One thing that I make for an easier and more fun game is to limit the number of equipament sets in play. I choose the sets based on the number of players plus one and the ones that will fit better with the chosen characters.
It’s easy to homerule the difficulty though. 1. Torch goes down after everyone moves. 2. Everyone starts with one or two loot. 3. Shuffle a b and c decks together so that the boss door and minions can come up earlier
I've only played 5 or so games, 4 of which have been solo eith me controlling 2 heroes, so very limited playtime, but ive won 3 out of those 5 times (all 3 were solo), so i dont think its too hard considering I'm still new. But i agree with everything you said, you can get unlucky in a number of ways and that can screw you over if you have a run of bad luck. I think i also agree with you in regards to it being hard with new players, BUT I'd say that's not really an issue. You probably want to lose the first match with new players so you can back with a vengeance and beat it. If you win every time it's not really much fun right? I think the two main problems I've found with the design are: 1. The item draws really make or break things, if you pull a few melee items in a row when you really need intellect stuff (or vice versa) it can be punishing. Particularly with the legendary sets, having 2+ items of a set is a HUGE advantage compared to getting a bunch of random unhelpful loot. One game i breezed through because i had 3 of a set on one hero, while another game i really struggled because i went through a bunch of the spell deck without finding damaging spells (i just kept getting things like invisible, scry, eagles swiftness etc.) and without getting intellect gear (so my intellect hero was pretty useless). I dont have the expansions but i agree that they would make it harder to get what you want/need unless you take stuff out. 2. The best way to win is to sort of game the location draws a bit; i.e. start by revealing the 4 opening locations around the entrance, that will likely bring out a bunch more unrevealed locations. As your placing these ones down then you count out how many have been placed, you know the first 9 (in a 2 player game) isnt the minion tiles, so you can sort of ignore them if you want, and then you can explore in one direction so you know all the minion tiles will be in that direction (which also helps with the altar locations for when you get the boss). While this is optimal, i feel it's probably not in the spirit of the game, so maybe if youre finding it too easy (which it sounds like you are if you win 90+% of the time) then perhaps its best to count how many tiles you will need to place out, and rhen take a few more and shuffle those up, and then deal out, that way it's not guaranteed to have the minions be in a particular direction. To help with the alpha gamer problem id give a few suggestions: 1. Just let them do what they want and be willing to lose if you think it will make the game more fun for the new player. Maybe give them a hint every second turn or something so youre not constantly telling them what to do but theyre not totally screwing the team. 2. Maybe give some loot at the start to the newbie players; e.g. get them to draw 3 loot cards and pick 1 for each new person to start with, put the others in the discard pile. This way the new people get a leg up, which means you dont need to give them advice anymore since their incompetence is somewhat counterbalanced by the extra loot and by the fact you have some loot in the discard already which means you are getting better selection when you get loot. 3. If you have a 4 player game with 1-2 new persons you could just not make the torch go down on the new players turns if you think that's necessary. 4. Change the dice focus rule so you can get focus from unused dice before AND after performing the actions (e.g. if you Elemental Charge and have full focus, if you roll a 5, 3, and 3, then let them spend the 2 focus for the Elemental Charge and then get the two focus from the 3s back... Whereas usually you wouldnt be allowed to do this. Maybe just apply this to the new players.
Ya the item draw can be really random and can be difficult. But ya that is basically exactly what i go through on my tips and tricks video for revealing the 4 rooms at the beginning and then counting the cards to build the dungeon. I like those suggestions for getting rid of the alpha gamer mind set. Those can really help with the new players!
@@BoardGameOfficerhaha yeah, sorry about that, I posted that here and then watched your tips video and thought "oh he's already covered that, woops" haha. Thanks again for the vids :)
This os what I'm afraid of. I chose this as a go to game for my group I played World of Warcraft with... lot of familiar stuff to them. The art, classes, item sets, stats and so... but they are non bg-gamers and how the hell am I not gonna alphagame it. Any tips pls?
Hopefully others will comment as well as what they like to do. But I have heard of 2 things that work pretty well to tone down the difficulty to help new players. 1: Instead of moving the torch track down after EVERY turn. Only move the torch tack down after every round(every everyone has had a turn). This gives you ALOT more time to explore and take care of the goblins as the spawn. 2: Ignore the goblin icon on the torch track, so you will only spawn goblins when entering rooms. However, this means that you wont get as much loot, since you wont fight has many goblins. However, a way to counter act this when every you get loot you may give it to ANY player. This way you dont have to kill a goblin just to get something out of the discard pile. Hopefully this helps some and hopefully we hear from other to get more ideas!
@@BoardGameOfficer I like the idea about giving loot to any player. It even lines up more with what they are familiar with from WOW x). The other modes seem too extreme, but could be nice for the first game
Ya the second version is how my friend plays with his 7 year old. So it is definitely on the easier side, but to get someone acquainted with the game might not be too bad.
Actually, I pretty appreciate this game picture and difficult game or so. Is really make people down who just wanna try unless who really love dungeon RPG . And potion expansion very weird and too much punishment when revealed potion cards sometimes lose the game suddenly due revealed that damage all hero . I played overy 20 games and only won 2 games. But I will keep to play sometime and recommend to other peoples.
One thing that I make for an easier and more fun game is to limit the number of equipament sets in play. I choose the sets based on the number of players plus one and the ones that will fit better with the chosen characters.
I like that idea! I definitely take at least 2 out if I am playing with the stories expansion, but just playing the base game!
