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Chris Farrell
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Dwarven Dig! » Forums » Reviews
User Review
Dwarven Dig! is a new big-price, if not big-box, release from Kenzer & Company. I was intruiged by the copy on the description, but Kenzer & Company doesn't have much of a track record for me, so it was in the "try before you buy" category. Fortunately, I was at Origins last week so I was able to give it a go at one of their many demos.

First, a caveat: the demos Kenzer was running were played with 6 players, while the game usually supports only 4. Given the "race" nature of the game, and the fact that it has a sequence of play that is more or less devoid of player interaction, the extra players almost certainly were a drag on the game. They should have sprung for the extra copies and let us play with the number it was meant to be played with, 4, which I think would have been a superior game. Somewhat, anyway. However, the comments I'm about to make here are still valid, I believe :).

The basic premise is that each player starts at the entrance to a mountain, and is trying to reach the center to grab a treasure (of which 3 are available, at least in the version I played) and then escape. To do this, you have 4 miners, each with some sort of special perk - Warriors, who are good at beating up on people, miners who are good at digging, technicians who are good at digging and overcoming some obstacles, and elders who are good at accumulating "grit" (as in "true grit", not "rules grit", and it is sort of a general "luck" currency that can be applied to any dice rolls). Also, each dwarf has some special power that he can use, from extra movement to an attack that can be lauched at range to anywhere on the board. These abilities are listed on the one and only one reference card Kenzer provides with the game, so make sure you use them when you are going first (rules this player gets the one reference card), or you are very likely to forget.

You work your way through a rather lengthy sequence of play, starting with digging through walls, moving, playing action cards, overcoming obstacles on tiles, attacking, maybe attacking and digging again, accumulating "grit", and buying cards. This sequence of play is, as I say, lengthy, and let me complain again about the fact that Kenzer has provided only one reference card, so one player gets to read out the order and the rest get to guess what's next, at least until they get comfortable with the game.

Various obstacles include hazardous gasses, lava flows, underground rivers, and some sort of huge insect thing. All obstacles are handled cleanly and similarly, with a target number and then the specialist dwarves who provide a bonus to meeting it. Roll a die, if you make the target (with modifiers) you survive, otherwise, someone is likely to die (your choice). Interestingly, the chance of death is directly proportional to the number of dwarves in the space, so if you keep everyone together, you are at very high risk of pain, and this "survival" roll is the only roll in the game that can't be modified by grit.

All this is chrome, however, because this game is in play depressingly familiar. You race to the center, grab a gold, and try to escape. Everyone else tries to do the same. If you've played these "combat race" games, you by now know the drill - first one to the center gets whacked, the game is as much or more about diplomacy (read: whining) as anything else, the random board setup is going to typically significantly favor some players over others, whether or not you draw attention to yourself will dictate whether you win or not. The action cards are, as expected by now, of wildly mixed quality, ranging from powerful enhancers (extra moves, extra dig phases) to moderate hosers (extra hazards - which would you rather do, help yourself significantly or modestly hinder one of three other players?) down to the completely marginal. Does anyone spend any time thinking about these things?

This sort of game can be salvaged by a decent theme, and Dwarven Dig! tries valiantly in this area, but does not succeed. It's just a bit too generic, and this coupled with the fact that it has non-trivial downtime, takes too long given the content, is a bit too complicated, and really isn't all that tactically interesting makes it hard for the game to engage on an intuitive, emotional level at all. Still, to be fair, you have to give them points for trying here, and if the designer had a decent developer who had convinced him to take enough stuff out of the game, maybe turn it into a light card game, this could have been a very solid $10-$15 small-box game. But he didn't, and it's not, and even at $35-ish (plus shipping!) from Boulder, the game doesn't justify the price tag.

After spending two hours of my life that I won't get back on this game, I was left unsure how to feel about it. On the one hand, it was certainly the low point of my Origins 2003 experience, and my initial reaction was simply disbelief that this sort of game is still being endlessly remade - sort of the Airlines (Avalanche) of 2003. On further reflection, however, there was more reason for optimism. Because again, in fairness, this game is an improvement over many past games that are similar in feel - games from Throneworld and Twilight Imperium down to Illuminati and Zombies!, all of which are essentially races to a target where you spend most of your time just whacking other players somewhat randomly. It does get some traction on a decent theme, is too long but not excessively so, and is too complex but not excessively so. This is an improvement. Not so much of an improvement that I'm going to recommend it in general given the difficulties of the genre, but if you do like games of this nature, you might want to check out Dwarven Dig.

How much is the fact that I played with two extra players going to affect the game? Hard to tell. It will certainly be shorter and move along at a better clip with 4, both of which will be welcome improvements. As far as I can tell, there is no upside to playing with more, and I would not recommend doing so - 6 players is clearly too many. The game will obviously be better with fewer, but the game still is fundamentally a whack-your-neighbhor game, and dropping the two extra players will make it only a slightly better one.

