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Dungeon Twister: Prisonstandalone second edition expansion |
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List Price: $69.99
Your Price: $55.99
(20% savings!)
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12+
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45 - 90 minutes
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1 - 2 |
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Product Description
This standalone second edition of Dungeon Twister can also be used as an expansion with the first edition. The game is mostly new material and includes plastic miniatures instead of cardboard. It also includes rules for solo play.
Contents:
- 1 revised rulebook
- 1 scenario book
- 8 room tiles
- 88 cards
- 16 plastic figurines
- 60 new tokens
- 3 dice
Customer Reviews
    Average rating: 3.8 in 3 reviews.
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Dungeon crawl combined with Chess. GREAT.
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Dungeon Twister (Asmodee Editions, 2004 -- Christophe
Boelinger), while produced in 2004, didn't make it to America
until 2005. Thus, I stand by my declaration that this is, so
far, the best game I've played in 2005. While the name
conjures up images of an ogre trying desperately to put their
left foot on green, the game is much different. In fact,
it's hard to describe to people without mentioning "chess"
and "dungeon crawl", and the two are so different that it's
hard to imagine them in the same game. In fact, the true
meaning of Dungeon Twister just might be the fact that it
manages to "twist" several genres into one game.
But, oh, what a game! The back story to the game involves
an all-powerful wizard dropping random contestants into a
dungeon with twisting floors, and forcing them to play games
for his amusement (and their freedom). With very little luck
(besides the semi-random setup) and an excellent combat
system, Dungeon Twister retains the theme of your classic
dungeon, while acting as a tremendously tactical two-player
game. I love the options the game presents, and the idea of
more expansions with even more selections really has me
excited.
Each player takes eight character tokens, six treasure
tokens, eight character stand up counters, four action cards,
nine combat cards, and three "jump" cards. The eight rooms
provided in the game, each a grid of twenty-five squares and
filled with pit traps, wall, doors, and decorations, are
placed in a two by four formation, randomly face down on the
table. At the end of this two column row, each player places
a row of ten squares with four spots designated for their
"starting team". Each player secretly places four of their
characters on these spots face-down, and then, in turn order,
places the other four characters and six treasure items
face-down on the eight rooms (some restrictions apply). The
four character tokens on the starting lines are revealed, and
players replace them with the cardboard standup figures. One
player is chosen to go first, and the game is ready to
begin.
On a player's turn, they must first play one of their
action cards face up on the table, showing how many actions
they have this turn. Once the action card is played, it
stays on the table until a player has used all four of the
action cards, in which case they are all returned to his
hand. (Action cards give 2, 3, 4, or 5 actions). The player
then proceeds to take those actions. The actions available
to a player are:
- Reveal a new room: If a player's revealed character is
next to an unrevealed room, the player may flip the room
over, as well as the tokens on that room. The player decides
where all tokens go, except for items in their color, which
the other player places in empty spots in that room.
- Move: Each character has two numbers, an attack and a
move number. Characters can move spaces equal to their move
number but can't move through walls, doors, enemy characters,
or pit traps. If moving over an object or wounded character,
the player can pick it up and continue moving.
- Rotate a room: If a character is on the central gears to
a room, they can rotate the room 90 degrees in the direction
indicated on the tile for one action each. Alternatively, a
player can rotate the room that is the same color as the room
they are standing in - there are four pairs of two rooms
each.
- Attack: If a character is adjacent to another character,
they may attack them. Both players play one attack card face
down then reveal them simultaneously. The number on the
attack card (0 - 6) is added to the character's attack value.
The character with the lower value loses and is "wounded" --
their character is incapacitated, cannot move, and must
simply stay in their spot -- with the only thing they can do
is defend against future attacks. A wounded character may
not be attacked on the same turn they are wounded; if wounded
again, they are killed and removed from the board. Either
way, both attack cards are discarded from the game, except
for the "0" card, which is always returned to a player's
hand.
Players can use the items in the game to their advantage
and may also "jump" over pit traps by discarding one of the
"jump" cards. Gameplay continues until one player gets five
points. A point is scored by either getting a character to
the other side of the board, the character is removed, they
have "escaped!", or killing an opponent's character.
Some comments on the game...
- Characters: Here are the eight characters in the game,
and my take on each of them.
- Goblin: He's the weakest character, having no special
abilities. His true usefulness is the fact that if he
"escapes", he's worth two victory points. A lot of my
strategies revolve around getting the goblin to escape --
it's a real boost towards winning the game.
