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Dragonquest: A Fantasy Dice Game box art

Dragonquest: A Fantasy Dice Game

Players

1-4

Time

30-40

Age

12+

Weight

1.33

Rating

5.99

Fit

Teach 2.3

Teaching signal

Replay 3.8

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.7

Luck-sensitive

Table feel

DragonQuest: A Fantasy Dice Game has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, the game does not emphasize cooperation as much. Overall, it has a strong interaction score.

Replay value

DragonQuest: A Fantasy Dice Game has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic possibilities, and adaptability to different player counts. The game offers fresh experiences each time it is played, allowing players to discover new tactics and strategies. While the player interaction score is average, the overall replay value is enhanced by the game's scalability and moderate ease of learning.

Luck profile

DragonQuest: A Fantasy Dice Game has a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions and planning, the game still relies on a balanced mix of luck and strategy. Overall, luck plays a significant role in the game, but player strategy and decisions also have an important influence on the outcome.

Overview

A thematic and brutal roll and write adventure game for fearless adventurers, based on the Drakborgen (Dragonquest). Players explore the ruins trying to reach the treasure chamber in the center of the dungeon and escape alive with as much treasure as possible. A limited number of turns before the game ends puts pressure on players to take risks and score rewards because anyone left in the dungeon when time runs out dies! Your way through the ruins is tracked on your adventure block that also tracks your status. On a turn, players: Cross off the next space of the sun track. When you cross off the last (19th space), this is your final turn. Roll the four (custom) black and one red movement die. You are allowed two re-rolls, but every time you roll a skull the die is locked and set aside. If you roll three skulls, you do not move or gain items. Otherwise, you will use your results to draw a path on your sheet, or they might force you to encounter monsters or create obstacles. Roll the danger dice to determine what type of encounter you will have. If you run out of 13 Life Points, you die and are out of the game. The player who collects the most treasure and lives is the winner. —description from the publisher

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