Anyway, as you can tell probably, I won't be buying this or agreeing to play it again; in the whack-your-neighbhor category, Nuclear War still reigns and Family Business is shorter and simpler - both qualities that are at a premium here. Anyone who has become a gamer through Settlers of Catan, Bohnanza, or Carcassone is not likely to be impressed by Dwarven Dig. However, I think this one will appeal to some people, and by this point you (hopefully) know who you are :). The recent game this feels most similar to me is, interestingly, Duel of Ages - although the games are certainly rather distinct in many ways. Still, if that's the sort of thing you like, it might be worth checking out.
Myron Leick
United States
Unspecified
Kentucky
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Re:User Review
Chris,

I'm not sure what you expected this game to be, but obviously for you it seems to have fallen short.

In all honesty, I too was intrigued by this game from the minute I saw the first ad for it. I waited patiently for its' store release and I hit my local game store the day it came in to buy my copy. Unfortunately I didn’t realize the price of the game until I got there, so I didn't buy a copy of Dwarven Dig! that day, because for me to spend that much money on a game I want to know just what I'm getting.

As I was going to be attending Origins, I decided to wait until I had a chance to play the game there before buying a copy. I can now say that I sorry I waited though, because from the moment I played my first game of Dwarven Dig!, I fell in love with the game, and I felt that I had wasted two weeks by not buying it when it first came out.

Now mind you, I’m not a hardcore boardgamer like some who may be reading your review, but for me this game has just the right amount of strategy and tactics to make it a light refreshing game that a seasoned gamer can play to rest up between some of his more complex and lengthy games. It also adds in an element of fun (who can’t have fun with dwarves) to get the beginning gamer to come back and play again. And truthfully, isn’t that last bit what you really want a game to do? Without games like this that can draw in new gamers without scaring them away with complex rules and strategies, the hobby we know and love will soon die out. It is also a game that a parent, who is a boardgamer, can play over and over with their kids without any of the players getting bored.

You mention in your review that it would have made a great light card game and I couldn’t agree more, but not as a replacement for the current game though as you suggest, rather as a standalone card game based on the original. I hope Japji reads this and starts working on the card game version of Dwarven Dig! soon so it will be available for play before next year’s Origins (Hey Japji, just don’t try to make it collectable please).

You also mention that the sequence of play is rather lengthy, but what I found is that after the first few rounds of play most people were used to the sequence and thus were able to take their turns quicker.

As to the price, you seem to think it seems a bit steep at $49.95, but the quality of the components for the most part is comparable to other games in this price range. My only comment on the components is that I would like to have seen another reference card included, and the tiles, while quite adequate, could have been a bit thicker.

Overall, this is a game that I would highly recommend to other gamers. As a matter of fact I did recommend it every chance I had, which were quite a few, as I spent most of my time at Origins working the Origins Games Library recommending and lending games to fellow gamers looking to occupy some time between their scheduled events.

From the minute the library got its’ first copy of Dwarven Dig! we couldn’t keep it in stock even long enough for me to show a friend how to play it. I really wanted him to try it so I wound up buying my own copy to show him. To show you how well received the gave was, we had so many requests for the game that I had to go to Kenzer and Company and ask for a second copy so the library could keep up with the demand. I can say that during the four days the library was open we didn’t have a copy of Dwarven Dig! in stock for more than 30 minutes before someone requested it. And almost everyone who borrowed a copy of Dwarven Dig! spoke favorably of the game when they returned it. Most said they planned to purchase their own copy so they could play it again.

In closing I would like to say that I found Dwarven Dig! to be a fun game for players of all ages and I can’t wait for a 5-6 player expansion so I can play it with my whole family. I also look forward to playing any expansions to the game should they become available.
Anders Pedersen
Denmark
Copenhagen N.
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Re:User Review
cfarrell (#10089),
I must say i totally disagree with Chris Farrell. I have played this game as 4-player and a 5-player games, and they all went smoothly! The sequence of play is not lengthy by my standards, and actually it is quite intuitive after a round or two! It is correct that there is only one reference card in the box, but this card is also printed in the rule book, so you actually have two!!!
You also complain about the chances of dying, compared to the number of dwarves present. Remember that the more dwarves in a party, the bigger their chances are to overcome any obstacle. But if a party fails an encounter they have to make a luck roll or suffer the consequences. Luck rolls are dependent on the number of dwarves in the party, and favors smaller parties. This is actually what balances the game. A player is not nessecarily far behind if he/she loses a dwarf early on in the game. The luck rolls ensures that a smaller party still might survive the hazards of the mountain and any attacks by other players. If only big parties were favored the game would not be balanced at all. The first player to take a casualty would be swept away!
Regarding the action cards: I have seen worse cards in other games. The powerfull cards you mention are not really that powerfull! Any party of dwarves may only ever take two of the same actions in a turn. You can buy the one extra action for two grit OR play said cards if you have them. It is not possible to move once, pay for another move and then play a card to gain a third move! So you save the two grit and that´s all! In addition the player has probably bought the card for one grit in the first place, so...
Regarding the downtime: I can´t see that there is any. In my games a turn runs smooth and fast!
The racing part of the game is not really a problem, often several parties are quite close to the treasure room and since it contains two treasures (at least with 4+ players) it is not only a question of beating the leader - there is always the guy just behind, to look out for as well! And since you may return the treasure to ANY starting tile to win, there is really no guy in the lead for sure.
I really like this game and find it quite balanced. It has lots of atmosphere and runs smothly!
Rob Seulowitz
United States
New York
New York
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Re:User Review
Chris' review seems fair and accurate to me. I agree with his major points, but I don't see the room for optomism he describes.

