(Most) Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.
Current Progress: Uuuuuuuuugh
IDK. Like there’s a tableau of three village cards, but you can also dig two cards deep for a specific card as a village action. If your dig doesn’t get the one you want you can spend a monster head to dig an extra card. Retirement cards can improve these numbers to represent the services retired, experienced PCs can bring to a town.
All PCs have relationship arrows, and at least one has to connect a PC to a family. Your theytriarch might have two side arrows (brother/sister/partner) and an up arrow (parent), but they can still have a baby provided either: that baby’s PC card has an up arrow or that theytriarch has a partner who has a down arrow (child). When you marry someone you immediately roll for babies. At the start of each turn, babies age into adults, then ALL couples roll for babies.
PC cards have a die and one ability. Hopefully, I’ll be able to keep the fighters like equipment, wizards use monster-head-as-spell-components, and thieves avoid suffering consequences themes. Because PCs now only add a single die and an ability to a dungeon, the motivation for taking multiple PCs into a dungeon (beyond double-dipping loot) is synergy between simple abilities. Equipment/heirlooms now do most of the heavy dice-piling.
Twist cards are gonna work parents and siblings hard (in a grave-ward direction) to push each family towards having only one heir per generation. Cousins might as well bathe in Smaug’s Best (TM) Ketchup. Fuck cousins. ALL GAME BALANCING WILL HENCEFORTH BE DONE ON TWIST CARDS, A CARD TYPE I HAVE NEVER EVEN PROTOTYPED.
Each family starts with a piece of equipment that doubles as a “family card.” Or maybe every piece of equipment has a “Family Ability” and the other equipment just give die bonuses. No, that’s boring. The “heirloom equipment” is the first one you play. It hangs out on top. All other equipment give a die bonus and an ability, but once you upgrade the heirloom with a new equipment, you lose the ability of the last non-heirloom equipment and only keep the die bonus. No more “village abilities,” just monster type bonuses, re-rolls, etc.
Monsters are going to kill, drain equipment cards, and probably force some draws of Twist cards (or activation of Twist cards in the tableau). Why not? Maybe they’ll have different colors so they’ll feel different.
Retirement cards previously had two costs (I don’t know why). They should definitely have only one.
There used to be only five Rumors, meaning the game was only five dungeons/turns long OR that it had several non-dungeon turns. Rumors are now less special and more plentiful.
Next Time: No bets guys.