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One Card Dungeon box art

One Card Dungeon

Players

1-2

Time

15-60

Age

10+

Weight

1.69

Rating

6.80

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.3

Low interaction

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.7

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.

Replay value

The game offers a high degree of variability with different experiences each time it is played. The expansions available add new content and gameplay elements. There is deep strategic depth and room for players to improve their strategy over time. The game scales well with different numbers of players and maintains its appeal and balance. While it may take some time to learn, the easiness to learn score is still within an acceptable range. Overall, the game has a strong replayability score of 7.8.

Luck profile

The final luck score for One Card Dungeon is 5.33, indicating a moderate influence of luck on the game outcome. Random elements such as dice rolls and card draws have a notable but not exclusive impact on the game. Players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

One Card Dungeon is a solo dice-placement dungeon crawl played on a single card. Fight through 12 increasingly challenging levels to reach the final prize - the Sceptre of M'Guf-yn. Both the Adventurer and the Monsters are represented on the map by Dice, with the value on top showing their current health. Each room has one type of Monster, with anywhere from 1 to 4 of that monster to defeat in each room. The basic game mechanic is rolling three dice, then assigning one dice to each of your Movement, Attack and Defense. Adding together your skill levels in each of these areas with the dice you have assigned gives you a total number of points in each of these areas to spend, for example if you have a Movement skill of 3 and assign a 4 dice to it, you would have 7 Movement points to spend that turn. After each room, you may upgrade one of your four skills - Movement, Attack, Defense, and Range. —description from the designer

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