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Michael Erb
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Dungeon Twister » Forums » Reviews
A fast-paced strategy game with a dark, depressing theme
By MICHAEL ERB
www.newsandsentinel.com

“Dungeon Twister” by Asmodee Editions is a two-player dungeon crawl and competition where teams of fantasy characters attempt to escape from a mad wizard’s dungeon while fighting one another and braving deadly traps.

The board is made up of eight modular tiles that are played face down, so each section of the dungeon and its traps don’t become obvious until a character steps into that room.

There are six character archetypes, each with their own special ability. They range from the wall-walker who can move through walls as though they were doorways, to the thief who can find and disable traps and locks, to the cleric who can heal other characters, to the troll who can heal himself. The goblin is in his own way the most interesting, as he has no special ability but is worth twice the number of victory points if he makes it out of the dungeon alive. And the meek shall inherit the earth.

There also are special items that can be discovered and used throughout the game, such as the sword which adds to attacks, armor which reduces damage from attacks, potions, spells and the rope, which allows you to navigate over pit traps.

Pit traps and portcullises are among the “natural” dangers of the dungeon. Pits damage and delay characters while portcullises can be opened, closed or destroyed to prevent or grant access to different hallways. Several of the characters have specific abilities that allow them to navigate or disable these traps.

Characters use Action Points (AP) to move, attack, use items or activate special abilities. Each player has a deck of cards that include actions, attacks and jumps (which can be used to avoid pit traps). The decks are the same, but each player has a deck. Each Action Point card has from 2-5 APs. In round one you are limited to playing a 2-AP card, the next round 3-AP card or less, and so on until you play a 5-AP card, at which point any value AP card can be played (from whatever you have left, that is). This prevents the starting player from gaining too much of an advantage early on, or burning through their highest-value action cards right out of the gate (why else would you play the smaller cards?)

The game board is made up of two starting strips (one for each player) and eight tiles laid face down between the two. This creates two rows of four tiles that run between the two players. As new areas of the board are entered, the tile is flipped, revealing the traps and doorways and the tile’s turning gear. The trick is to make it from one end of the board to the other, with of course your opponents trying to do likewise and willing to go through your people to get to their goal. You receive a point for each character that makes it out alive, with of course the goblin being worth more due to his special ability.

One of the interesting tricks of the game and its namesake is the ability of characters to rotate sections of the dungeon. This allows players in mid-game to cut off some exits, open up new pathways and generally screw with their opponent. On each tile there is a gear space where a character can stand and use actions to move the tile. The gear space shows what direction you can turn the tile as well as the number of action points necessary to make the turn. One character, the mekanork, has a special ability that allows the player greater control over how many turns and what direction a tile can be moved.

One of my few gripes with the game is the characters, or more specifically that the characters on both sides are the same. The blue team and the yellow team have the same choices of characters, from the archetypes to the artwork on the token. Though this simplifies things in that no one character is going to give one side a distinct advantage, I don’t see why the character portraits for the Blue Thief couldn’t be different than the Yellow Thief and on down the line.

The only other complaint I have is with the theme, and this is a pretty minor gripe that can be easily ignored. The main storyline is a bored, mega-powerful sorcerer who is kidnapping people and forcing them to fight for their lives against one another in a trap-filled dungeon for his own sick amusement. That ain’t fun for me. In fact, it reminds me a little too much of a lot of modern horror movies and it’s a theme I’m just not that comfortable with. Again, this is pretty minor, and most players aren’t going to give it a second thought, but I am afraid that putting such a harsh storyline to an otherwise cool fantasy game will chase off some people who want more fantasy and less of a feeling of hopelessness.

Still, “Dungeon Twister” is a very cool two-player game, and the pros definitely outweigh the cons. The modular board is cool and adds variety to the games, the characters are interesting and have distinct in-game abilities, and the rules are simple yet fit the dungeon crawl competition very well. Overall I would give this game high marks with a few caveats for players like me who think a little too much about the story instead of just enjoying the game.

For more information on “Dungeon Twister” and other Asmodee Editions products, visit www.asmodee-us.com ( www.asmodee.com takes you to the French site), and for more game reviews and discussion, visit my blog at http://merb101.livejournal.com.

Edit: A review copy of the game was provided for this article.
Last edited on 2009-06-24 09:34:34 CST (Total Number of Edits: 1)
Anthony DuLac
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Great review, thank you!

