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’ve been hacking away at Relics (formerly “Gear”). Most cards can either be whatever they are (Adventurer/Monster/Relic), and can flip to be an upgrade to an existing card of that type. Adventurer cards can be played upside-down to add a Level to an existing Adventurer. Monsters can be played upside-down to add a Minion to an existing Monster. And so on. Relics…there’s not a language for upgrading weapons. Mods? But what part of a wizard’s robe gets transferred onto a sword to make it better? Vice versa? Materials? Materia? Glyphs? Destinies?
Let’s talk cards and card types.
Card Types, Part 1
Monsters and Adventurers – The core stats of these two are their threat and dice, respectively. Threats and dice share three types: combat (Red or Pink), magic (Blue), skill (Green). Most of the time, dice are used during a fight. A party happens upon a Monster (and Minions) and rolls their dice. The results of the roll are totaled up and compared to the corresponding threats of the Monster (plus bonuses from Minions).
If the results meet or exceed one or more of the Monster’s threats, the party defeats the monster, ignores the Monster’s consequences, and add the Monster (and any Minions) to the loot pile. For tougher dungeons, the party has to defeat at least two (or three!) of the Monster’s threats. If the party fails to defeat enough of the Monster’s threats, they suffer the Monster’s consequences and the Monster is put into the discard pile for Monster and Musty Chambers (meaning the party won’t get its loot).
In addition to their threats, Monsters have effects, consequences, and a scars & silver rating (representing their worth when counting up loot). They also have Minion stats (threat bonuses, perhaps a minor effect, and scars & silver).
Monsters have one to three keywords which have a few uses within the rules. They’re first up on the chopping block though.
In addition to dice (usually a die), Adventurers have village and dungeon effects. Most, but not all, dungeon effects are fight effects, but Musty Chambers have traps, so there are a few trap effects as well. Adventurers also have Level stats, which are a single die and powerful effect (village or dungeon). Adventurers have one of three keywords: fighter, mage, and thief.
This is predictably running long. I’ll do some more parts in the coming weeks.
Next Week: Card Types, Part 2
-Some of these terms and names are placeholders (thief, “dice” as a stat name, “Monster”)
-But seriously, where are the dead parents?