- Warrior: A very useful fighter, the second strongest in
the game -- he can also break doors down for one action,
allowing access through them. His best usefulness comes from
fighting the enemy, and I usually use him as a roving
attacker, protecting the weaker folk, like the Goblin and
Wall-Walker.
- Thief: The thief is the fastest character in the game,
can unlock and open doors, and move over pit traps. Perhaps
the best character -- it's dangerous to run her off the board
too quickly, as she can help get some of the other characters
off. She's a natural for the speed potion.
- Wizard: The wizard can levitate, moving over pit traps
and enemies, but his true usefulness comes when he gets the
fireball wand. Then, the Wizard becomes a powerhouse -- able
to kill off an enemy (hopefully the Troll).
- Wall-Walker: As weak as the Goblin, she's still quite
useful, as she can walk through walls for 1 action. She's
easy to kill, but I've found that her ability can get her
"escape" more often than not. She's also handy to deliver
items to different users.
- Mekanork: I'm not sure about this guy. He's a decent
fighter, but his special ability is that he can turn rooms in
either direction. While this is useful, I haven't found that
it has helped me win many battles. I'm sure that he's a
terrific addition; I just don't use him much.
- Troll: The troll is a monster in combat and can
regenerate from being wounded. This makes him exceedingly
dangerous. The problem is that he's as slow as a snail and
often only really useful as a defender against
"escapes".
- Cleric: Perhaps the most valuable support character, the
Cleric is the only character that can heal other wounded
characters. He's very useful and to lose him early is
devastating. I think that the characters are well-balanced,
and it's hard to choose which one is my favorite, although I
would lean towards the cleric and thief.
- Objects: The objects that can be picked up have various
uses.
- Armor: Gives a player +1 when defending in
combat.
- Sword: Gives a player +1 when attacking in
combat.
- Rope: Allows a player to move over pit traps.
- Fireball: An essential thing for the wizard to have.
With it he can fell the mighty Troll. And this is a lovely
thing to see.
- Treasure: If a character escapes when carrying this,
they score an extra victory point. My goal is to get the
goblin to escape with the treasure (although you can be sure
the enemy will be gunning for him!)
- Speed Potion: This is possibly the most powerful item.
It costs one action to use but gives it's bearer four action
points. This can be totally devastating; and when used at
the right time, the player can do a lot of damage with one
character, especially one who is fast, like the thief.
- Components: All of the components in the game consist of
mostly cardboard tokens that are nicely illustrated and are
of good quality. Of course, many people won't enjoy using
the stand up counters in the game, which is why you can
purchase miniatures from Asmodee for each character. Not
only that, but three-dimensional rooms and wall packs will be
sold, to give the entire 3D experience. Now as much as I
would love this (and I was able to play using such a board at
Origins), it's really too expensive for me, and I also stink
at/hate painting miniatures. But for those who like the
visual effect, this option is available. For me, I'm glad
that everything fits easily inside the nice, thin, sturdy
box. Besides, the board just looks very good, evocative of
dungeons.
- Rules: The rulebook is fifteen pages full of detailed
rules and examples, with a rules summary on the back.
Although that may seem long, the game is very basic, and the
only thing that may cause forgetfulness are the special
abilities of the characters. However, two screens are
included with the game, each detailing the special abilities
of the characters and the objects. This is an easy game to
learn, although hard to master, since there is a great deal
of strategy involved.
- Abstract: The game could easily be compared to an
abstract strategy game, since there is very little luck (the
randomness of the starting setup), and the tactical options
that are presented. Yet, because of the combat system, which
is very similar to that found in Lord of the Rings:
Confrontation, and the very differentiated characters and
items, it just doesn't fit the mold of an abstract
game.
- Dungeon crawl: At the same time, the game feels like a
dungeon crawl, since it has all the trappings of a dungeon,
with the different heroes and monsters found therein. There
is combat and treasure seeking, but all of this is there for
a game, not for an RPG-on-a-board. So the game isn't really
a dungeon crawl either.
- Chaos: With bits of an abstract game and a dungeon crawl
put together, I have seen people a little thrown off by what
they have termed as "chaos". And yes, there is certainly a
lot going on in the board at any given moment. But I don't
mind this, because it feels like controlled chaos, where a
player can decide to rotate rooms, or carry armor, etc.
Since players can keep track of combat cards that are
discarded, combat can be easily measured, and players know
exactly what card they must play to win; and it then becomes
a matter of bluffing.
