Board Gaming · Interview · Solo Month

Interview with Jey Legarie, Designer of Dungeon Crawler

 

As part of my preparation for solo month, I put out a call for designers to contact me if they had a soloable game. A few of them also offered to be interviewed, and the first of those to be featured this month is Jey Legarie, who contacted me about his game, Dungeon Crawler. Prior to his contact, I knew nothing about the game. I still haven’t played it myself, but after interviewing Jey and looking into the game on their website, I have become very interested to try it out in the future!

unbound_starter-group_cropped

**Note: anything in italics is added by me to add to, or expand on, something Jey mentions.

1. There is a rich lore behind the game you’ve created. Let’s start by having you share a little bit of the world players will immerse themselves in when they pick up Dungeon Crawler.

Dungeon Crawler™ ECG is based in the world of Ara, a fantasy rich environment which focuses on the small fledgling kingdom of Keldorna due to a bit of luck as they face a halted invading Southern Empire.  Adventure is afoot as borders and alliances shift.

(Note: You can learn a whole lot more at this link: http://www.dungeoncrawler.com/universe/index.html)

2. The card game was initially a collectable game, but it is now modified into fixed packs (Expandable Card Game). What prompted that change in approach?

dc_ecg-E2-031_terrain-thick_underbrush

While designing DC ECG (it was my first game), I was only really familiar with my own experiences with gaming and CCG’s didn’t have a bad name where I was from.  Once I hit the market, it was not well received, suffice it to say that customer pressure and some required fixes because of the printers were the reasoning and opportunity in that order.

3. What can a solo gamer expect from their experience in the Unbound Starter? In other words, how much replayable content is in there before a player will need to expand?

With DC ECG we’ve had many players just stick with the starters, and it provides literally hundreds of different experiences.  The base of the game is to build encounters from the Dungeon deck based on Encounter Limits, which means each encounter is very different, while your response is done with cards from the randomised Crawler deck resulting in how you can respond to the encounter being different from hand to hand.  The Quests can make it difficult or easy, and the game’s flexible encounter limits and adventurers can also change the flavour in surprising ways.  We demo’d this game for 2 years by shuffling the decks and just playing the game before we came up with the walk through for our demo.

(There is a whole section on Scenarios on their website, which has a promising amount of content for a solo gamer! http://www.dungeoncrawler.com/ecg/campaigns.html)

dc_ecg-E2-030_event-hedged_in4. What does each expansion add to the solo gameplay? Is there an order you would recommend they follow?

No order is necessary for collecting the Delve Packs, they are after-all an extension of the base Unbound set.  I would recommend collecting them in order of interest as they do have a certain flavour for each such as; traps (Keldorna), undead (Stonehold), poison (Sylvan), big monsters (Barren Mountains) or new land (Outlands).  They do offer unique Adventurers (Heroes), Quests, and will fill out your sets, but also offer a few unique cards not found in other packs.  The Expansion packs are more difficult and all new material.

5. Let’s shift gears here and talk about developing the game. What challenges did you encounter in designing the solo gameplay for Dungeon Crawler?

dc_ecg-E2-008_magic-spectral_bolts

Originally the game was too complex, although it still has a great deal of complexity to it, it is most more manageable.  Another issues was artificial scaling.  I didn’t want to have a game that overwhelmed the players artificially, instead I designed it so that most items, spells or anything in play reset each round to prevent that artificial feel.

6. What makes Dungeon Crawler stand out from the crowded realm of dungeon crawl board games?

That’s truly a tough question to answer as there are so many.  Card games really lend themselves more to the realm of imagination, and DC ECG really does this well.  It’s a quick set up, with options to play fast games, while also letting you build Dungeon decks to be as difficult as you like, and Crawler decks to be as catch-all or specialist as you like.

dc_ecg-E2-005_equip-metal_shield7. Finally, where can people go to learn more about the game, follow you on any further developments, and to purchase their copy of Dungeon Crawler and expansions?

www.dungeoncrawler.com is the core site for DC ECG, but we also have a facebook page which we share as much info as we can https://www.facebook.com/DungeonCrawler/
 
We are currently running a crowd-funder for our next expansion SCENARIO PACKS on project-fuel.com it’s Paypal based.  This is designed for hard core gamers that really like a challenge.  The win percentage of it is brutally low.
 
