Skip to Content

Dungeon Draw (micro PYL card game)

74 replies [Last post]
let-off studios
let-off studios's picture
Offline
Joined: 02/07/2011
I'd say you're right on

I'd say you're right on target, Gregg. Keep up the great work! :D

JewellGames
JewellGames's picture
Offline
Joined: 06/03/2012
Rules

Sorry LOS but the Blob just didnt fit for me anymore. We have since changed it to the Goblin Thief and shuffled the monster types around (but not the iconic Dragon or Watcher!) Here is a sample of the GT:

Also, I am excited to announce that a recent playtest approved bonus card will be added to the game. The Necromancer is an optional Mini-Boss (not a monster) that adds more player interaction and tension to the game! All mini-bosses require a "mini-boss battle" also known as Rock, Paper, Scissors against another player. If you win, the boss is defeated and flipped face down. If you lose, something bad happens. These are made optional so players can decide whether or not to include them in the game, depending on the audience and pace of play. Here is a sample of the Necromancer:

Another Mini-Boss is still being playtested that has the winner stealing a coin from the loser!

JewellGames
JewellGames's picture
Offline
Joined: 06/03/2012
Coins

Here are the new coins (with stock images and my tweaks):

HPS74
Offline
Joined: 01/06/2009
Been a while since I looked

Been a while since I looked at this...but wow! Looks great Gregg. Super stuff!

JewellGames
JewellGames's picture
Offline
Joined: 06/03/2012
Thanks

Thanks!, I am very close to completing the base game but we have been tweaking it based on recent playtester and potential publisher feedback. Here is the current state of the base game as I begin to finalize it.

Notable changes:

  • The old Sword power is now the Trap's power (yes it's now a good item!). Also, instead of flipping the monster face down, it shuffles it back into the deck.
  • The Sword has a new, more thematic power. It shuffles the weakest monster back into the deck.
  • The old Trap power is now the Bad Juju's power (I know LOS liked the old Bad Juju power :/)
  • The Key's multi-use power was removed since it no longer thematically fit with the Bad Juju. Also, this further streamlined play.
  • The Torch became the Map, and was given a more interesting power.

  • All monsters now have at least 1 attack.
  • To match the 3/7 Coins with powers, 3/7 (1-Attack) monsters have a power.
  • The Watcher became the Wolf and its power is limited to adjacent monsters only.
  • The slow shambling Zombie automatically gets shuffled back into the deck if you get far enough away from it!
  • Overall, the monsters are placeholders, limited by the free license art I obtained, so these may change.

  • let-off studios
    let-off studios's picture
    Offline
    Joined: 02/07/2011
    Solid

    No hard feelings on dropping the Blob, man. :)

    The game is looking very strong! You've obviously thought hard about the feedback you've received and though the game seems a bit less interactive, player choices on their turn seem much more interesting. The monster powers are nicely integrated as well. I like how you streamlined to develop the Wolf's special ability, and the tweaks to the Key, Trap, and Torch/Map seem effective.

    Here's to a successful publishing bid for you! :D

    JewellGames
    JewellGames's picture
    Offline
    Joined: 06/03/2012
    Thanks!

    Thanks!

    I have updated the rules to v1.4 with a FAQ section on page 2. Check them out and let me know if anything still seems confusing.

    JewellGames
    JewellGames's picture
    Offline
    Joined: 06/03/2012
    Cards

    I have finally updated the (imageless prototype) PnP cards. Note that the left/right borders are wider than the top/bottom because I ported the bridge-sized cards to Poker size for sleeving purposes.

    Please take a look at let me know if any wording seems unclear or any powers seem out of place. I need to submit this by Sunday.

    let-off studios
    let-off studios's picture
    Offline
    Joined: 02/07/2011
    RE: Zombie FAQ entry

    Quote:
    When exactly is the Zombie shuffled back into the deck?
    After placing the 4th card in the dungeon and checking damage, if you are not defeated, shuffle the Zombie back into the deck.

