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Gaming Blog

Dungeon Decorators - First Play!

13/8/2022

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11th August 2022

Thursday is here again and we're in Aldershot for more gaming goodness.

Do you like dungeons (Of the D&D kind of course...)? Do you like interior decoration?
Well now you can channel your inner ​malevolent Changing Rooms desires in this tile laying game of stylish dungeon creation for your fiendish and and most definitely picky overlord!

What's in a game?
  • Dungeon tiles: These card tiles are all double-sided and come in 2 types.
    • Generic tiles: These tiles all have a 'grey' background and are also identical, one side features a room and the other, a tunnel passageway.
    • Dungeon tiles: These 120 tiles form the bulk of the game's tiles and they all have black backgrounds.
      Some dungeon tiles will contain assistant icons, more on assistants below.
      Decoration side: This side will display numerous types of icons to represent different decorations. Additionally, the decoration side may also contain a green symbol, this is symbol that can temporarily become a wild symbol when used in conjunction with a ​decorative mimic token. There may also be colour on the corner.
      Curiously, the manner in which the icons are presented on this side also provides information on what dungeon feature will be found on the other side.
      E.g., white icons at the edge mean a entrance way, so 2 white icons opposite edges of the tile would indicate a corridor, a white symbol on the edge of all 4 sides of a tile would indicate a crossroads. 
      This side also contains a unique number.
      Dungeon side: This other side displays various dungeon features such as rooms, junctions, tunnels, etc. Whilst many of the features will be grey, others will have colours.
  • Starting tiles: There's one of these crossroad tiles for each player.
  • Hourglass tiles: There are 3 of these and they're used to trigger the game end.
  • Cards: Cards in Dungeon Decorators provide scoring opportunities to work towards and they also come in 4 types.
    Shape goal cards: This kind of card will score VPs for the player if their dungeon corridors and rooms matches the shape criteria on the card.
    Decoration goal cards: These cards can score VPs, provided the player meets it's decorative criteria.
    Blue boss goal cards: These cards are illustrated with a big bad boss who might be the dungeon's ruler. Boss cards provide a global scoring opportunity, that is, a boss card can score points for all players.
    ​Yellow boss goal cards: Functionally identical to the blue boss cards but providing a different type of global scoring opportunity and... in yellow.​
  • Player boards: These come in player colours and each one features a humorous take on dungeon-themed interior decoration along with suitably cartoony artwork.
    Finally, each board contains 2 spaces to contain up to 2 dungeon tiles if a player decides to reserve them.
  • Wooden cubes: Wooden cubes! There's only 4 of them though, coming in player colours, they are used to track players' scores.
  • Pawns: These are the classic pawns you would find in classic games and come in player colours. They aren't used to move around a board or anything like that. Instead they're used to track turn order.
  • Draft board: This board contains 2 rows of 5 spots for player pawns, one row at the top and one at the bottom.
    Between these 2 rows is another row, this time it's a row of 4 box shaped spaces to place dungeon tiles, between boxes 2 and 3 is the special 'middle' space. More on the draft board later.
  • Tokens: There are 10 each of these 2 types of token.
    Arcane architect tokens: A round card token.
    Decorative mimic tokens: A colourful square token with a grinning face!
  • Bags: Dungeon Decorators comes with not 1 but 2 bags (1 blue and 1 red!) to draw tiles from!

Component quality is good throughout Dungeon Decorators as you'd expect from any modern game. The tiles and tokens are all suitable sturdy as the cards, nothing bad here but nothing standout either.
The wooden cubes are a welcome addition and the traditional playing pawns are plastic - and that's fine, although to be honest they feel like a bit of left-field choice but they're also relatively big and practical, so that's good.

Most of the game's art appears on the player boards and cards, particularly the boss cards but it even carries over to some of the tokens. With bright and cartoony character art, it conveys the game's humorous theme and it's an appealing style.
Artwork for the corridors, junctions and rooms is straightforward but always practical.

