The Basics:
- For ages 10 and up (publisher suggests 12+)
- For 1 player
- Approximately 10 minutes to complete
Geek Skills:
- Counting & Math
- Logical & Critical Decision Making
- Strategy & Tactics
- Risk vs. Reward
- Hand/Resource Management
Learning Curve:
- Child – Easy
- Adult – Easy
Theme & Narrative:
- Explore a dark and dangerous dungeon with doom lurking around every corner
Endorsements:
- Child Geek approved!
- Parent Geek approved!
- Gamer Geek approved!
Overivew
The dungeon has existed for as long as anyone can remember. Countless stories are told about it around fires at inns and taverns. Many believe that great treasure can be found in its depths, but such riches and the power that would come with it are jealously guarded by things from nightmares. The stories suggest that many brave heroes have attempted to obtain these treasures, but none have yet returned to verify the dungeon’s dangers or riches. Which has many thinking the dungeon is just as deadly as the stories suggest, or even worse. You have listened to these tales and think you have what it takes to venture into the dungeon to find the gold and glory within. With a weapon in hand and supplies on your back, you walk towards the dungeon’s entrance. Your fate awaits you in the dark.
Polyhedral Predicaments: Dungeon Demise, designed by George Jaros and self-published through the Game Crafter, is comprised of 18 cards. The cards are as thick and durable as standard playing cards. Illustrations on the cards, also by George Jaros, are designed to facilitate the player’s thematic journey through a dungeon, featuring excellent artwork that represents the various monsters and other nasties that inhabit the darkness. Not included in the game but necessary to play is a set of polyhedral dice. Anyone who role plays will have a set, but for those who do not, a four-sided, six-sided, eight-sided, two ten-sided, twelve-sided, and a twenty-sided die will be needed.
Approaching the Dungeon
To set up the game, follow these steps.
First, separate the 18 cards into four smaller decks, which are presented by their card back titles (Level 1, Level 2, Level 3, Level 4, and Dungeon Boss). After creating separate piles of each card by their card backs, shuffle the individual cards to create smaller stacks. These stacks present the different levels of the dungeon that the player will be traversing.
Second, set aside the twelve-sided and the twenty-sided die. They are not available until they are awarded by reaching certain levels in the dungeon. The other dice should be in front of the player.
Third, select at random a “Level 1” card from the stack. Place it face up in front of the player. This is the player’s first step into the dungeon and its dangers.
Fourth, and optionally, if you have a marker or some other means to indicate which of the encounters you engage, place it next to the dice at this time. While not needed, it is a nice visual representation and addition to the game. A small miniature or even just a small block will work. This is not a requirement, by any means, but it is a very nice touch if you can include it in your gameplay.
This completes the game setup. Let’s dive into the dungeon!
Into the Darkness
There are four levels to the dungeon that the player must traverse and, hopefully, survive. Each level of the dungeon, represented by a card, is split into two rooms. One of these rooms is selected by the player to encounter. The details of the encounter are displayed above and below the visual representation of the horror the player will encounter.
The objective is to defeat the encounter, allowing the player to explore the dungeon further. This is done through combat.
Each enemy has two stats, divided by a slash. The first number represents the encounter’s Strength (health), and the second number represents the player’s Strikes (the number of chances the player has to defeat the encounter using the dice without penalty). The player must defeat the encounter. If they do, they obtain any awarded treasure and advance to the next level.
Combat is very straightforward, but by no means meaningless. The number of Strikes determines how many dice you get to roll without penalty, and each die the player has available to them can only be rolled once. The twelve and twenty-sided dice are not available to the player by default and must be obtained through gameplay. Using the dice available, the player rolls one at a time and adds up the value rolled, along with adding the value to any previous dice values rolled. If the total number is less than the encounter’s Strength, keep rolling using whatever dice are still available. Continue until the total rolled is equal to or higher than the encounter’s Strength or all the dice are rolled.
And here is where it gets hard. Some encounters have a special ability that takes effect after each die is rolled, adjusting the value. In addition, some encounters can “injure” a die, causing it to be temporarily unavailable. It is, therefore, important that players not only take into account how much more damage they need to do to the encounter, but also what dice they use and when.
Players do have the option to roll more dice than the Strike value notes. For example, the player could roll four dice even though the Strike value is three. This is often necessary, as the dice rolls are not consistently hitting the required numbers to overcome the encounter. However, doing so immediately injures any dice rolled over the Strike limit. Meaning, these dice won’t be available again until they are “healed.”
The player will encounter equipment and treasure along the way (loot drops) that will aid in rolling the dice and modifying their dice values.