I have zero issues with the theme, it's not like it's real life or recreating some historic event. If it bothers anyone that much they can just pretend that after the game ends, all the characters were resurrected by the local cleric who came down and whupped the evil sorcerer's booty. It's all pretend anyway. ;)

So it really isn't that much of a negative, imho. :)
Swashbucklin' Josh [Here to have fun!]
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I actually over-looked this fantastic little gem for years due to a lack of interest in the fantasy/dungeon theme.

And the scene-setting background story is one of the dumbest things I've ever read in a rulebook.
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It is SAW: The Boardgame.
and that is not a good thing...

aside from that, I think it is a GREAT Game.
Russ Williams
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squash wrote:
And the scene-setting background story is one of the dumbest things I've ever read in a rulebook.

And "evil wizard makes people fight for his amusement" is an over-used cliche that has been showing up in games for a long time.

Still, I enjoyed it the one time I played it, and would happily play it again, since the game itself is interesting, even if the story/theme is silly. :)
Eric Franklin
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Just a few minor quibbles on an otherwise fine review:

merb101 wrote:
By MICHAEL ERB
www.newsandsentinel.com

There are six character archetypes, each with their own special ability.

There are Eight characters in the base game. Fighter, Wizard, Thief, Cleric, Troll, Mechanork, Wall-Walker, and Goblin.

Quote:
There also are special items that can be discovered and used throughout the game, such as the sword which adds to attacks, armor which reduces damage from attacks, potions, spells and the rope, which allows you to navigate over pit traps.

The armor doesn't reduce damage - it adds to defense. There aren't any spells in the base game, but there is a Fireball Wand. Scrolls start showing up in the first expansion, Paladins and Dragons.

Quote:
The gear space shows what direction you can turn the tile as well as the number of action points necessary to make the turn.

The number on the gear has nothing to do with the AP cost to rotate the room - each room is in pairs, and the number tells you which rooms you can turn from this one. The rooms are numbered in sequence - room pairs 1-4 are in the base set, 5-8 are in Paladins and Dragons, and so on. Each pair has one room which rotates clockwise and one which rotates counter-clockwise.

Regardless of the number in the gear, it costs 1 AP to rotate a room a quarter turn. Otherwise, you'd never get Room Pair 36 rotated. :)

Quote:
Still, “Dungeon Twister” is a very cool two-player game, and the pros definitely outweigh the cons. The modular board is cool and adds variety to the games, the characters are interesting and have distinct in-game abilities, and the rules are simple yet fit the dungeon crawl competition very well.

Wait until you start adding expansions. :) There are more than fifty different characters available for the game. In English, there are roughly 40 characters available.

Quote:
For more information on “Dungeon Twister” and other Asmodee Editions products, visit www.asmodee-us.com ( www.asmodee.com takes you to the French site), and for more game reviews and discussion, visit my blog at http://merb101.livejournal.com.

You could also check DungeonTwister.com.

I'd also point you at my blog, which is mostly DT-related, and has errata conveniently linked on the right-hand side of the page. :)

Thanks for the review, and I'm glad you enjoy the game!

Eric
Jim Patterson
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The characters are probably exactly the same on both teams to enhance the element of strategy, which is one reason DT feels a bit like a chess match with a pasted-on theme rather than a "true" dungeon crawl. Which is not to say I don't like it--I like it very much but hardly ever get to play it.
Michael Erb
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Eric, I appreciate the corrections. In some cases it's where I typed the wrong thing, in other cases (like the AP room-turning thing) its where I didnt understand a rule. Thanks again.

ME
Eric Franklin
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merb101 wrote:
Eric, I appreciate the corrections. In some cases it's where I typed the wrong thing, in other cases (like the AP room-turning thing) its where I didnt understand a rule. Thanks again.

ME


As I said: minor quibbles.

I don't agree with you about everything (for example, I orefer two identical teams), but the review was clear and concise.

Eric
Brad Weage
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I found the theme laughable (in a good way) rather than depressing.

That may be because it brought to my mind the mad scientist in "Water, Water, Every Hare" - where Bugs has his second encounter with Gossamer, the big orange monster. In this one, rather than lure Bugs into the dungeon to feed his monster, the Doc actually rescues Bugs from going over the falls - but only so he can put his brain into a large mechanical creation. Maybe if you thought like that - the theme would be less of a problem.

