There is so much information on one enemy card. So much flexibility, all contained within a tiny little box, is very satisfying to me. I absolutely love that every card in the game can represent different things at different moments: the passage of time, a closed door, an enemy, a new skill. stat boost), or experience points? Once you decide, cards can actually be slid under your character card as visual reminders of the buffs your character just received. And when those scenarios are defeated, you make a choice about what kind of loot you want to receive: Will you take an ability, an "item" (i.e. Once flipped over as encounters, the cards come to represent perils and combat scenarios. When set out facedown in front of you, the cards represent locations you can explore in search of monsters, perils, and ultimately loot. cards in your deck) on one floor, you will need to descend to the next floor. While they are still in the deck, cards can be discarded to represent the passage of time-once you run out of time (i.e. What makes One Deck Dungeon such an interesting game is that you manage to do all of these activities with dice and with cards that can be used in multiple ways. You can also acquire and roll "heroic dice," which count as dice of any skill type. To combat enemies, you roll dice that represent your current skill levels in the areas of strength, agility, and magic. During your time in the dungeon, your goal is to defeat enemies so that you can loot them for stat boosts, abilities, or experience points (experience allows you to add more abilities and more stats boosts to your character). One Deck Dungeon is a cooperative, dice-chucking card game in which you explore three floors of a dungeon, then fight a big boss at the end to win. For a complete playthrough of One Deck Dungeon​, click here.
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