There's quite a few icons to Dungeon Decorators though and players will need to learn them. This is most apparent with the decoration side of the dungeon tiles where there's the 'double-whammy' of not only having to learn what the various icons represent, but what their positioning in relation to each other means.
It's a bit fiddly and belies the games light theme and rules and will probably require referring to the rules.


How's it player?
Setup
  • ​Dungeon tiles: Shuffle the ​dungeons tiles into a face-down stack. Remove 20 tiles from the game, then put 50 tiles into the blue bag, put the other 50 into the red bag, now add the 3 hourglass tiles to the red bag.
    Finally, give both bags a good shake.
  • Boss cards: Sort the boss cards into their 2 types and shuffle both into face-down decks.
    Deal 1 card from both decks: These are the global scoring objectives for the game.
  • Goal cards: Sort the goal card into their 2 types and shuffle them into 2 face-up decks.
  • Players: Give each player the following.
    Pawn and game board in their player colours.
    A starting tile.
    Deal 3 shape goal cards and 3 decoration goal cards to each player, then everyone should discard any 2 of those cards. All discards should be done face-down.
  • First player: Randomly determine the turn order for the game's 1st round. Player pawns should be placed accordingly from left-to-right along the top row on the draft board.

On to play
The objective in Dungeon Decorators is to create a dungeon in certain shapes as well as adding decorations to the dungeon in certain positions.
What these shapes and positions will be is determined by the 2 boss cards which will apply to all players and by individual goal cards players have hidden in their hands.
During each round, the active player's turn is split into 5 phases.
Dungeon Decorators does not follow the usual turn structure, once the active player has completed their actions, play does not progress to the player on their left, instead the next player is determined by whose pawn is next in line on the draft board.
The following occurs in a round:
  • Draft board: First, any tiles still on the draft board from the previous round should be discarded out of the game.
    Drawing tiles: Tile will initially be drawn from the blue bag. Once all the tiles have been used form this bag, players switch to drawing from the red bag and it's the red bag that contains hourglasses which trigger the game end.

    Draw 4 tiles from the current bag and fill the 4 boxes on the draft board. For this, the decoration side is used. The order the tiles go on to the boxes is determined by the number on each tile. The lowest numbered goes on the leftmost and going rightward in increasing numerical order, so that the highest numbered tile goes on the furthest right.
  • Draft tile: Whoever is first on the draft board goes first.
    They decide which tile they want to take and place their pawn on the adjacent spot on the opposite row. This will determine the player's position in the turn order for the next round.
    Middle space: If the player puts their pawn on the middle space which has no tile, the instead randomly draw a tile from the current bag.
    Then they take the tile.
  • Activate assistant: Some tiles will display 1 of 4 assistant icons, these are immediately resolved when that tile is chosen.
    Goblin sapper: Allows the active player to take a generic tile which can be stored or played as per the tile placement rules (Explained below.).
    Burrow bro: The active player draws 2 tiles from the current bag, then along with the initial tile they drew, they choose which of the 3 to use, the other 2 are discarded out of play.
    Arcane architect: The active player take a arcane architect token.
    The active player may spend one of these tokens during their build phase. This allows them to reposition a tile that they've already played in a previous build phase, this includes being able to flip from one side to the other. Usual building rules apply.
    ​Decorative mimic: The active player takes one of these tokens, they can be spent during the scoring phase in their turn or during game end scoring.
    In either case, a  token can be used to make a green symbol represent any type of decoration for the purposes of a single scoring opportunity.
  • Build: During this phase, the active player can chose one of the following actions.
    • Store: The tile just taken by the player can be put on to a empty box on their personal player board, each player board has room for 2 tiles.
    • Play tile: In this instance, the active player must then add the tile to their personal dungeon. There are of course some restrictions to this.
      Decoration tile: A decoration tile must be placed with at least 1 side adjacent to a wall on a dungeon card. A decoration cannot placed against a open passageway so as to block it.
      Dungeon tile: At least 1 open side of a dungeon tile must connect to another open passageway in the player's actual dungeon - it must be possible to trace a line from the newly placed tile to the starting tile. However a passageway from a dungeon tile cannot lead directly into a decoration.
      Furthermore, there should always be at least 1 unfinished passage way in a players dungeon after placing a tile.
    • Discard: If a player cannot build or store a tile, it must be discarded out of play.
  • Score: The active player may reveal 1 or more goal card from their hand and score them. Points are immediately added to the score tracker and the played cards are discarded.
  • Refill hand: If the active players has less than 4 goal cards, they draw from either of the decks, one at time until they have 4 in hand.
  • Next player: Once the active player has finished their turn, player progresses to the next player on the draft board.
  • Next round: Once all player have gone, new tiles are drawn to fill the draft board and a new round begins with a new turn order according to pawn positioning on the draft board.