Our storefront also has plastic pre-painted miniatures (not for the card game, but from the same universe/brand), and our webcomic, which we’ve compiled in to a 200pg book.
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There you have it. If you’re curious to try the game, there is a Flash Tutorial available on the website: http://www.dungeoncrawler.com/ecg/index.html
There is also a free solo playmat PDF to print out: http://www.dungeoncrawler.com/ecg/ecg_mat_unbound.pdf
Board Gaming · Review for Two

Review for Two – Crazier Eights: Camelot

Thank you for checking review #37 by Cardboard Clash. My aim is to focus on reviewing board games and how they play for two people and, on occasion, how they play for one person. Because my wife is my primary gaming partner, a lot of consideration goes into finding those games that play well with 2 players, and we typically prefer to find those games that do not require a variant (official or otherwise) in order to play it with just the two of us.

**Disclaimer: I was provided with a copy of this game in exchange for an honest review.

An Overview of Crazier Eights: Camelot

Crazier Eights: Camelot is a game designed by James Wallace Gray and is self-published. The box states that it can play 2-4 players and has a 10-30 minute play time.

Setup and gameplay for 2 Players

This game sets up in a simple fashion: you shuffle the cards, flip the top card to start the discard pile, and then deal 7 cards to each player. On your turn a player draws a card and then is able to play a card and to discard a card, in either order. Played cards are either one-time effects (which go to the bottom of the discard pile after use) or they are Assets, which stay in play in front of that player (they have ongoing effects). Discarding a card requires the card to either match the color or number of the card on top of the discard pile.

Play continues around the table until one person has depleted their hand of cards.

My Thoughts

I’m a sucker for anything Arthurian, so that immediately drew me in for both this version and my previously-reviewed Avalon version. I really enjoyed the artwork and the names of some of the cards. While there were generic names for a few things (which do fit in thematically), there were also a lot of recognizable characters and places from the Arthurian lore. Any fan of King Arthur will enjoy this aspect of the game, although the artwork can be enjoyed by those who know nothing of King Arthur. This version also contained many more of the “traditional” characters from Arthurian lore: the ones that come first to mind when you mention King Arthur.

The game is very simple to teach, with a rules explanation taking 60 seconds. This allows you to grab new players into a game without a long, lengthy rules overhead. All exceptions are found on the cards themselves, and those are relatively straightforward in what they allow you to do. A player who has not played Crazy Eights is not at a disadvantage.

I have found there is a part of me that can appreciate smaller card games like this one (and its Avalon version) and The Fox in the Forest, which take a deck of cards and allows you to do something simple, yet more complex than what you’d get with the standard deck of cards. The essence is simple: draw a card, play a card, discard a card. But the text on the cards, with each one being different in some way, is what elevates this above the simplicity of a card game.

This game has the feel of a Fluxx game combined with a card game, but it is far less chaotic than Fluxx. The goal remains the same throughout, and there is a clear path to get there. There is some randomness in there, but it never feels like you’re winning or losing due to blind luck (which is something I’ve definitely felt while playing a Fluxx game).

The quality of the final version of the game, in terms of cards, was beyond my expectations. I had mentioned, in my Avalon review, that this was an issue in the prototype but could have been something that would be fixed by the time it was in a final version. I’ve held the final version of both the Camelot and Avalon versions in my hands and, rest assured, they are a great quality that do not demand to be sleeved instantly. However, if you are a compulsive sleever, you will need to get a different box for storing the game as there will not be room.

In my review of Avalon I was disappointed in the lack of numbered cards in that deck, Too many cards were either multi-colored or multi-symboled which made it feel a little too easy at times. This version takes that negative and blows it away, providing a far more solid experience. This is, of course, the set that would be recommended to begin with and the ideal situation is to add Camelot and Avalon together and play using both. While Avalon was able to function on its own, the Camelot version is the superior stand-alone product and will provide the real Crazier Eights experience that one might expect to find.

