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DungeonQuest Revised Edition- Re-Reprint
I think this is a pretty big commitment on FFG's part. They are really demonstrating a desire to see a fun game put to market. They've had 2-3 good runs with Cosmic, Wiz-War, and Merchants of Venus so another possible hit?
[Edit: More the "okay, okay, maybe we *did* fuck up combat in the previous edition" edition]
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I wasn't really upset by the last edition, in fact I was sort of kicking myself that I didn't grab one to play with my kids.
I was afraid it was going to go into limbo and command stupid prices forever. If they've simplified combat again, it will be an even better thing to pick up for family death and tragedy in a dungeon.
Sounds like I'll wait instead of grabbing a 3rd edition for too much dosh.
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We’ve listened to the feedback since the release of DungeonQuest Third Edition and while working closely with designer Jakob Bonds, have implemented numerous important changes in DungeonQuest Revised Edition. Some of these changes are detailed below:
Combat has been simplified: Combat has been redesigned to feature a streamlined combat system that harkens back to the classic editions of the game. DungeonQuest Revised Edition features a card version of the combat chart found in a previous edition. The new combat system delivers the same tension that DungeonQuest players love, but allows combat to be played out much more quickly. For more detailed information on combat, please see the “Combating the Dungeon’s Monsters” section above.
Search once per room: In DungeonQuest Revised Edition, rooms in the dungeon can now be searched only once per game. This encourages brave dungeon-delvers to venture deeper into Dragonfire dungeon, and is easy to track by placing a search token on the board.
Move between towers: When a hero enters a tower room, he can now optionally move to any other tower room and continue his turn. This change allows you to shadow other players who have created successful paths through the dungeon, adding a new layer of strategy. This also prevents you from being stuck in the opening turns of the game.
Escape using Agility: This streamlined escape mechanic allows players to test Agility in order to successfully escape from a combat.
New rulebook format: DungeonQuest Revised Edition takes advantage of our new rulebook format. The rules are split into two separate, streamlined documents–a Learn-to-Play guide, and a Rules Reference book. This means that you’ll be able to begin exploring the dungeon as soon as you open the box with the help of the handy Learn-to-Play guide. The Rules Reference guide will answer any questions that you may have as you play the game.
A deadlier dungeon: Dragonfire Dungeon is deadlier than ever before, adding new challenges for seasoned dungeon explorers! Surviving the dungeon is a heroic feat, and only the bravest of the brave will make it out alive.
Torchilight Variant: When using the Torchlight Variant, when a player moves into an unexplored room, his torch casts enough light to make out what lies ahead. As a result, he also draws and places adjacent rooms that he has line-of-sight to. This variant adds an element of strategy to the game, as well as creates a much fuller and more complex dungeon throughout the game.
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- Michael Barnes
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- HYPOCRITE
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Being able to jump to a different tower is weak. One of the greatest parts of the game is watching as someone gets boned right off the bat. HA! I say.
The torchlight variant actually sounds like it could be pretty neat. Seeing what the next room I think gives the impression you have more control.
I haven't played the game in a long while. So realistically...I'm Meh all around. An upgrade kit for combat would be nice though.
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Funny thing when I traded this...the VERY NEXT DAY my fiancé asked to play that game where you can die on your first turn due to a pit or a trap. When I told her I traded it she goes ,"aww...that was my favorite game!" Maybe if she had expressed that I wouldn't have traded it away....she's been busting my balls about it every few months or so.
So I'm pretty damn happy about this reprint. The fact that they've gone back to the classic combat system is just gravy for me.
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Michael Barnes wrote: No Death Warrior, no deal.
Damn straight.
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I think I'm going to order Wiz-War sometime soon, these classic games need our support (and love).
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I immediately went into the catacombs, got lucky with a bunch of loot. Then I surfaced adjacent to the center and stole about 4000 before getting out. I headed for the exit with the sun about at the half way mark. A demon stopped me on the way but I had a rune card to take care of it. I hit a dead end but found a secret door. I was thinking this too easy. Hubris!
My next tile was the bottomless pit and I, of course, failed my test. Awesome game.
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- hotseatgames
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I traded it to Pete, I think for a Dungeon Command box. I think he traded it away after that. No regrets.
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