If the player is able to overcome the encounter, they collect any treasure, make adjustments to available dice as required, and flip over the next card. This continues until they flip over the fifth and final card, which is the Dungeon Boss. Combat and such remain the same, but are much harder. Hopefully, the player picked up some good loot along the way to make the battle possible to win. At “Level 2,” the player can use the twelve-sided die, and at “Level 4,” the twenty-sided die becomes available.
Winning and Losing the Game
The player wins the game if they traverse the entire dungeon and defeat the Dungeon Boss on the fifth and final card. The player then adds the points earned from treasure (gems and coins) and any uninjured dice. The points earned represent the player’s score and define the “top score” achieved going forward. Truly, just finishing the dungeon and surviving is enough, however.
The player loses the game if they ever run out of dice to roll (i.e., all dice are injured). Which also means the player was unable to overcome the encounter. Their hero dies alone, in the dark, and most likely in little pieces. Bleak ending for the heroic sort, eh?
To learn more about Polyhedral Predicaments: Dungeon Demise, visit the game’s web page.
Final Word
The Child Geeks very easily learned how to play and had a wonderful time engaging the game by themselves or with a friend who played alongside, providing advice and shouts of excitement. According to one Child Geek, “I like the game because it is easy to set up and fun to play. I didn’t win all the time, but I liked it every time.” Another Child Geek said, “This reminds me a lot of the games I play with my dad, but a lot smaller and does not take up the kitchen table. I thought it was fun and exciting, and I want to play it again!” So enthusiastic were the Child Geeks about the game that it was difficult to get it back from them for the other groups to play. We eventually did, with much grumbling and frowning from the Child Geek mob. When the votes were taken, it came as no surprise that the Child Geeks all voted with two very enthusiastic thumbs up.
The Parent Geeks, after having a chance to play the game, reported very similar opinions. They all found the game easy to learn, fast to play, and full of meaningful decisions. One Parnet Geek said, “This is more than just a roll and resolve kind of game. You have to make choices. There is always a split in the road, and you are forced to take one route or the other. You also have to choose which dice to use and the risk. This made the game all the more interesting, as luck certainly played a factor, but I was able to participate in what fate possibly had in store for me.” Another Parent Geek said, “A very entertaining game that I took with me to the office Happy Hour, to a local brewery, to the library, and even on a quick hike. In all locations and at all times, the game was a lot of fun to play and provided seemingly endless enjoyment. I would highly recommend!” When the Dungeon Boss was finally taken out, the Parent Geeks took a vote and all agreed that Polyhedral Predicaments: Dungeon Demise was victorious.
The Gamer Geeks, who are notoriously harsh critics of single-player games, approached Polyhedral Predicaments: Dungeon Demise with a good deal of eagerness to rip it apart. They quickly found that, despite their initial assumption that the game would— and I quote—”be total trash,” this little game of exploration and uncertain victory deeply enthralled them. According to one Gamer Geek, “I thought for certain the dice rolling would be tedious as hell, but I was delighted – and surprised – to find that wasn’t the case. The game is fast, and your rolls determine the outcome of your choices. Easy enough. What is not easy is simply surviving. I won, but barely, and when I lost, I lost big. It was a good solo game.” Another Gamer Geek wrote, “Solid—a good game with good ideas and enjoyable gameplay. There are certainly more complicated, deeper, and strategic single-player games available to me. Still, I found this one strangely charming in its simple approach and the thoughtful decisions it requires. Good stuff.” When the last dice was chucked, the numbers showed that the Gamer Geeks all voted to approve Polyhedral Predicaments: Dungeon Demise.
This is a dice game, make no mistake. You’ll die and live by the dice rolls, but you get to choose what you roll. This requires some fundamental logical thinking, primarily focusing on asking yourself, “What are the odds of me being able to roll high numbers with a small number of dice?” Anyone who has ever played more complicated games where dice are used as the decision maker but are also a resource to be spent will immediately understand when I say, “Think for a moment before you chuck those dice.” You gain nothing from saving them, and lose everything by abusing them. A delicate balance must be struck, and this balance is primarily determined by how the player mitigates risk and reward, which is where the game’s fun is found. Push your luck, go big, and reap the rewards. Or get eaten. Either way, fun stuff.
Do try Polyhedral Predicaments: Dungeon Demise when the opportunity presents itself. It’s small, highly portable, and so easy to enjoy. Give the game a roll or two at your family table to see if it scores big with you and yours.
This game was given to Father Geek as a review copy. Father Geek was not paid, bribed, wined, dined, or threatened in vain hopes of influencing this review. Such is the statuesque and legendary integrity of Father Geek.
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