I had mentioned the theme as a nitpick in my Avalon review, claiming that apart from the name and the artwork that there wasn’t really any real tie between the powers and the cards. Some of them, I felt, required some creative imagining. Well, the designer blew me away by writing a pair of posts where he dove into that topic and demonstrated how the card powers themselves were thematic. Yes, sometimes you still really have to stretch the imagination to make that connection on the fly, but after reading these posts I gladly concede the point to him. The designer did a great job at working to put as much theme as you possibly can onto an Arthurian-version of Crazy Eights.

Read those posts:

https://craziereights.com/2017/10/05/legends-of-camelot/

https://craziereights.com/2017/10/06/legends-of-avalon/

Final Verdict

Overall, this game fits nicely in a niche category of games: small, portable, fast, easy games with a small footprint. These games are valuable to have in a collection, both because they are great for taking places (such as a restaurant)and perfect to play in those windows of time when you might only have 10-15 minutes to spare. There are many games that can’t even be set up in that amount of time, much less played to completion. And so that is an area where this game shines.

It shares striking similarities with two games in particular, merging the traits from two of them while discarding the random nature of one: Crazy Eights and Fluxx. This makes it a game I’d rather play over either of those, as it offers more than the deck of cards and a bit more stability to win conditions over Fluxx. This isn’t a game I’d pull out on a regular basis, but neither is Fluxx and so it fills that niche nicely in my collection. This quality was strengthened with the play of the Camelot version of the game, solidifying it into the collection alongside Avalon. Ideally, getting them both is the best way to go in order to bring out all of the fun combos and a whole varied spectrum of numbers to take in consideration.

If this game didn’t have the Arthurian theme, it probably wouldn’t appeal to me as much. There is not a lot to set this apart from other games, and it doesn’t do anything particularly well or innovative. It is a nice game that doesn’t take long to play and is easy to teach. This is a game I can have my wife toss in her purse when we leave the house, something to play at family get-togethers with gamers of all types, and a game that would function as a filler during a game day. There are many games to choose from which could fill those same needs, making it hard to advocate this over any of those others.

However, if you are a fan of the original Crazy Eights or of King Arthur, this would definitely be worth considering. Grabbing this by itself is a very inexpensive option, and tossing on the Avalon version as a pairing still makes this a very reasonably-priced game. It definitely provides a fun experience while playing it, so long as you don’t mind games where you need to read the card’s text in order to see what it can do. If you wanted to like Fluxx, but hated the random changes it enforced, then you might really enjoy this game.

You may order Crazier Eights: Camelot and find detailed rules and explanations at craziereights.com.

Check out more of our reviews at the following Geeklist and be sure to let me know what you thought of this game.

https://www.boardgamegeek.com/geeklist/220300/cardboard-clas

Board Gaming · Review for Two

Review for Two – Crazier Eights: Avalon

Thank you for checking review #30 by Cardboard Clash. My aim is to focus on reviewing board games and how they play for two people and, on occasion, how they play for one person. Because my wife is my primary gaming partner, a lot of consideration goes into finding those games that play well with 2 players, and we typically prefer to find those games that do not require a variant (official or otherwise) in order to play it with just the two of us.

**Disclaimer: I was provided with a copy of this game in exchange for an honest review.

An Overview of Crazier Eights: Avalon

Crazier Eights: Avalon is a game designed by James Wallace Gray and is self-published. The box states that it can play 2-3 players and has a 10-20 minute play time.

Setup and gameplay for 2 Players

This game sets up in a simple fashion: you shuffle the cards, flip the top card to start the discard pile, and then deal 7 cards to each player. On your turn a player draws a card and then is able to play a card and to discard a card, in either order. Played cards are either one-time effects (which go to the bottom of the discard pile after use) or they are Assets, which stay in play in front of that player (they have ongoing effects). Discarding a card requires the card to either match the color or number of the card on top of the discard pile.

Play continues around the table until one person has depleted their hand of cards.

My Thoughts

I’m a sucker for anything Arthurian, so that immediately drew me in. I really enjoyed the artwork and the names of some of the cards. While there were generic names for a few things (which do fit in thematically), there were also some recognizable characters and places from the Arthurian lore. Any fan of King Arthur will enjoy this aspect of the game, although the artwork can be enjoyed by those who know nothing of King Arthur.