(I am routinely informed by people who are fluent in French, that their written humor doesn't translate to English. I've actually read one translation of Three Musketeers that I thought caught a bit of the humor, but often I felt more like I was almost on the edge of a place where there might be humor peeking through, rather than actually seeing the joke and having a chuckle. Maybe they intend this game to be taken with a wry sense of humor, and it just doesn't survive translation. Or maybe the French have no sense of humor, but foster a conspiracy to make us think otherwise. HA.)

I know some people who find the theme humorous, and are concerned that it doesn't fit with the strategic depth of the game - which they tend to view as quite serious. But they tend to ignore the theme in favor of the mechanics anyway. I know other people who think it is too much of a puzzle and not enough of a game - one of my friends often says something to that effect, right after HE makes one of those really complicated moves based on "turn this, drop this, pick up that, jump this" and so on." Situations do arise that could make good "solve for a yellow win in two turns" problems, but that happens in Chess, too.

If you pick up one of the expansions (I would suggest Paladins and Dragons as providing good character variety) then you can easily play mismatched teams. I prefer the matched teams, where the players collectively select ((alternating their selections) the ones that will be in play for both players. It often forces you to play with characters that you are less familiar with. If the players are deliberately picking things that they don't think work well with their opponents previous selections - you might get that sudden "Oh my! I didn't even realize they could interact that way" moment.

I think the only flaw may be that the standard game places too much emphasis on making the most out of the reveal of tiles and the resulting placement of characters and objects. Learning to do that well is half the game. Doing it poorly against someone who does it well, is a certain loss. Others will argue that this one point is what the game is about, and I won't argue with that view - but it doesn't have to be. I look forward to future expansions that may reduce the value of that, merely because I like more variety of meaningful options in game design. (I do think this is a very good design, but nothing is perfect, I suppose.)

A nice thing about the importance of the reveal is that it is one of those things that you can learn quickly by playing and seeing the effect different approaches to the reveal have on things. As players become more equal in their management of the reveal - the other elements become more important.

Although the price of P&D is still quite good value in the current fiscal environment (at least at my FLGS) - you may want to delay the purchase of any expansions for a while. Or buy it now and put it on the shelf for a while. As you play more you should hit a threshold where you shift from "seeing" a clever move using interesting and complex interactions of the mechanics to achieve your goal - to the point where you start "planning" them. That is when the game really becomes fun.
Last edited on 2008-11-19 17:53:02 CST (Total Number of Edits: 1)
Swashbucklin' Josh [Here to have fun!]
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B Weage wrote:

(I am routinely informed by people who are fluent in French, that their written humor doesn't translate to English. I've actually read one translation of Three Musketeers that I thought caught a bit of the humor, but often I felt more like I was almost on the edge of a place where there might be humor peeking through, rather than actually seeing the joke and having a chuckle. Maybe they intend this game to be taken with a wry sense of humor, and it just doesn't survive translation. Or maybe the French have no sense of humor, but foster a conspiracy to make us think otherwise. HA.)


That is a very interesting thought! I have certainly felt this way when reading such classic works of literature as Les Miserables and Don Quixote.
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merb101 wrote:
fast-paced

Survey says....



(I love the game, but it puts the "crawl" in "dungeon crawl")
Russ Williams
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B Weage wrote:
I am routinely informed by people who are fluent in French, that their written humor doesn't translate to English.

There's nothing special about French or English here - people can and do make the same assertion about any pair of languages X and Y, perhaps sometimes with the (un)conscious desire to extol the sublime subtle virtues of their own beautiful language that just can't be expressed in those other crude languages... But plenty of English humor does not translate well into French also, and similarly for any pair of languages X and Y. But it all depends on the kind of humor!

If the humor depends on puns and wordplay, or very specific cultural references that require background knowledge to appreciate, then it's harder (often impossible) to fully translate, and if you have to give too much explanation to "get" the joke, it often kills the humorous effect.

But if it depends on general actions and situations and exaggerations and misunderstandings and more widely understood cultural references and cliches (e.g. fart jokes, stressful relations with mother-in-laws, frustrating bureaucrats, incompetent authority figures, etc), then it's easy to translate and will be funny in other languages. It simply depends on what the specific author was doing. There's plenty of funny French stuff that's funny in translation.

...

