Updated for today’s gamer DungeonQuest gets a makeover much like Dungeon from Wizards of the Coast. Let’s take a look at what’s familiar and what’s changed.
What’s Different in DungeonQuest Revised Edition?
Players new to DungeonQuest will discover a fast-paced and deadly game of dungeon exploration and looting. For players familiar with previous editions of the game, Fantasy Flight Games updated and revamped elements of the game to give them an even more dangerous dungeon to explore.
FFG apparently worked closely with Jakob Bonds, the designer of the classic editions of DungeonQuest to develop this exciting new edition, which delivers a combat system that harkens back to the classic editions, and they say… “a Dragonfire Dungeon deadlier than ever before”.
They’ve also added a new Torchlight variant which allows players to create a larger, and more complex dungeon as they explore. More on how that works later.
DungeonQuest Revised Edition also comes with revamped rules, heroes, and monsters.
Exploring the Dungeon
A player’s search for riches begins when they and their rival treasure hunters entering Dragonfire Dungeon from one of the four towers, located in each corner of the game board. Each turn, they may move one space along a pathway, delving further into the dungeon in search of the dragon’s treasure, or they may search the chamber they currently occupy in the hope of uncovering loot.
When they move, a player draws a chamber tile and place it on the board to represent the progress into the dungeon. As the players explore and move toward the treasure chamber, they’ll encounter secret doors, hidden rooms, and strange tunnels leading to catacombs located deep beneath the dungeon floors. Each time a player enters a chamber, they’ll resolve its chamber effect.
No dungeon would be complete without a host of monsters lurking within, and Dragonfire Dungeon is no exception. During exploration, players will need to be prepared to engage in battle with any number of strange and hostile enemies. Taking place over a series of rounds, combat continues until either the hero player escapes or dies, or until the hero player defeats the monster and continues their exploration of the dungeon.
DungeonQuest Revised Edition features a streamlined, card-based combat system. Something I like as it’s very easy to have expansions for. Adding more variation and replayability to a game at minimal cost. A big attraction to a player looking to invest in a game.
Heroes whom make their way into the treasure chamber in the center of the board may attempt to make off with some of the loot they find within. However, Kalladra the dragon does not take kindly to thieves. Heroes who attempt to steal from treasure chamber risk waking her, and incurring her wrath.
When a player enters or begins their turn in the treasure chamber, they may move as usual, or attempt to grab some treasure by drawing a card from the Dragon Deck and resolving it. Most of these cards will allow a hero to pilfer some of the most precious loot in the dungeon, escaping the dragon’s notice. However, one of these cards will wake the Kalladra, inciting her fiery retribution and dealing massive amounts of damage. The risk may very well be worth the reward, as the most precious treasure can be found in the dragon’s lair.
DungeonQuest Revised Edition Highlights
FFG say they’ve listened to the feedback since the release of DungeonQuest Third Edition. Something I personally love to hear as it makes for a better game experience when a revision incorporates a lot of the feedback from hundreds of thousands of games. What follows are some of those changes in brief:
- Search once per room: Rooms in the dungeon can now be searched only once per game. This encourages all players to venture deeper into Dragonfire dungeon, and is easy to track by placing a search token on the board.
- Combat has been simplified: Combat has been redesigned to feature a streamlined combat system that harkens back to the classic editions of the game. DungeonQuest Revised Edition features a card version of the combat chart found in a previous edition. The new combat system delivers the same tension that DungeonQuest players love, but allows combat to be played out much more quickly.
- Move between towers: When a hero enters a tower room, they can now optionally move to any other tower room and continue their turn. Reminds me of Clue. This change allows a player to shadow other players who have created successful paths through the dungeon, adding a new layer of strategy. This also prevents them from being stuck in the opening turns of the game.
- Escape using Agility: This streamlined escape mechanic allows players to test Agility in order to successfully escape from a combat.
- New rulebook format: DungeonQuest Revised Edition takes advantage of FFG’s new rulebook format. The rules are split into two separate, streamlined documents – a Learn-to-Play guide, and a Rules Reference book. This means that players will be able to begin exploring the dungeon as soon as they open the box with the help of the handy Learn-to-Play guide. The Rules Reference guide will answer any questions they may have as they play the game.
- A deadlier dungeon: Dragonfire Dungeon is deadlier than ever before, adding new challenges for seasoned dungeon explorers! Surviving the dungeon is a heroic feat, and only the bravest of the brave will make it out alive.
- Torchilight Variant: When using the Torchlight Variant, when a player moves into an unexplored room, their torch casts enough light to make out what lies ahead. As a result, they also draws and places adjacent rooms that they have a line-of-sight to. This variant adds an element of strategy to the game, as well as creates a much fuller and more complex dungeon throughout the game.
Overall the changes look very sound and seem to take nothing away from the original version. Therefore I predict this game will appeal to the old and new players alike. Nice job FFG!