The game is very simple to teach, with a rules explanation taking 60 seconds. This allows you to grab new players into a game without a long, lengthy rules overhead. All exceptions are found on the cards themselves, and those are relatively straightforward in what they allow you to do. A player who has not played Crazy Eights is not at a disadvantage.

I am finding there is a part of me that can appreciate smaller card games like this one and The Fox in the Forest, which take a deck of cards and allows you to do something simple, yet more complex than what you’d get with the standard deck of cards. The essence is simple: draw a card, play a card, discard a card. But the text on the cards, with each one being different in some way, is what elevates this above the simplicity of a card game.

This game has the feel of a Fluxx game combined with a card game, but it is far less chaotic than Fluxx. The goal remains the same throughout, and there is a clear path to get there. There is some randomness in there, but it never feels like you’re winning or losing due to blind luck (which is something I’ve definitely felt while playing a Fluxx game).

While I received a prototype, so final quality may vary, the cards were noticeable getting some wear around the edges after only a few plays. This is something that many gamers are going to want to sleeve to preserve the quality, but I don’t think the box it comes in will hold the sleeved cards. Both of those could easily be fixed by the time this releases.

This game plays just fine as it stands, coming with numbers 11-15 and some cards that have multi-colors without numbers. It really does function as a stand-alone game. However, it always felt like it was an inferior experience to what you’d get with the first set of cards (Crazier Eights: Camelot), which I assume has cards 1-10 and is a larger set of cards. This is 33 cards, there are no wild cards to plan around, and so it just feels like you aren’t getting the full experience. Probably because of the lack of numbers and wilds. The multi-colors are great for discarding, but at the same time it makes this feel too easy since you can match color or number. Also, the player reference cards with the rules show cards from the first set and talks about eights, creating the potential for confusion. So yes, this set is all you’d need to be able to play the game and still enjoy it, but if you have the chance I’d recommend getting both Camelot and Avalon and combining the two into one larger experience.

If you’re looking for a game that does something new or groundbreaking, this isn’t it. This is a great retheming and addition to a traditional game, but it won’t provide an experience that isn’t similar to other games (Crazy Eights, Fluxx, Uno, and more). It doesn’t necessarily need to, as this game is fun the way it is, but not everyone will want a game that is similar to something they already have.

The cards are all unique in the text on there, but that text doesn’t really tie in with the character or location named on the card. This isn’t a deal breaker in any way, but if you are looking for thematic ties between the cards and what they do, you really have to stretch your imagination to make things fit.

Final Verdict

Overall, this game fits nicely in a niche category of games: small, portable, fast, easy games with a small footprint. These games are valuable to have in a collection, both because they are great for taking places (such as a restaurant)and perfect to play in those windows of time when you might only have 10-15 minutes to spare. There are many games that can’t even be set up in that amount of time, much less played to completion. And so that is an area where this game shines.

It shares striking similarities with two games in particular, merging the traits from two of them while discarding the random nature of one: Crazy Eights and Fluxx. This makes it a game I’d rather play over either of those, as it offers more than the deck of cards and a bit more stability to win conditions over Fluxx. This isn’t a game I’d pull out on a regular basis, but neither is Fluxx and so it fills that niche nicely in my collection.

If this game didn’t have the Arthurian theme, it probably wouldn’t appeal to me as much. There is not a lot to set this apart from other games, and it doesn’t do anything particularly well or innovative. It is a nice game that doesn’t take long to play and is easy to teach. This is a game I can have my wife toss in her purse when we leave the house, something to play at family get-togethers with gamers of all types, and a game that would function as a filler during a game day. There are many games to choose from which could fill those same needs, making it hard to advocate this over any of those others.

However, if you are a fan of the original Crazy Eights or of King Arthur, this would definitely be worth considering. If the price aligns with the previous set, it’d be an inexpensive addition to your collection. It definitely provides a fun experience while playing it, so long as you don’t mind games where you need to read the card’s text in order to see what it can do. If you wanted to like Fluxx, but hated the random changes it enforced, then you might really enjoy this game.

 

You may pre-order Crazier Eights: Avalon and find detailed rules and explanations at craziereights.com.

Check out more of our reviews at the following Geeklist and be sure to let me know what you thought of this game.

https://www.boardgamegeek.com/geeklist/220300/cardboard-clas