort of special effect.
You start at the stairs and move one space at a time. I couldn’t find anything in the rules about backtracking so I just used a pawn, but you could also draw a line for your path as well. When you move onto a treasure trust, you cross it off and draw a treasure card, which can have a good or bad instant effect.
When you move onto a monster, you fight it. Nothing happens if you are a higher level than it. If you are the same level, you get a victory point. If it is a higher level, you take the difference in damage, but you get two victory points.
The game ends when either you decide you’ve had enough or you die. If it’s on your own terms, your victory points are your score. If you run out of health, which could happen unexpectedly with a bad treasure chest, you get no points whatsoever.
So, what makes Dungeon Run: Pocket any good? Honestly, more than anything else, it’s the two decks of cards. The random power level of the monsters makes the puzzle aspect a lot more interesting and makes replaying the same dungeon worth doing. And the treasure deck adds a push-your-luck element. Plus Shen’s goofy artwork on the cards adds a lot of flavor.
The large number of maps is a mixed curse. On the one hand, it’s a lot of content. On the other hand, I don’t want to print out what amounts to a book. This isn’t the first time Shen has offered basically a book’s worth of content. (Since some of these games can be published as books, it’s not a big surprise) That said, even printing a handful of maps will give me a lot of play value, particularly with the replay value the decks add.
Alexander Shen specializes in short little brain breaks. And if that doesn’t interest you, Dungeon Run:Pocket isn’t going to change your mind. But it stands out as a particularly good one.