Board Game Session Report for March 8, 2003: Dungeoneer, Sands of Time (prototype), Dungeoneer


Danger Planet session. 2-player Dungeoneer, 6-player Sands of Time (prototype), 2-player Dungeoneer.


Players were Ralph, myself. Ralph had the first turn.

This is a dungeon-exploration card game.

There are Hero cards, Quest Cards, Map cards and Adventure cards. Adventure cards consist of Bane cards, Boon cards, Encounter cards and Treasure cards.

Each player starts with a Hero, three Quests and a hand of five Adventure cards. The object of the game is to complete three quests, or be the last remaining Hero (winning by default.)

Each Hero has stats and a special ability.

The turn sequence is: 1) Discard a card, then draw back to five. 2) Play Encounters and/or Banes from your hand to hinder other players. These will cost peril tokens taken from the target player. The target player get a peril token for losing an encounter, or a glory token for winning encounter. Banes have rewards, drawbacks printed on them. 3) Draw a Map card and connect it to the dungeon. 4) Move. Collect peril and glory tokens in each room entered. Treasure and/or Boon cards can be played anytime during the Move phase, costing glory tokens. There are trap doors, locked doors and pits along the way.

A player may attack another player in the same room.

Ralph and I played this game as a filler while waiting for Sands of Time to be set up.

Ralph got to Level two by the time the other game was ready.

Game lasted 21 minutes. Final scores were:

Click here to learn more about Dungeoneer at

Sands of Time (prototype)

Players were Jason, Ralph, Chris, Matt, Rich, Jason, myself. New players to the game were: Ralph, Jason. Ralph had the first turn.

We spent 24 minutes going over the rules and setting up the game.

Jeff developed this game intended to be a Civilization-lite game.

I guess the interesting concepts of the game, without giving too much away, are the character role cards that add or enhance abilities in each phase, dealt out based on the number of territories owned. Tactics cards that can only be obtained with a character role and enhance battle opportunities. Attrition which reduces to one or zero anything you obtained that turn and didn't use. The map is a circular projection of the Mediterranean, which balanced the connections between territories.

Jeff moderated the game, which was good because there was a lot to keep track of each phase. Hopefully he'll write down the script on a reference card so gamers can play it without him there!

Chris and Matt made an alliance early on and Matt was happy to ride on Chris' coat-tails.

Ralph denied sharing territory with me, and later discovered the value of doing that, seeing Jason getting locked into his territories with no way to spread. He allied with Jason.

Rich spread out early and seemed threatening. But he was wreckless and spread into my territories and anyone else's territories causing attrition from overpopulation, and opening fronts to invasion.

Historian came up early because Jeff didn't shuffle the cards according to his own algorithm, but it came up when we hit our time-limit, so it was fortuitous.

In the end, Chris and Matt's alliance proved to win the day.

I was tricked during the game, which show's me I better have an excellent grasp of the rules as I play. 1) I asked for permission to pass through territory, and was turned down. I didn't notice Chris didn't actually own the territory so I didn't need his permission. 2) Jason was threatening my border and I asked what's up there, because I needed to address Rich's threat. He said to go ahead, and I did, after which he just moved in and took advantage of the low defenses I left behind.

Game lasted 225 minutes. Final scores were:

Click here or here (if the first link is obsolete) and scroll down to "8th" for Ralph's take on our game.


Players were Eric, myself. Eric was a new player to the game. Eric had the first turn.

We spent 15 minutes going over the rules and setting up the game.

Notable in this game is that I completed one quest via the Throne of Tyranny, which requires me to damage myself. I wasn't thinking that Eric would play an encounter and succeed at taking my last health after that.

Afterwards, I noticed that I was playing the game incorrectly -- it should have been that when an encounter damages a hero, the player controlling the encounter gets to give a peril to any player; the controlling player doesn't get that peril. The rulebook is ambiguous about this.

Game lasted 45 minutes. Final scores were:

Click here to learn more about Dungeoneer at

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