    I suggest you change the FAQ text to something like this:
    "Once the Zombie is placed in the dungeon row, you can remove it after the 4th card past the Zombie is resolved."

    The meaning I think you're going for is the fourth card AFTER the zombie has been revealed, not just the fourth card in the dungeon row. The text on the Zombie card seemed clear enough to me, but maybe rewording this FAQ entry can clarify further.

    I'm not exactly certain what language you want to use when talking about how to "resolve" a card, since you have the "Enter" descriptor and follow it up with a description of "Passive powers."

    That's the only issue I could see as a problem with your current ruleset. Hopefully the suggestion makes sense.

    JewellGames
    JewellGames's picture
    Offline
    Joined: 06/03/2012
    Thanks

    Thanks, I have included those changes on the next release.

    I got some great art made by Jazylax here, so I am now working on a full official PnP protoype version (with art for the rules and cards) in the upcoming weeks.

    Preview:

    Click the image to see the full version.

    polyobsessive
    polyobsessive's picture
    Offline
    Joined: 12/11/2015
    Nice

    These cards are looking great. I like the simplicity and consistency that you have moved towards.

    I haven't tried playing the game since one of the very early versions, which was pretty good fun back then, so I'm looking forward to checking out your shiny new version.

    JewellGames
    JewellGames's picture
    Offline
    Joined: 06/03/2012
    Update

    I have refined the cards a little more. Please take a look and review them before I finalize for the latest PnP. Thanks!

    P.S. I'm considering removing the {1} damage on the cursed coin and just leaving its aura effect.

    let-off studios
    let-off studios's picture
    Offline
    Joined: 02/07/2011
    Playtest Upcoming

    Happy to see this one again, Gregg. :)

    I'll be at a game designer's convention over this weekend. I'll be sure to print this out and have a go at it with a few other designers and playtesters in the coming days.

    At a glance, I say keep the Cursed Coin's power (which I noticed you switched from the Wolf, by the way), though I understand why you might want to be rid of it. I personally prefer drama in solo and PYL games, and this adds to it, but it does leave a significant swing of damage up to chance. I think it depends on what you want to go for in this game. Again, I ought to have some feedback for you after this weekend.

    Anything else in specific where you're seeking feedback? Please post it here.

    EDIT: One thing I noticed about the Genie and the Magic Lamp. It's a very similar mechanic to the Treasure Chest and Key, so if you want the player to use the special effect only once, I recommend you print it only once between the pair of cards.

    JewellGames
    JewellGames's picture
    Offline
    Joined: 06/03/2012
    let-off studios wrote:Happy

    let-off studios wrote:
    Happy to see this one again, Gregg. :)

    I'll be at a game designer's convention over this weekend. I'll be sure to print this out and have a go at it with a few other designers and playtesters in the coming days.

    At a glance, I say keep the Cursed Coin's power (which I noticed you switched from the Wolf, by the way), though I understand why you might want to be rid of it. I personally prefer drama in solo and PYL games, and this adds to it, but it does leave a significant swing of damage up to chance. I think it depends on what you want to go for in this game. Again, I ought to have some feedback for you after this weekend.

    Anything else in specific where you're seeking feedback? Please post it here.

    EDIT: One thing I noticed about the Genie and the Magic Lamp. It's a very similar mechanic to the Treasure Chest and Key, so if you want the player to use the special effect only once, I recommend you print it only once between the pair of cards.

    Thanks. I'm looking for balance too easy/too hard but need to add the hero and round cards back to he pnp unless you have from before.

    ALso, I am looking to see if any confusion comes up like I had in the past with a few scenarios (old zombie leaving after 4 more cards drawn, etc.)

    I had the word the Lamp/Genie like that because the Chest/Key effect occurs at end of turn so doesn't matter while the Magic Lamp/Genie trigger when they enter the dungeon.

    So if I draw the Magic Lamp first and its the only one with an effect then i draw the Genie, the players may forget. The way its worded it..whenever you draw the second piece of the combo..that one triggers. If you have a more elegant solution, I'm all ears.

    Syndicate content


    forum | by Dr. Radut