My 4-player gaming group played Richard Launius’ (Arkham Horror, Defenders of the Realm) new game, Dragon Rampage, on Saturday, and it was a big hit, so much so that the other three games I brought along (7 Wonders+Leaders, Cyclades, Wiz-War) never saw the table! We played DR four times and had an absolute blast. The only other games I’ve introduced to this group that we played repeatedly in a single sitting after first learning the game were 7 Wonders and Cosmic Encounter.
DR is most definitely a “screw you” game (which we like!) with just enough interaction to keep others interested in following the game play, even when it’s not their turn. After someone rolls the 7 dice (weighty, oversized, and engraved–awesome dice!), everyone’s offering suggestions to the active player on which ones to keep as rolled, which ones to re-roll, and what that player’s strategy should be to ensure he doesn’t mess up theirs! When another player bumps your action token down or off an action row you really wanted or needed, trash talking ensues!
Each player has 9 action tokens numbered 1 through 5 (three tokens with a 1, three with a 2, one with a 3, one with a 4, and one with a 5) to place on the 6 action rows (five beneficial, one detrimental). Each action row is associated with a unique icon found on all or some of the 6-sided dice, and a limited number of boxes to accept an action token. On his turn, the player rolls the 7 dice with two optional re-rolls (three for the last player in the round) trying to roll the icons for the action rows he wants to control for the round. With the exception of the Dragon Rampage action row, the first box provides the best benefit, the second box provides a good benefit, and the third box (if applicable) provides a token benefit. Dice that roll a dragon icon are locked and can not be re-rolled.
Once the player’s satisfied with the icons he’s rolled or has used his last re-roll, he then assigns his available action tokens to the dice and places one action token on each of the appropriate action rows. However, the Dragon Rampage action row must always receive the first action token, which is a problem if the player has rolled 3 or more dragon icons. Also, the active player loses ties against same-value action tokens already on the action row, but can displace action tokens already on an action row if his action token value is higher than at least one of them. So, players that roll after the first player in a round are jockeying for position on the action rows, typically bumping off of the action rows action tokens belonging to players who placed them earlier in the round! So sad, so sorry!
After everyone’s rolled, the action rows are resolved in order from top to bottom, and from left to right within an action row, for the following possible benefits:
[ul]
[li]One player is protected from all dragon attacks and the effects of the Craftiness action row[/li][li]Heal 2 wounds[/li][li]Heal 1 wound[/li][li]Steal gold equal to the action token’s value from another player, or draw a Hero card[/li][li]Take gold equal to the action token’s value from the supply, or draw a Hero card[/li][li]Draw 2 Treasure cards and keep one[/li][li]Draw 1 Treasure card, or take 3 gold from the supply[/li][li]Take 1 gold from the supply[/li][li]Attack the dragon with 2 re-rolls[/li][li]Attack the dragon with 1 re-roll[/li][li]Roll the Movement die and move up to the number of spaces rolled + 1 on the game board for one of five benefits[/li][li]Roll the Movement die and move up to the number of spaces rolled on the game board for one of five benefits[/li][li]Move 1 space on the game board for one of five benefits[/li][/ul]
Among other things, a player’s Hero cards can be used to benefit his own hero, or used against other heroes to foil their plans, or to steal their valuable treasures or gold. Treasure cards can be kept in hand to be scored as VPs at the end of the game, or played to benefit the player’s hero, thereby forfeiting the VPs printed on the card. But, unlike played Treasure cards, in-hand Treasure cards can be stolen by other heroes. So, do you risk holding onto the card, hoping no one will steal it so you can reap the VPs at the end of the game, or do you play it for its instant or ongoing benefit?
The game immediately ends when one of the following happens:
[ul]
[li]A hero is slain by the dragon[/li][li]A hero escapes the dungeon (via moving to the last space on the game board)[/li][li]The dragon is slain[/li][/ul]
VPs are then awarded and subtracted based on which end game condition occurred, and the player with the highest total VP wins!
First and foremost, the game is fun!