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: Rebooting
What is best in life? To see your family grow proud before you. To hear the lamentations of monsters. To retire responsibly to that little castle on the beach you always talked about.
Dead Parents Dungeon is a game where players take on the role of adventuring families who seek the money and fame which can only be found by defeating dangerous monsters in the many frightening dungeons of the world. Players manage marriages, children, and heirlooms between the life-threatening forays into the world’s darkest corners. The first player to put aside enough monster heads to earn a total of 10 retirement points has the most successful family and is the winner!
The new take on Dead Parents Dungeon keeps the dice. It keeps gear (now Heirlooms). It keeps Adventurers and Monsters, but dispenses with the class leveling and minion mechanics. It gets rid of the scars and silver currency and converts monsters directly into monster heads.
Musty chambers are also removed and Rumors give a modifier to a pile of five Monsters (selected via bidding the same way the musty chambers once were).
A heavier emphasis on family is added. There’s two main paths right now: (1) Adventurer cards stipulating up to four relationships they have to have (parents, lovers, and children). The family has to expand according to those possible relationships or (2) Dynasty cards which allow a family to grow off of a non-gender-specific patriarch (“theytriarch?”). The family expands into the relationships allowed to the theytriarch and to expand past that, a new family member has to become the theytriarch.
Twist! cards–which I never really explained in the first place–are the “if you draw this, do whatever this card says then draw a new card” cards. They’ll focus more on events in the village and interact with family relationships more than previous iterations. Instead of the “do when you draw” element, the group might be compelled to play one after the Dungeon Phase, starting with players who had the fewest Adventurers in the dungeon.
Next Week: Card Types, Part 4: Retirement, Twists!, and Baby Cards (For Really-Reals)