This is a game in which a Cthulhu element is added to the pandemic of a cooperative game.
Differences from original "Pandemic"
There are four areas. There are four types of player cards. They are not separated into cards for each space. In the original pandemic, cards are prepared not only for areas but also for each space (each city). And only the cards of the city where the players are located could be passed between players. In the Pandemic Reign of Cthulhu, players can hand over cards of its area if they are in the same space.
No concept of outbreak, instead, the revival of Old One happens.
The number of cultists increases instead of viruses.
There is a shoggoth that is harder to defeat than a cultist and causes the revival of Old One.
you have to attack 3times to defeat it.
There are many special cards.
If you lose all sanity, your actions and abilities will be restricted.
The number of actions is reduced by one, and the role card is flipped over, limiting special abilities and acting eccentricily.
There are figures for each role to enhance the atmosphere.
When Old One comes back, there will be some disadvantages for the player, Since the Old One used each time is random, the game development will change significantly.
There are many types of special cards called Relic cards. We mishandled it (I must first mixed some of the relic cards into the player card deck, but I didn't do that.)
When I played this with the rule that I can get a relic card only when I defeated shoggoth, I could not clear it at all. With proper rules, the winning percentage has stabilized a little. (Especially magicians have become useful.)
Also, the change in development by Old One is interesting. This is especially evil. YIG. Both of us will never forget his name lol
We originally needed 5 player cards to block the gate. YIG is a villain who increases it to six. In a game where this guy is revived in the first and second cards in the early stages and there is no detective (one less player card than usual to block the gate), the world dooms for collapse.
Isn't it impossible to collect 6 cards even though the hand limit is 7 cards?
We can enjoy different developments each time, and each game takes 3-40 minutes, so we can play many times overnight. That's why it's been a long-loved game.
This was Cthulhu's debut for us.
I haven't read Lovecraft's work yet, but board games such as Mansion of Madness and Cthulhu realms are on the rise in our homes.
I enjoyed it without any previous information about Cthulhu, so I think it's good for those who have never experienced Cthulhu.
A two-player card game. Each player plays a card in each deck of the same card composition.
The players take the cards played on the board. The winner is the one who gets more points of the cards.
Play cards alternately on such a board.
You can get cards with these rules.
Cards of the same type can be played together at once.
The game ends when the ship departs three times or either deck runs out.
You can take ownership of the dragon figure by taking even one dragon card on the upper right. The player with the dragon figure has a maximum of 6 cards in their hand. (Normally 5 cards)
I can't remember many things, so I play this game with the card composition information aside.
This is a game that seems to be deep when trying to dig into it. We play this casually.
When I play "Dragonheart" intuitively, things below often happens.
Once cards is taken out by an opponent, other cards are taken in succession. However, there is also a change of offense and defense between one game.
This momentum shift is good and interesting.
I feel something like "momentum" in this game.
This is an important point when taking a dragon figure that increases the number of cards in your hand. It is a big advantage if you can keep mounting so that your opponent can not take the dragon figure.
The joy of taking what has accumulated is great.
When I play this game, actually I don't feel the theme or story, so it's not a super-ideal game for us. However, it's a well-balanced game, so it's fun to spend time. Sometimes I take it off the shelf and play it.
The card on which the items are drawn is turned over in a row.
This hat has appeared twice !
All items are drawn two by two throughout the card deck.
If you think that the item has appeared before, get it. First come, first served.
Memorising what appeared, the player who got the most tiles wins.
How do we judge that the item appeared for the second time?
The moment the player picks up the tile, we don't judge if the item came out the second time.
We don't check the cards that have been opened so far.
we don't check it.
We continue the game normally.
If an item that has already been picked up by any player appears, it means that the item he picked up didn't come out twice.
Only then will a penalty be incurred. The player who took it by mistake will drop out.
As a penalty, that player will no longer be able to participate.
But in other words, even if you make a mistake, you can stay in the game until it is proved that it has not appeared twice.
The tiles you picked will remain in your hand, so you will get their points at the end.
By the way, the item tiles can be taken at any time. You can also take the item tiles that are not drawn on the card that has just been turned over.
You can take the tiles at any time during the game. Does that mean below?
You can stay in the game until the proof card is flipped, so even if you don't have confidence in your memory, you can take more and more.
Rather, even if the item doesn't come out, you should take more and more. Even if it comes out, the penalty is only that you can not participate in the game after that, so you can get many points.
There are wonderful rules that will never let you play this game like that.
Remove 3 cards at the beginning of the game. In other words, there are 3 to 9 items that appear only once in the game.
At the end of the game when the deck runs out, we open and check these three cards.
If there is a player who has taken the item in these 3 cards, his point is 0! no matter how many tiles he has got. Perfect loser!
This rule is effective. It's too risky to take tiles by luck. You can't take a reckless challenge.
The rules of the three cards are outstandingly sharp.
I think the idea of picking up the item that came out for the second time is mediocre, but the method of confirming the correct answer and the rule of the penalty are simple but ultimately beautiful.
Memory is not the only thing that matters.
It looks like a simple game of taking what appears twice, but in fact, it makes complicated profit and loss calculations in the brain.
At the beginning of the game,
If you remember clearly, you'll take it.
Also at the beginning of the game,
If you have a vague memory about it, you shouldn't get out early, so you'll stop.
