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: I finished up the Adventurer cards, which included not just the Adventurer cards themselves, but their flipped versions which are used to represent leveling up. My work has moved onto Relics/Equipment, which have a basic function, but flip to represent upgrades or improvements. I’m working on a flavorful term for that. The fantasy genre doesn’t do a lot of weapon upgrading. Crafting games are becoming a thing, but the language isn’t there yet. As always, keep reading for the ramble.
Ramble: Last week I talked about how earlier versions of the DPD rules glossed over the process of selecting Adventurers for a dungeon and stocking the dungeon with Monsters and Musty Chambers.
I decided to bid. The cards for Monsters and Musty Chambers (Dungeon Deck) come from a very different deck than the Adventurer, Gear, Twist!, and Retirement cards (Village Deck). Because of that, I could put numbers–a “danger rating”–on the back of the Musty Chamber cards.
Players can bid Musty Chambers to get one of their adventurers into a dungeon. The four most dangerous Musty Chambers are chosen and for each chosen Musty Chamber the player that put it up adds an Adventurer to the party. Basically, if a player wants a chance for one of their Adventurers to level up, they have to do is to make the dungeon more dangerous.
I don’t toot my own horn a lot, but it’s genius. Parties are always five Adventurers (four bids plus the Rumor card itself). Farming low level dungeons is disincentivized because players compete by making the dungeon more dangerous. Players can play Musty Chamber cards which play to their Adventurers’ strengths, which adds resonance (of course you’ll bring the fire elemental Adventurer along on the Cave of So Much Fire Everywhere). No one ever “forgets” they have a Musty Chamber because there are numbers on the backs of them that everyone can see.
The number of Monsters in the dungeon is determined by the Rumor card which creates the dungeon. Players add Monster cards in turn, even if they don’t have an Adventurer in the dungeon. It doesn’t just mean that players with no Adventurers in the party can grief a party that’s weak on one of the game’s three skills, it also means that they can get rid of cards that might be dangerous for their own Adventurers to encounter.
To answer the questions I rhetorically asked last week. Five adventurers enter the dungeon: the one who played the Rumor and the four with the most dangerous Musty Chambers. Players without Adventurers in the party can put difficult Monsters into the dungeon to keep them challenging. The number of Monsters are determined by the Rumor.
There’s no flavor or theme to players picking their own Musty Chambers or selecting the Monsters that they or someone else will have to fight, but I think that the gameplay outweighs that. The only way to see is to see.
Next Week: Card Types
-The hand dilemma