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They meet in a tavern. They quaff a few ales. Before the night is over, the
strong warrior, the wily wizard, the committed priest and the sneaky thief form
an inseparable party of adventurers, ready to rid the world of evil. And
wouldn’t you know it? There just happens to be some evil within easy walking
distance. A dark lord has filled a nearby hill with tunnels, traps, treasure,
and trolls. And so the next morning (or the next afternoon if too many ales were
quaffed) the heroes set out to fight for Right, conquer the dungeon, and punish
the wicked lord (by taking all his treasure, of course). It’s a classic
scenario, and any veteran dungeon crawler will tell you that’s the way things
ought to be.
But what about that dark lord? Does anyone ever think about his feelings?
Those adventurers, who have never done an honest day’s work in their lives, can
not begin to imagine how much effort goes into building a respectable dungeon.
They have no idea how hard it is to tunnel through granite, how expensive good
traps are these days, how difficult it is to find qualified imps, or how much
food it takes to feed a troll. And the bureaucracy! Dungeons must meet rigid
safety specifi cations, gold mining is subject to strict regulations, and taxes
are due whenever the Ministry of Dungeons feels like it. And as soon as the
dungeon is built, some band of do-gooders comes along and hacks everything up.
Life is not easy for a dungeon lord.
Contents: 1 Central board, 1 Distant Lands board, 1 Progress
board, 4 Dungeon boards, 85+ cards, 40 imp figures, lots of monster(or ghost),
room, adventurer, paladin, event, tunnel, item tiles, 48 wooden minion figures,
lots of tokens and counters, and rules No. of players: 2-4 Ages:
12+ Playing time: 120 minutes

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