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Marc Petrequin
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May 11, 2008
Dungeonquest - My Rules (Includes Reference).doc (99 KB) (Log in or Register to download.)
Having made repeated attempts to play and survive a single game of Dungeonquest (and failed), both myself and those who played it decided to form a new set of rules that toned down the "slow, random torture" method that permeated the original Games Workshop design. My version includes rules for experience points, has a few more options throughout the course of the game, and reduces the card drawing to a single deck (everything else is handled through die rolling and chart reference). If you try it out, please let me know what you think.
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Simon Lundström
Sweden
Örbyhus
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Seems like a decent, pretty speeded up version, with removing all the cards. It's hard to say if it improves the game, though. In my perspective, the fact that you might die at any momentis part of the thrill of the game.

Removing the cards does a lot for setup time and so, but as you know cards do nice things to probability and that might be better than rolling dice.

That said, it's not a bad way to play Dungeon Quest. The idea with experience points is very very good.
 
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  • Posted Tue May 13, 2008 9:47 am
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