- Slowness: In a tournament of Dungeon Twister, a
two-minute turn limit is imposed; and after playing with some
slow players, I can see how that would be very useful. Since
there are so many options given to a player, they have eight
characters that can move in many directions, rotate rooms,
fight, etc. that a player can get really bogged down in a
room. And since a player can't take back a move when they
rotate a room, they must visually study the board, to make
sure that they really want to rotate, before they do it. All
of this leads to that most dreaded of diseases, "analysis
paralysis". But, as I said, a timer will clear that right
up.
- Expansion: The designer told me that he had over a dozen
expansions planned for the game -- at least one of which is
already out. Each expansion adds more rooms, more
characters, and more objects. The expansions also allow the
game to be played with more than two players (although I
think it's perfectly fine with only two). If you're looking
for a game that will provide endless opportunities, then
Dungeon Twist is the way to go.
- Fun Factor: I think the reason that I enjoy Dungeon
Twister so much is that it provides the strategic depth of a
good solid game, while adding in the trappings of the fantasy
setting. When you've won a game of Dungeon Twister, you can
rest assured that it's because of your skill, and nothing
else. I don't like perfect information games like Chess,
because the better player will win a vast, vast majority of
the time. But in Dungeon Twister, there are so many options
and tactical moves a player can attempt, that I doubt anyone
could ever become undefeated at the game.
I don't think Dungeon Twister is for everyone -- some may
be turned off by the dungeon theme, others may not like the
dizzying array of choices each turn. Still others may not
like the odd merging of fantasy and strategy. But for me it
was a tremendous pairing, a dungeon game that I could tout as
having a lot of strategy; fun, but full of depth at the same
time. I'm looking greatly forward to each expansion and
can't wait to see how the new characters interact with the
old; but even with just the base set, the game is one of the
best gaming experiences I've had this year.
Tom Vasel
"Real men play board games"
   
Can be a brain buster but have fun with it too!
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After reading reviews and thinking of the many options available
and no luck involved and moving maps, I was nervous to
purchase this game thinking the brain factor would mean it had
no fun factor.
But, having now played, you can have fun simply playing the
game with a mindset to have fun. I was able to play it with
my 'advanced beginners' group from the office and it worked
great.
Game prep: One thing you do want to do before jumping into a
game is to make sure everyone knows a few very key things:
- What you can do to get by/through a portcullis.
- What you can do to get by/through a Pit Trap
- What to do with a wounded character.
- Stress the importance of combat card play and that you only
get to use each one time.
Of course the overriding answer to all of these is that these is a
TEAM of characters and if you go traipsing off haphazardly you
will very probably find yourself in a lot of trouble!
We found that after we started the game we started to collect
our players into small squads. Your Healer is critical to keep safe
to be readily available to heal your bashers who are protecting
you... who are being led by the Thief who is picking the locks on
the Portcullis' or the Warrior who is bashing them down, and the
rope carrier or thief helping you pass by traps and someone else
to rotate the room to provide an escape as needed.
I will also point out that the game is kept moving and avoiding
too much thinking by the limit on the number of actions you can
take per turn. With only 2 or 3 actions in a turn, you end up
focusing on one thing at a time, and while the others are taking
their turn you can be planning what your next area to focus on is.
Conclusion: More fun than expected. And for players who are
looking for simply a fun time, it DOES work.
   
Poor game components makes more games.
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Okie, honestly, if it was possible I'd give this game a 3
and a half
stars, but I can't, but what i can do is explain why I'd
give it what
I did.
This is not a bad game by any means, I kind'a enjoyed
moving the
little pieces of paper around the board. I like board games that
doesn't always require dice rolling (no dice rolling in this
game). I
enjoy that little luck is involved and that strategy is the main
factor in winning.
Heck, I like alot of things about it, but one thing that
I don't like
is crappy stand up pieces of paper that represents
characters. I'd be
fine with forking up another 10-20 bucks for the game to get
nice
solid miniatures. What I will not do is buy 1 set of
miniatures for
one team for 30 bucks from the company that made it.
I enjoy the game, it's playable in under half an hour,
but some of the
crappy components killed it for me.
- L.T.
Other Resources for Dungeon Twister: Prison:
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Board Game Geek is an incredible compilation of information about board and card games with many descriptions, photographs, reviews, session reports, and other commentary. |
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The Luding Database is a game database that contains several thousand games, authors and publishers. There are also links to game discussions at more than 60 sites around the web. |
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