When it comes to the end of the game with fewer decks
It's just as vague as last time, but there aren't many cards left, and this time I'll take the tiles. Players sometimes make such decisions.
Even with the same vague memory, the player's decision to take a tile or not changes depending on whether the game is early or late.
It's calculated instantaneously by multiplying various factors.
Factor ① There is a difference in the amount of chance between the beginning, middle and end of the game.
Factor② There is a gradation of memory in the brain.
Factor ③ There is a borderline where you can't take the tile to avoid the risk of 0 points in the gradation of memory.
I think that you make a profit and loss calculation by multiplying such various factors and decide whether to take risks or not, and whether to take tiles or not unconsciously.
By the way, Thai Taro (my husband) who has tendency of hyperactive is weak in this game, so I like this game haha.
It's a fun masterpiece even for two people. Of course it is interesting to do it in large numbers. I recommend it.
Every round you draw a tile and go deeper into the automatically generated dungeon.
You aim to steal the treasure from the Treasure Chamber, where the dragon is, and return safely. This work is called a masochist game with a survival rate of 10%, but it is one of my favorites.
The difficulty of survival is said in many places, and it is not uncommon to enter a dungeon and leave immediately due to a ruthless trap.
The difficulty of survival is as told in many places, and it is not uncommon to die immediately in a ruthless trap at the first step in a dungeon. Your health is reduced by monsters and you die, A spear trap keeps coming out of the door and you die, You fall into a deeper underground labyrinth and continue to be beaten by enemies, you die, You cannot return to the entrance by sunset and are eaten by the dragon and you die. A survival rate of 10% is not a lie.
Therefore, this game is a difficult game to play as a serious game.
① In one game, it's really boring if one dies soon. Even if the survivors earn small change near the entrance and survive and win, it is not interesting at all. It's not fun, even when you've earned thousands of gold. of course.
② If you decide the number of games and play, such as "This time, we will play three times!", There is unevenness of fun. It's interesting when there are some exciting adventures, but the three games can end quickly. If you increase the number of games to 4 or 5 times more than the number you initially decided, even if it is finished easily, the low-risk strategy of collecting coins around the entrance becomes meaningless. After all, it becomes a luck game whether you can rush into the deepest dungeon and come back or not.
That's why we play with the "90 or 120 minute time limit rule".
If you start the game at 21:00, the final game is the one you are playing at 22:30. Win or lose is decided by the total of gold when the final game is over.
With this rule, you can play about 2-4 games. Even if one game ends quickly, you can play the next game and the next game within the time limit, so you will have an exciting adventure at least once. Satisfaction is high because it never ends without excitement.
Since there are multiple games, there will be strategies such as "I will not be in time to go to the Treasure Chamber from now on. Let's pick up even small coins in this game."
No matter how much I lose, there is a possibility of a reversal in the last game, so I am excited and enjoying it for 90 minutes.
There are two points I love in "Dungeon Quest".
This is a room that rotates 180 degrees when a character enters.
In this way, you go deeper into the dungeon.
You think it's no different from a normal corridor, right?
Tthe situation where the true value of this tile is demonstrated is below.
If there is another player trying to return via the same route...
I like this feeling of despair. I also like that the gimmick is dungeon-like.
The race of survivors is hot when they realize the fate of the future for a few turns.
We somehow try to reach that room faster,
One rune that you can act on twice, A treasure that you can act three times, Or to move one or more by using the corridor.
In the dungeon, there is actually almost no interaction between characters, so I like this tile that created various dramas.
DungeonQuest has a Catacomb system.
When you fail to cross a single bridge, when you are trapped underground, when you find a staircase leading to the underground and choose to go down,
replace your adventurer figure with a token and enter the Catacombs.
While in Catacombs, draw one Catacomb card at a time instead of a normal move when your turn comes until you draw a card to escape.
Then, advance the tokens on the board by the number of cards drawn before escaping, then roll the dice to move sideways and return to the dungeon.
The Catacomb card is terrible. Health is steadily decreasing, and if you are unlucky, you will not be able to draw the exit card at all. However, there is a very low probability (1/40) to find treasures that are better than the treasures in the Treasure Chamber.
It is an option when the road to the Treasure Chamber or exit is closed.
However, this Catacomb system literally adds depth to the game. There's no separate board, it's just made up of cards and dice, but I really feel like there's space under the game board.
I think it's interesting because it makes us imagine an infinite underground space behind the usual dining table.
It's true that this is a game where luck is important, but the fun changes a lot depending on whether or not you are aware of the "deck composition of the search card".
Instead of moving, players can search the room they are in only once. (A room that has been searched once cannot be searched again) At that time, the search card is drawn.
In that deck, there are 10 gold or 70 gold coins, monster Attacks, traps, etc., but 8 out of 30 are the cards "the secret door" which let you move the next room, ignoring the shape of the tile. The probability of drawing "the secret door" is 26.6%. It's a pretty number.
With this card, you may be able to avoid the time-up by dead-end and detour.
Whether it's better to take a detour or draw a search card, if you're aware of the composition of the deck of search cards, you have that option.
Since both my husband and I knew the composition of the search card and introduced the "time limit rule", Dungeon Quest has been played regularly. It's interesting not only as a fantasy atmosphere, but also as a serious game.