2022 Puesto n.º 4271 en BGG

Darkest Dungeon: The Board Game

1–4 jugadores 90–120 min A partir de 14 años 3.7/5 de complejidad 5.8/10 de valoración

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“Ruin has come to our family.” In this adaptation of Red Hook’s Darkest Dungeon video game, you strive to cleanse a manor and its surroundings of all manner of evil: hordes of the undead, foul beasts and eldritch abominations. And, finally, either at death’s door or at your wit’s end, you will have to uproot evil itself from the darkest dungeon. Darkest Dungeon is a fully cooperative dungeon crawl game in which players take on the role of adventurers. Although brave and determined, adventurers are only human! They are prone to the madness and pain the twisted dwellers of the dungeons will inflict upon them. Death can occur, but is not the worst fate: heroes can be driven mad and beyond help! The game is played in campaigns of 11 missions. To reach the Darkest Dungeon itself, players will undertake 3 missions per threat level and vanquish the boss. Then, they will be strong enough and face the horrors of the Darkest Dungeon! They may emerge victorious, if they dispatch the source of evil that plagues the land. For each hero, select 3 skills out of 7 before heading into your mission (and level the heroes up to gain access to more skills). In each room, pick the most suitable stance to best resolve the conflict! Then, on each turn, a player chooses two of the available actions of moving, interacting with the environment, changing their stance or using a skill (if eligible for their current stance). Triumph over encounters, resist rampant madness and emerge victorious before throwing yourself into another battle. Between missions, spend your time in the hamlet, visiting various buildings to find relief from the physical and mental trauma you’ve just endured. Restore the hamlet to its former glory and it will reward you and help you to fulfill the ultimate goal.

Qué sensaciones ofrece

Finale Ending Ratio / Combat Results Table Cooperative Game Stat Check Resolution Area Movement Variable Player Powers Role Playing Solo / Solitaire Game Dice Rolling Critical Hits and Failures Movement Points Multiple Maps Scenario / Mission / Campaign Game Video Game Theme Exploration Fantasy Miniatures Fighting

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Preparación

1. Assemble the dungeon starting area according to the scenario rules, placing the entrance Room tile.\n2. Each player selects a Hero and takes the corresponding Hero board, ability cards, and miniature.\n3. Distribute starting Provisions to the party as specified by the scenario.\n4. Place Tokens (Stress, Blight, Bleed, etc.) in a central supply.\n5. Prepare the Room tile deck and any Encounter/Monster decks as required by the scenario.\n6. Place Heroes on the starting Room tile.\n7. Prepare the Chest tokens and any other scenario-specific components.\n8. Determine the first player and begin play.

Flujo del turno

On their turn, each Hero may take a set of Hero Turns (actions) as defined by the scenario or their Hero board. During the Exploration phase, Heroes may Scout or move into unrevealed adjacent Rooms, triggering exploration rolls. Rooms may contain Monsters, Chests, traps, or be empty. Players manage their Provisions (resources) and Tokens (Stress, conditions, etc.) throughout. After all Heroes have taken their turns, any relevant end-of-round effects are resolved.

Puntuación y victoria

Cooperative — all Heroes win or lose together based on scenario objectives. There is no individual scoring; the party either completes the scenario goals or is wiped out/driven to failure. Puntuación objetivo: Complete the scenario objective before the party is eliminated or forced to retreat Fuentes de puntuación: Scenario objective completion, Survival of Hero party

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Special

Heroes Scout to reveal adjacent Rooms at the cost of 1 Stress each, but with a reduced Exploration Die on the next Exploration.

When Heroes perform the Scout action: (1) Every Hero in the party must suffer 1 Stress each. (2) All Rooms adjacent to the Heroes' current Room are immediately revealed (flipped face-up or otherwise made known). (3) During the party's next Exploration, the Heroes roll only ONE Exploration Die instead of the normal two Exploration Dice. The Scout action thus trades party Stress and future exploration potency for advance knowledge of the dungeon layout.

Restriction

All Heroes must suffer 1 Stress when the Scout action is taken; no Hero is exempt.

The Stress cost of Scouting is mandatory and applies to every Hero in the party simultaneously, not just the Hero performing the action. No Hero may avoid this Stress. If a Hero is at maximum Stress as a result, the appropriate consequence (Affliction, Heart Attack, or similar) is triggered immediately.

Special

Scouting reveals all Rooms adjacent to the current Room.

Upon resolving the Scout action, ALL Rooms that share a connection (doorway or passage) with the Heroes' current Room are revealed. This means their contents (Monsters, Chests, traps, empty, etc.) become known to the players before the Heroes physically enter them. Rooms that are not adjacent are not revealed by this action.