The major design flaw is this: It has a number of features that encourage you to split your four dwarves up into groups of 1 or 2 each. Then the combat system completely screws that when a gang of 3 dwarves jumps your lone guy. Dwarves die easily and often in this game, and once you lose the fourth you're out of play. I hate that - a good multiplayer game never lets someone get knocked out completely.

Ultimately, it's not a very satisfying game experience.
Bastion of Sweetness and Light
United States
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Re:User Review
Dr.Robert (#18402),

Well, okay, you don't like elimination games. I disagree entirely that a good multiplayer game never lets someone get knocked out completely. That's a very narrow view to take, and one with which I disagree heartily.
Scott Russell
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Re:User Review
I played a four player demo of this at Gencon with the one or both of the designers available during the game. While I agree in principle with Chris' appraisal, I have a few additional points to bring up.

The pieces are great miniatures, the board is solid and attractive, the cards are a little flimsy and only one reference board was a real negative. Not only was there only one reference card (two if you count the rulebook), it is lacking some details that would be easy to incorporate. There are icons on the cards indicating when they can be played, but they aren't defined on the reference card. After the game, I mentioned these shortcomings and they said that they had wanted multiple cards, but only one made it to the production game. The icons may become intuitive, but I still think that it would have been useful to have. Instead of a reference card, I think a nice rock, preferably of fool's gold would be better. (Maybe even a promotion with three games with a real gold plated stone. :))

We didn't have a real problem remembering the sequence of the turn after the first few turns, but the resolution of everything, obstacles, tunnelling, combat, etc., seemed a little fiddly. Making one roll for resolution after consulting a chart and possibly adding grit, then making a luck roll in most cases to determine whether the negative events actually took effect was a longer process than necessary, IMO. I would have preferred a better resolution system.

Maybe two dice, one for effect and another with a number on it. The event would take effect if the number of dwarves in the area was greater than the number rolled on the second die. And the effect die would be successful if the icon rolled matched one of the dwarves present at the site of the attempt. I think this could be done with couple special dice without changing the probabilities. Looking up necessary results on charts just seemed like an unnecessarily complicating feature in a light game like this one.

I am surprised to learn that the game is only designed for four players. With the hex shape of everything, it seems a natural for up to six. We played with four and, IMO, downtime wasn't a significant issue.

The grit system and luck rolls seem like a nice mechanism to help out the player that is behind. A number of grit is earned by the elder if he does nothing else that turn and is alone (Of course the amount of grit earned is discovered by looking on a chart.) A player also gets a grit when failing a roll (usually, there are some roll failures that do not earn grit, IIRC).

We did have one player eliminated, but it was almost at the end of the game (and I did it just to see if I could with a dwarf that wasn't doing anything). It actually seems unlikely that taking out other players will not be an overly effective strategy, so I think that losing all of your dwarves early would be very rare.

This game isn't horrible, but it's not something at which I'll spend another two hours of my life playing unless a friend is dying to play it.

When I mentioned to the designers that I felt the game seemed a little klunky or inelegant compared to the newer (German type) game designs, one of them implied that this was almost on purpose to have a different feel to the game in contrast to 'all those German games' that have a similar feel to each other. In that they succeeded! :-)

If one likes Dungeonquest, Talisman or games along these lines, this could be a good buy for them. If you prefer German type or war games with reduced luck, this probably isn't for you.

As to non-collectable card games from Kenzer, I can only say good luck. When they brought out the Monty Python CCG, I almost begged them to produce a factory set with one of everything, but they were able to resist the entreaty. :-)



Jeremy Reed
United States
Colorado Springs
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PRICE?!
$50!?
Are you kidding me! This is the worst example of not getting your money's worth since Steve Jackson's DORK TOWER.
Ian Allen
United States
Madison
Alabama
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Myron Leick - yet another person who signed on years ago to rate Dwarven Dig highly and then disappear. Interesting.
Ian Allen
United States
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This game is interesting, has mostly really cool components except for the hex tiles that bent all up because of the card stock, and has some really good things going for it theme-wise.

BUT - its way overcomplicated (apparently on purpose). If about half of the rules were chopped out of it and it were priced at 35 dollars instead of 50 dollars, I think this would shoot up like a skyrocket.

Its very close to being an awesome game, so if it were simplified, the hex tile card stock improved, and the price lowered, I bet they would have a big hit on their hands.
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