It’s easy to homerule the difficulty though. 1. Torch goes down after everyone moves. 2. Everyone starts with one or two loot. 3. Shuffle a b and c decks together so that the boss door and minions can come up earlier
Those are good house rules! I like them! Thanks!!
Can i use the stealth action after i enter a room that reveals an enemy or i must pay the focus before the move?
Ok answered your other one as well but just so the answer is here as well.
You must pay for stealth before entering the room.
When we play, we always have a ranged player stay within range of the entrance and their only job is to kill the goblins.
That’s smart, those spawning goblins can be killers!
I've only played 5 or so games, 4 of which have been solo eith me controlling 2 heroes, so very limited playtime, but ive won 3 out of those 5 times (all 3 were solo), so i dont think its too hard considering I'm still new. But i agree with everything you said, you can get unlucky in a number of ways and that can screw you over if you have a run of bad luck.
I think i also agree with you in regards to it being hard with new players, BUT I'd say that's not really an issue. You probably want to lose the first match with new players so you can back with a vengeance and beat it. If you win every time it's not really much fun right?
I think the two main problems I've found with the design are:
1. The item draws really make or break things, if you pull a few melee items in a row when you really need intellect stuff (or vice versa) it can be punishing. Particularly with the legendary sets, having 2+ items of a set is a HUGE advantage compared to getting a bunch of random unhelpful loot. One game i breezed through because i had 3 of a set on one hero, while another game i really struggled because i went through a bunch of the spell deck without finding damaging spells (i just kept getting things like invisible, scry, eagles swiftness etc.) and without getting intellect gear (so my intellect hero was pretty useless). I dont have the expansions but i agree that they would make it harder to get what you want/need unless you take stuff out.
2. The best way to win is to sort of game the location draws a bit; i.e. start by revealing the 4 opening locations around the entrance, that will likely bring out a bunch more unrevealed locations. As your placing these ones down then you count out how many have been placed, you know the first 9 (in a 2 player game) isnt the minion tiles, so you can sort of ignore them if you want, and then you can explore in one direction so you know all the minion tiles will be in that direction (which also helps with the altar locations for when you get the boss). While this is optimal, i feel it's probably not in the spirit of the game, so maybe if youre finding it too easy (which it sounds like you are if you win 90+% of the time) then perhaps its best to count how many tiles you will need to place out, and rhen take a few more and shuffle those up, and then deal out, that way it's not guaranteed to have the minions be in a particular direction.
To help with the alpha gamer problem id give a few suggestions:
1. Just let them do what they want and be willing to lose if you think it will make the game more fun for the new player. Maybe give them a hint every second turn or something so youre not constantly telling them what to do but theyre not totally screwing the team.
2. Maybe give some loot at the start to the newbie players; e.g. get them to draw 3 loot cards and pick 1 for each new person to start with, put the others in the discard pile. This way the new people get a leg up, which means you dont need to give them advice anymore since their incompetence is somewhat counterbalanced by the extra loot and by the fact you have some loot in the discard already which means you are getting better selection when you get loot.
3. If you have a 4 player game with 1-2 new persons you could just not make the torch go down on the new players turns if you think that's necessary.
4. Change the dice focus rule so you can get focus from unused dice before AND after performing the actions (e.g. if you Elemental Charge and have full focus, if you roll a 5, 3, and 3, then let them spend the 2 focus for the Elemental Charge and then get the two focus from the 3s back... Whereas usually you wouldnt be allowed to do this. Maybe just apply this to the new players.
Ya the item draw can be really random and can be difficult. But ya that is basically exactly what i go through on my tips and tricks video for revealing the 4 rooms at the beginning and then counting the cards to build the dungeon.
I like those suggestions for getting rid of the alpha gamer mind set. Those can really help with the new players!
@@BoardGameOfficerhaha yeah, sorry about that, I posted that here and then watched your tips video and thought "oh he's already covered that, woops" haha. Thanks again for the vids :)
This os what I'm afraid of. I chose this as a go to game for my group I played World of Warcraft with... lot of familiar stuff to them. The art, classes, item sets, stats and so... but they are non bg-gamers and how the hell am I not gonna alphagame it. Any tips pls?
Hopefully others will comment as well as what they like to do. But I have heard of 2 things that work pretty well to tone down the difficulty to help new players.
1: Instead of moving the torch track down after EVERY turn. Only move the torch tack down after every round(every everyone has had a turn). This gives you ALOT more time to explore and take care of the goblins as the spawn.
2: Ignore the goblin icon on the torch track, so you will only spawn goblins when entering rooms. However, this means that you wont get as much loot, since you wont fight has many goblins. However, a way to counter act this when every you get loot you may give it to ANY player. This way you dont have to kill a goblin just to get something out of the discard pile.
Hopefully this helps some and hopefully we hear from other to get more ideas!
@@BoardGameOfficer I like the idea about giving loot to any player. It even lines up more with what they are familiar with from WOW x). The other modes seem too extreme, but could be nice for the first game
Ya the second version is how my friend plays with his 7 year old. So it is definitely on the easier side, but to get someone acquainted with the game might not be too bad.
Actually, I pretty appreciate this game picture and difficult game or so.
Is really make people down who just wanna try unless who really love dungeon RPG . And potion expansion very weird and too much punishment when revealed potion cards sometimes lose the game suddenly due revealed that damage all hero .
I played overy 20 games and only won 2 games. But I will keep to play sometime and recommend to other peoples.
Ya sometimes the potions can be pretty punishing! But they can be super helpful if you get the right one!
i won my 7th try. pffft. too easy.
Hard and easy are very relative! haha