Restriction

After Scouting, Heroes roll only one Exploration Die on their next Exploration instead of two.

The Scout action imposes a penalty on the very next Exploration the Heroes perform: instead of rolling two Exploration Dice as normal, they roll only one Exploration Die. This penalty applies only to the single immediate next Exploration after the Scout action is resolved. Subsequent Explorations return to the normal two-die roll unless another Scout action is taken.

General

Normally, Heroes roll two Exploration Dice when Exploring a new Room.

Under standard rules, whenever Heroes perform an Exploration (entering or investigating a new or unrevealed Room), they roll two Exploration Dice and apply both results. The Scout action is a notable exception that reduces this to one die for the next Exploration only.

Resource management

Stress Tokens are placed on Hero boards when Heroes suffer Stress; reaching maximum triggers negative consequences.

When a Hero suffers Stress, a Stress Token is added to that Hero's board. Each Hero has a maximum Stress threshold. Upon reaching or exceeding this threshold, the Hero suffers an Affliction (or Heart Attack, or equivalent consequence as defined by the scenario or Hero rules). Stress can be reduced by Provisions, camp actions, or specific abilities.

General

Rooms are the core map tiles of the dungeon; they may contain Monsters, Chests, traps, or nothing.

The dungeon is composed of Room tiles that are revealed as Heroes explore. Each Room may contain: Monsters (triggering combat), Chests (granting loot or Provisions when opened), traps (triggering negative effects), or be empty. Adjacent Rooms are those directly connected by a passage or doorway to the current Room. Rooms may have multiple connections, forming a branching dungeon layout.

Special

Chests found in Rooms can be interacted with to gain loot or Provisions.

Chest Tokens represent locked or unlocked containers found within Rooms. When Heroes are in a Room containing a Chest and choose to interact with it, they resolve the Chest interaction (which may involve a roll, Provision cost, or trap risk) and gain the rewards (Provisions, equipment, gold, or other items) as specified. Chests are a key source of resource replenishment during dungeon runs.

Informe estratégico

Scout Judiciously — Stress Cost Is Cumulative

Every Scout action forces ALL Heroes to suffer 1 Stress simultaneously. Since Stress accumulates across the entire dungeon run and reaching maximum Stress can knock Heroes out of the fight, Scouting should be reserved for high-stakes branching points where knowing what lies ahead meaningfully changes your route decision. Scouting repeatedly in low-risk corridors accelerates party deterioration.

Plan Your Exploration Around the One-Die Penalty

After Scouting, your next Exploration uses only one die instead of two, which typically means a less favorable or less controlled outcome. If you must Scout, do so when the revealed information allows you to choose an Exploration into a safe or already-understood Room, minimizing the downside of the reduced roll.

Use Scouting to Prioritize Chest Rooms

Scouting reveals whether adjacent Rooms contain Chests. Since Chests are a primary source of Provision replenishment mid-run, knowing which branch leads to a Chest lets the party route efficiently and avoid wasting Hero Turns on empty or dangerous Rooms. The Stress cost of Scouting may be well worth it when Provisions are critically low.

Conserve Provisions for Stress Relief

Provisions are finite and serve multiple purposes including Stress reduction. Since Scouting generates guaranteed Stress for the whole party, over-reliance on Scouting will deplete Provision supplies faster. Balance the information gained from Scouting against the Provision cost needed to manage the resulting Stress.

Preguntas frecuentes y casos límite

The party Scouts and then immediately wants to Explore into a revealed adjacent Room. Do they roll one die or two for that Exploration?

They roll only ONE Exploration Die for that immediately following Exploration, because the Scout action imposes a one-die penalty on the very next Exploration performed after Scouting. The die count returns to two for all subsequent Explorations.

A Hero is already at maximum Stress. The party decides to Scout. What happens to that Hero?

That Hero must still suffer 1 Stress from the Scout action — no Hero is exempt. Because they are at or exceed maximum Stress, the Hero immediately triggers the maximum-Stress consequence (Affliction, Heart Attack, or equivalent) as defined by the Hero or scenario rules.

The party Scouts and an adjacent revealed Room contains a Chest. Can Heroes immediately interact with the Chest?

No. Scouting only reveals the contents of adjacent Rooms — it does not move the Heroes or grant interaction with those Rooms' contents. Heroes must physically Explore into the Room containing the Chest before they can interact with it.

The party Scouts twice in a row. Does the one-die penalty stack, reducing them to zero dice?

The Scout action states the penalty applies to 'their next Exploration.' Each Scout action replaces the next pending Exploration's die count with one. Scouting a second time resets the same upcoming penalty — it does not stack to zero dice. The next Exploration after any number of consecutive Scouts still uses one Exploration Die.

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