Endgame
There are 2 ways the game can end.

If the 3rd and final hourglass is drawn from the red bag when refilling the spaces on the draft board, then the game immediately ends.
If the final hourglass is drawn during an action, such as placing a pawn in the middle space on the draft board our using a burrow bro action, then the current round is played out and the game ends with players having had even turns.

There are a variety of ways to score VPs.
  • Goal cards: These should already be tracked on the score tracker.
  • Boss goals: Boss cards reward VPs to players for having the most of some criteria related to dungeon or decoration tiles. The player with the most gains 10 VPs, 2nd place gets 4.
  • Stars: Stars on dungeon tiles in a player's dungeon score VPs.
  • Number of colours: Players score VPs for having different colours on dungeon tiles in their dungeon. More different colours means more VPs
  • Amount of colour: Players also score VPs for the how many dungeon tiles of a single colour in their dungeon. The large the number of that colour, the more VPs.

Points are tallied, highest score wins.


Overall
No doubt about it, Dungeon Decorators has a quirky theme along with quirky presentation to go with it.
At it's heart though, it's a pretty straightforward game of it's type, draft a tile and play it into a expanding network of tiles to maximise connections, albeit with a couple of nice little innovative touches in the form tile flipping and personal scoring opportunities, which I'll talk about below.
​
As is typical of this kind of game, players will need to position tiles in order to optimise the points they will score. 
Talking of scoring, Dungeon Decorators provides 2 clear routes to scoring points; how a dungeon is shaped and how decorations are placed which brings to me to the double-sided tiles.
​When placing a tile, players will need to choose which side to use and this will be heavily contextual. Players will need to take into consideration what tiles they already have in play as well as their personal goal cards and global scoring cards.

Unlike most tile-laying games, there's no connection between different scoring opportunities on the tiles, that is shape and decoration scoring is completely separate to each other with no way to place a tile to score both, it's one or the other. Yet, they also rely on each other or at least decoration tiles rely upon their presence of walls to be placed against. This means players will need to think, how can they can place a dungeon shape that allows me to play decorations.

Personal goal cards are also an interesting addition.
Firstly, they add some asymmetrical scoring opportunities which will lead to player adopting different approaches to what they prioritise and essentially some asymmetrical  tactics.
Secondly, they provide players with some flexibility when deciding how to prioritise certain elements of the game.
E.g., a when scoring goal cards, a player can choose to only draw shape goal cards and concentrate on playing dungeon tiles over decorations.

​However, even with these 2 innovative mechanics, I feel that Dungeon Decorators fails to stand out of the crowd. For me it doesn't feel different enough to other games of s similar type.
It's a perfectly acceptable game with solid core gameplay that provides an entertaining experience and I would happily play this if someone else wanted to but there are other games I would personally choose over Dungeon Decorators.

If you're a big fan of drafting, tile laying games and want to try something familiar but a fresh twist on the mechanics or the fun theme tickles your fancy, then you may want to give this a look-in.
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