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Any chance FFG makes an expansion for DungeonQuest?
The base game needs more...stuff. More random encounters, more traps, more death, more enemies, more everything! Plus I think they can go back and officially remedy their fuck-ups with their reprint. They could put the original combat rules back into the game (along with the 3x3 chart). They could also go back and put a D12 in the expansion and a variant to play by the original rules.
So essentially the expansion would be the equivalent of a patch that a videogame might get. There would be some new content, but we would also get "bug fixes" to what they changed in their reprint.
I doubt this would happen, but I would snap it up in a heartbeat.
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- Space Ghost
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The problem I have with that (and it is minor) is that the game isn't supposed to be psychologically comforting. The only thing that I can think is that they were afraid people wouldn't like it if there was as much perceived randomness as in the original.
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Game Year Expansion? Users Owning
Battlestar Galactica 2008 YES 10737
Cosmic Encounter 2008 YES 5563
Civilization 2010 YES 5434
Chaos in the Old World 2009 YES 4774
Mansions of Madness 2011 POD 4439
Runewars 2010 YES 3325
Middle-earth Quest 2009 NO 2838
Android 2008 NO 2723
DungeonQuest 2010 NO 2128
Age of Conan 2009 NO 1938
WoW: the Adventure Game 2009 MINI 1857
Battles of Westeros 2010 YES 1686
Horus Heresy 2010 NO 1283
Cadwallon 2010 MINI 1017
Granted the number of users owning isn't accurate, but it's a number to look at to guess at sales. It appears as if games that have less sales than Runewars (~3000 BGG owners) are hit or miss on whether they get expansions.
Edit: Damn...the formatting is lost.
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I think sales for the game were hurt by two things:
1) The tinkering with the original rules and not allowing the game to be played as it was originally released. This coupled with the game halting card combat led to some really bad initial reviews. I know for a fact that I put off buying the game for a long time because the card combat sounded dreadful.
2) The game got ripped to shreds on BGG because it was such a random game. Reading people's seething hatred for the game on BGG was another thing that deterred me from buying it (should have known better than to listen to them though). Hell, even Tom Vasel game the game a pretty damning review.
I eventually did buy the game and used the original combat variant that FFG posted online...and I loved it. It wasn't perfect but it was still damn fun. I think FFG could really breathe life back into this if they released an expansion. Hell, even just a small Talisman: The Reaper sized expansion would drum up potential interest. If they put in rules to make it play like the original I bet it would increase sales of the base game as well.
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DQ was my most anticipated re-release, but with the card combat I lost all interest. Well, the Terrinoth setting put me off as well, but I've warmed up to it a little. If I think of the game as sort of boardgame version of Dragon's Lair, the cartoony art of Terrinoth doesn't bother me as much.
I know there's an online fix, but doesn't it require using like magic, range, and melee cards and then something like some characters don't use magic so thematically it doesn't make sense? I dunno I haven't bothered to get that deep into it, but if there were a small box expansion with the proper cards to use for combat, I'd likely pick DQ up.
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I haven't played the game much, but I love the new combat system which I think adds direct player interaction and actual game to an otherwise very random (but very funny) multiplayer solitaire luckfest.
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- hotseatgames
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As for gameplay though, it is damn near identical. As mads said, you would have never noticed if you hadn't played the original. Most people haven't, so it gets back to the randomness of it all. I think that the modern "hobbyist" doesn't like that in their games....whatever. It is a fun game.
It does have strong points though. It integrated the Catacombs better than the original and it also integrated wandering monsters too. I always thought it was weird in the original when you got killed by a monster (or fled a monster) that it didn't stay on the board.
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DQ is good for laughs, and the slow combat doesn't really do it favors since a game like this should just flow faster. I don't know why they had this weird combat system here, it feels like a dumbed down version of MEQ combat, which I thought was great.
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That said, we've had plenty of fun with the new edition, and it being lambasted by the no-fun crowd is stupid. However, watching it get tons of hate from the fun crowd here baffles me too.
If you don't have one, get one and enjoy it. If you have an old one, keep playing it. I promise to stay off your lawn. If you don't like the card combat, try the variants.
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DungeonQuest is certainly an archaic design, but that is what I like about it. You have little control over what is happening and you go into it knowing you're probably gonna die. DungeonQuest is designed like a classic quarter munching arcade machine. You play it over and over again, knowing that it is purposely designed to fuck you over... Yet you keep going to get a better score. That was a big turning point for us. Once we started keeping track of high scores the stakes got higher and deadlier. People will do extra dumb shit in the name of "one upping" their friends.
If the card combat has scared you off then rest easy knowing that the combat variants FFG posted online are easy to implement and completely fix the game. The game is still heaps of fun. Plus pointing and laughing at your friend who fell down a bottomless pit on turn 1 never gets old. How many games have come out since DQ that let you do that?
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