Image 1 — Would you be interested in playtesting a print-and-play version of my game?
Image 2 — Would you be interested in playtesting a print-and-play version of my game?
Image 3 — Would you be interested in playtesting a print-and-play version of my game?
Image 4 — Would you be interested in playtesting a print-and-play version of my game?

Would you be interested in playtesting a print-and-play version of my game?

Hello all,
I’ve been lurking a while, and finally decided I should post. I’m not quite ready to post the pnp version of my game yet (I just need a couple more playtests with my most recent mechanical update), but I wanted to gauge interest and see what people thought.

The goal of the game is to venture into a procedurally generated dungeon to fight monsters, collect loot, and get out before they run out of resources.

The dungeon is generated from a deck of cards/tiles which are placed using rules similar to Carcassonne. The tiles are placed face-down so that the passageways match, and revealed as players explore them. Players transform the dungeon (and their deck) as they explore by clearing rooms: trading cards from their hand with the dungeon tile they currently occupy.

To play, players select a set of character classes and add the appropriate cards to their player deck. They then draw their hand and play cards to move, clear rooms, battle monsters, and interact with the various traps and other dungeon rooms. Similar to Gloomhaven, when players have used all of the cards in their deck, they “lose” one or more, then shuffle the cards to create their new version of the deck. Taking damage from from monsters also causes players to put cards from their deck into the discard. The game is primarily about resource management: players have to manage the cards in their deck to overcome obstacles, collect as much loot as they can, and still have enough left to get back out of the dungeon before they run out.

One important note is that each card has a separate function depending on whether it is in a player deck/hand or in the dungeon. The these functions are indicated by hand and dungeon door icons.

It’s still very much in the prototype/playtesting phase, but I’m having lots of fun! Please let me know what you think, especially if you’d be willing to playtest a few times once I’m ready for that release, and ask away if you have any questions!

u/Tap_Asleep — 6 days ago
▲ 6 r/cardgamedesign+1 crossposts

Would you be interested in playtesting a print-and-play version of my game?

Hello all,
I’ve been lurking a while, and finally decided I should post. I’m not quite ready to post the pnp version of my game yet (I just need a couple more playtests with my most recent mechanical update), but I wanted to gauge interest and see what people thought.

The goal of the game is to venture into a procedurally generated dungeon to fight monsters, collect loot, and get out before they run out of resources.

The dungeon is generated from a deck of cards/tiles which are placed using rules similar to Carcassonne. The tiles are placed face-down so that the passageways match, and revealed as players explore them. Players transform the dungeon (and their deck) as they explore by clearing rooms: trading cards from their hand with the dungeon tile they currently occupy.

To play, players select a set of character classes and add the appropriate cards to their player deck. They then draw their hand and play cards to move, clear rooms, battle monsters, and interact with the various traps and other dungeon rooms. Similar to Gloomhaven, when players have used all of the cards in their deck, they “lose” one or more, then shuffle the cards to create their new version of the deck. Taking damage from from monsters also causes players to put cards from their deck into the discard. The game is primarily about resource management: players have to manage the cards in their deck to overcome obstacles, collect as much loot as they can, and still have enough left to get back out of the dungeon before they run out.

One important note is that each card has a separate function depending on whether it is in a player deck/hand or in the dungeon. The these functions are indicated by hand and dungeon door icons.

It’s still very much in the prototype/playtesting phase, but I’m having lots of fun! Please let me know what you think, especially if you’d be willing to playtest a few times once I’m ready for that release, and ask away if you have any questions!

u/Tap_Asleep — 6 days ago