For instance, I can show some Esperanto humor that will not make sense to you if you don't know Esperanto and its culture/history. (By coincidence, I'm currently reading a book on this very subject.)

Example of pun/wordplay:
"Why is a giraffe never alone?"
"Because he always has a colleague!"

You're probably thinking "WTF? That makes no sense. Why is it a joke?" It's a well-known joke in Esperanto that depends on a pun ("kolego" = colleague, "kol-ego" = large neck). How would you translate that effectively into English? I don't think it's possible to do so; at best you could explicitly explain the Esperanto pun in the joke, or in a footnote, which is not going to give the same effect in the reader that the original gives.

Example of a specific cultural reference:
Here's a poem written to humorously congratulate a friend on the birth of his son:

Sed ekpens' min embarasas:
mi demandas min, ĉu li do
Esperanton nun forlasas
por dediĉi sin al ido?

A rough translation (not trying to preserve the rhyme/rhythm):

But a sudden thought embarrasses me:
I ask myself, will he now
forsake Esperanto
to dedicate himself to his son?

There is a wordplay and cultural reference here that's impossible to get in translation without an explanatory note that "ido" = offspring and also "Ido" = the name of a competing language in a schism in the history of Esperanto that pulled away many Esperantists and has acquired cultural symbolic significance.

Yet there is plenty of other humor I've read in Esperanto that is perfectly sensible in translation. E.g. here are some Esperanto jokes (printed a century ago, even!) which I read recently:

Man: "Why are you begging?"
Beggar: "Because I'm hungry."
Man: "So why don't you work?"
Beggar: "Because when I work, I get even hungrier!"

Woman at a ball: "Please ask that woman for a dance."
Man: "With pleasure! Is she a friend of yours?"
Woman: "No, in fact she's a bitter enemy, and I know you'll step on her feet."

I think it's fair to say that this kind of joke could be said in French without losing anything, and if someone expressed them in French, we could translate them to English without losing anything.

So yeah - nothing special about French here. :)
Last edited on 2008-11-20 03:01:15 CST (Total Number of Edits: 1)
David Marley
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Maybe it is who I play with but I wouldn't call this a fast-paced game only any level. We've just started using the timer when I play with someone who has experience with the game but I wouldn't call it fast. Maybe it is fast compared to war games though... It still is one of my top games. I taught the game to 2 different people who really liked the game once they got past the "I don't like dungeon crawls or I hate D & D". They should make this space themed, that would be cool.
Michael Erb
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I probably was wrong to call it "fast-paced." I'm sure there is a better descriptor. It seemed to go fairly quickly for my friend and I once we got the hang of things.

ME
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merb101 wrote:
I probably was wrong to call it "fast-paced." I'm sure there is a better descriptor. It seemed to go fairly quickly for my friend and I once we got the hang of things.

ME


I'm looking forward to introducing a timer after waiting almost a full 10 minutes for my buddy to make a single move!

:snore:


Last edited on 2008-11-20 15:00:31 CST (Total Number of Edits: 1)
Eric Franklin
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squash wrote:
merb101 wrote:
I probably was wrong to call it "fast-paced." I'm sure there is a better descriptor. It seemed to go fairly quickly for my friend and I once we got the hang of things.

ME


I'm looking forward to introducing a timer after waiting almost a full 10 minutes for my buddy to make a single move!

:snore:


I know the feeling.

Of course, my buddy and I are always talking strategy while playing, so I don't mind too much.

Eric
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squash wrote:
That is a very interesting thought! I have certainly felt this way when reading such classic works of literature as Les Miserables and Don Quixote.


Well, as far as I know, Cervantès is a Spanish author, and "Les Misérables" is certainly not the lightest classical novel you can pick in french litterature. Three Musketeers is an adventure novel and is not supposed to be humorous either... Now that I think about it, it is difficult to find a french novel in which humour doesn't come from the way words are used, which is basically not easy to translate. You can probably find humour in french theatre, though: in many "vaudevilles", the humour comes from the situation in which the characters find themselves...

Anyway, the theme of Dungeon Twister is to be taken in the second degree. We call Chris "The Archmage", by the way, and we somehow play for his amusement.

You can also see that as some kind of critic of the reality television, the medieval boardgame vision of "Running Man", if you prefer (this movie is itself one of the worst american remake ever done - if you have the chance, try to see the french movie "Le prix du danger" which is much much better).

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