Dungeon Twister: Paladins & Dragons
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Paladins & Dragons is the first expansion for Dungeon Twister. All the base rules Twister Dungeon are always valid when you play with any expansion. In Paladins & Dragons, like in all the other expansions, you will find a booklet of rules describing the new characters, objects and rooms. These rules complement the rules of the basic game.
The game becomes very extensive when each player is able to innovate and to surprise by always creating different teams. In the same way, the 8 rooms which you will find in the labyrinth can be secretly and independently selected by the 2 players ("secret forces" game play). And in this case, you will know in advance only 4 rooms among the 8, the remainder will be a surprise for you!
You will thus have to construct a general-purpose team, making it possible to act within the choices of your opponent and your own tactics.
Time: 45 minutes
Ages: 11 and up
Weight: 577 grams
Language Requirements: Game components are printed in English. Manufacturer's rules are printed in English. This is an international edition or domestic edition of an imported item.
- 8 square rooms
- 16 character tokens
- 12 object tokens
- 16 cardboard figures
- 16 plastic bases
- 6 broken wall markers
- 2 pit trap markers
- 2 rubble markers
Average Rating: 5 in 1 review
Fortunately, in this case, that did not happen. Don't get me wrong - the new characters are fantastic, but I found myself often using a split of old and new characters in my forces. Let me give a brief rundown of the new characters, starting from my least favorite, and moving up.
- The Ghost (M: 3, C: 0) is a slow mover who can move
through any type
of terrain, even walls. He can't use any objects but can be
(has the worst combat skills in the game so far). His main
goal is to
escape off the edge of the opponent's board; but I found him
for my tastes, although others really enjoy his methods of
- The Pickpocket (M: 6, C: 2) is a fast little bugger who can steal objects from enemy characters. This can be rather handy when the opponent is keeping that fireball scroll from your wizard.
- The Elf Scout (M: 7, C: 1) has almost no special abilities (he can move over pit traps) but has the highest speed in the game. In a game in which speed is king (probably more than combat), I often pick the scout for my team - someone who can maneuver around and shift the gears quickly.
- The Illusionist (M: 4, C: 1) is identical to the Wizard, with the difference being that she can't levitate but can create one pit trap and one rubble (impassible terrain) marker during the game. Does this make her better? I'm not sure - I've used both, and they both have their usefulness in different situations. As they both can use scrolls, I may put my lot in with the Illusionist, since creating a rubble token at the right point in the game can be devastating.
- The Red Dragon (M: 0, C: 6) is a very unique character. It has the highest combat in the game (6!) and can shoot fireballs that are equal to the fireball scroll from the original game. This may sound like the dragon is overpowered, but in reality it's not; since it can't move and is worth two victory points to the opponent if killed! Before you think that this is crippling, a clever player can situate the dragon in places to make it an annoyance to the opponent. For example, I put my dragon in a corner of a center board, and then used another character to rotate the board around, causing the dragon to kill two of my opponent's characters! Against that particular opponent, this won't happen again, but I'll think up another idea for the next game.
- The Paladin (M: 4, C: 3) can carry two objects, which can even be combined. Give him two swords and the guy becomes a horrific fighting machine. But better yet, it allows him to have one item and still carry a wounded character around. The Paladin is one of the best supporting folk in the game.
- The Weapon Master (M: 3, C: 3) initially seems better than the Warrior, since she can see the card played by the opponent before playing hers (Oracle from Cosmic Encounter!). This makes her probably the best fighter in the game; but the Warrior still has his uses, since he can bash down doors. Still, why not put both of them on the same team?
- The Golem (M: 2, C: 4) is strong and can break down walls! The wall breaking ability (which can be done three times during the game) is fantastic, and even though it's not always useful, I have a great time doing it. He is rather slow; but used defensively, I'm very happy with him.
The game also includes some new objects...
- Teleportation ring - Allows the character to transport
only) to any space on an adjacent board. Nice item - best
- Fire shield - Protects a character from falling rocks, fireballs, and the dragon's breath. Nice, but has limited usage.
- Key - Allows a character to open and close doors. Great item, but dangerous if your opponent gets a hold of it. I try to give mine to the Paladin.
- Dragonslayer - A sword that is +4 against dragons. VERY limited usage, but I've seen it used effectively. I wouldn't take it, though.
- Charm Scroll - Used by Illusionist or Wizard, can take control of an opponent's character for one turn. Nice, interesting, but I found the fireball scroll better. However, the one time I was able to take an opponent and have them walk up next to my dragon was priceless!
The game also includes some boards with new terrain. For
part, I use ONE of these boards at the most, since I find
terrain often detracts from the experience - the characters
are enough for me. Terrain includes
- Falling Rocks - walk under these and you die (unless you're a ghost or have a shield)
- Rift - A space that can be jumped over, or crossed via rope - but otherwise blocks movement.
- Mist - Any character in a mist can't be targeted by spells, ranged attacks, etc.
- Fountain of Youth - Can heal characters next to it.
- Pentacle "Room" - If characters are on the corners of it, that team gains a victory point.
The rules explain how to pick characters for the game, using either equal forces (in which both players choose half the characters - and both teams have the same forces), or secret forcers (in which both players secretly build their teams). I personally prefer the secret forces, because it adds a bit of "deck-building" to the game. It's fun to try out different combinations of characters and enjoyable to find out which challenges your opponent will be using in the game. Of course, players should be experienced when picking their teams, as I've seen new players take an entire combat-orientated team, only to have me run circles around them with the faster characters. A team must be balanced, but that doesn't limit the options much.
If you like Dungeon Twister, then getting this expansion is a no-brainer - what are you waiting for? Unless teaching the game to newcomers, I'll always use it, and it fits easily into the original box (although there isn't much more room for future expansions). The artwork is good, the options have quadrupled, and a fun, strategic game has gotten more fun, and more strategic. Two thumbs up!
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