Hey gang!
I just bought the new revised edition of Dungeon Quest and love the hell out of it. I'm actually playing it with my 4 1/2 year old and he loves it too. The only downside - try explaining to him why he needs to leave the Treasure Room when he keeps drawing sleeping dragons. LOL!
So I do have a question and a contribution.
First, the question: When entering the catacombs, do you place a catacomb token on the board where you come out? Are you able to use the exit point to enter back into the catacombs and travel back to the original entrance? I'm more curious than anything because I've already written a house rule that allows it. But I'd still like to know.
In my house rule, going back through the catacomb:
- The Player spends the number of turns / draws catacomb cards equal to the shortest number of tiles between the original entrance and the exit from which you are back-tracking. (This resolves the issue of having to remember the exact path originally taken)
- In this rule, to keep it consistent and simple, a straight vector (including diagonals) between original entrance and exit is the shortest path to use
- Upon emerging, the Player resolves the explored tile's rule
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If during that back-track, the player draws a "You may exit now" card, he or she may do so:
- Count the number of catacomb cards drawn thus far on the trip back. The "You may exit now" card just drawn inclusive.
- Move that number of tiles back on the shortest vector to the original entrance. This is where the player will exit
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If unexplored, the Player:
- Draws a tile and resolves the tile rule
- Rotates the room how he or she wishes
- Places a catacomb entrance token on the tile
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If explored, the Player:
- Resolves the existing tile rule
- Places a catacomb entrance token on the tile
Now, the Player(s) has (have) the option of traveling (in the shortest vectors) through the catacombs between entrances and exist. I look at this as kind of creating a network of exists and entrances under the dungeon.
Anyway, just wanted to share. I'm also working on a better battle mechanic. I absolutely love this game for it's elegant simplicity. But to me, the battle mechanic is just way too rudimentary. It doesn't really do the rest of the game justice. I'm looking at how to integrate the unique attributes of each character in a balanced way and I already have an idea. I'll post it once I've tested it.