Plays: 3Px1.
Time flies. That was my first thought when I realised Dungeon Petz is already a 7-year-old game. Recently Boardgamecafe.net did a Czech Games Edition theme night, and Ivan brought Dungeon Petz. He had bought the Dark Alleys expansion but had never played it before. So this was the perfect opportunity.
Dungeon Petz has an unusual setting. You are pet shop owners, but instead of cats and dogs, you are selling monsters, to dungeon masters. Rearing monsters is certainly not easy. You need to attend to their various needs. Rear them well, and you will win fame at exhibitions and when you sell them to the right customers. The core game mechanism is worker placement.
These are some of the monsters in the game. The one on the left is from the expansion, while the other two are from the base game. The one on the left is slightly more complicated than the others. If its magical powers are not contained properly, insteading of mutating, it causes other monsters at your shop to mutate.
The Game
The biggest change in the Dark Alleys expansion is this additional game board. Dungeon Petz is a worker placement game, and this new board gives you four more spots to place your workers. At the bottom left there is a white square. Right at the centre there is a black square. At the bottom right there is an orange square. Along the bottom edge near the middle there is a four-coloured square.
The black square is the black market. During game setup, 6 items are placed in the top half of this board - an extra worker (bodyguard), a monsterling, a cage, a food tile, a cage improvement and an artifact. When you visit the black market, you get to buy one of these. They don't get replenished throughout the game. Only one person may visit the black market every round.
The orange square is where you buy accessories for your monsters. When you put an accessory on a monster, it results in an additional need to fulfill, i.e. this will require more effort on your part. However being able to fulfill an extra need can also mean doing better at exhibitions and pleasing your customer even more. So this can be quite important.
The four-coloured square allows you to peek ahead at upcoming exhibitions and customers, so that you can start planning earlier. It also allows you to draw four more Needs cards in the current round. This gives you more flexibility in fulfilling your monsters' needs. When monsters grow big (their needs become harder and harder to fulfill), and when you serve important customers, additional flexibility can be very handy.
The white square is the industrial zone, where facilities with various benefits open for business. Whoever visits gets to use these facilities.
This row of large tiles are the facilities in the industrial zone. When you visit, you get to use one facility immediately, and if at the end of the round you have surplus workers, money or relevant resources, you get to use a facility again. A new facility opens every round, so you will get more and more choices. That facility in the middle is a cleaner service. Pay money to remove two poops from your shop.
In addition to the new board and corresponding components, you also get more of the component types already in the base game. More monsters, more cages, more customers, more exhibitions. The game structure doesn't change, and neither does the general strategy. There is only a slight change in the game-end scoring.
The Play
I played with Ivan and Sinbad, while Jeff and two others played another set, also with the Dark Alleys expansion. I had forgotten most of the rules details, and must listen to the rules explanation all over again. However I did remember that this game is very much about orchestrating high profile transactions - selling the right pets to the right owners at the right time. You can see what exhibitions and customers are coming up. Your job is to collect all the items you need to do well at the exhibitions and to serve the customers well. It is a lot of planning, coordination, timing and of course, fighting for the things you need.
This is the player board. The top section is a reference chart and also a screen when you need to do the blind bidding. The blind bidding in this game is grouping your workers (imps) and coins. Each group qualifies you for one action, and actions are executed in the order of group size. Large groups mean you get to go first, but they also mean you have fewer groups and thus fewer actions.
These were the monsters I bought in the early game. That cage at the top right automatically provides vegetables every round (leaf icon with tick), but unfortunately the monster there is carnivorous (meat icon on monster), so this special ability is wasted. The cage automatically cleans one poop every round too (poop icon with tick).
What we remember most about this particular game we played is Sinbad's huge magical monster. He raised a violent magical monster from young until it reached its full size. This was one tough pet to handle. Due to how angry it was, Sinbad had to assign his imps to rein it in and prevent it from breaking out of its cage. This resulted in his imps getting injured. This meant he had two fewer imps next round. Also he would need to assign another imp to retrieve those two injured imps from the hospital. To make things worse, in the next round, the hospital space was blocked by a neutral imp, and he couldn't collect his imps even if he wanted to. The neutral imps come into play in games with fewer than four players.
What was most painful was at late game, when the monster was at full size, Sinbad could not contain it, and it broke out of its cage and ran away. That was a heavy blow. So much effort wasted. This monster would likely have helped win exhibitions and close a lucrative sale.
My two monsters were growing up, revealing more and more Needs icons (coloured rectangles). The monster on the left was a playful one (yellow Needs icons). There was once I didn't have enough imps to play with it and didn't have enough toys for it to entertain itself, and it became depressed, taking one grey suffering cube. Monsters take suffering cubes when they are sad and when they are hungry. If they take too many, they die.
My playful monster was later sold to this grandma. Grandma loves pets which like to eat and get sick easily, because she enjoys giving care.
The two monsters at bottom left and top right were my newer batch of purchase. The one at the bottom left was an unusual one. If it got angry and broke out of its cage, it wouldn't run away. Instead it would break other cages or cage improvements. This might cause other monsters to escape instead.
The two brown cubes are poop.
This section of the player board is the food storage area. Vegetables last three rounds, meat only last two. Meat spoils at the end of the next round after it is bought.
As we played, we recorded all pet sales in this manner. These are all the customers in our game and what they bought.
The Thoughts
I think you need the Dark Alleys expansion only if you play Dungeon Petz a lot, because it will give you some variety. The additional game elements are just nice-to-have and don't make the game significantly better. They give you more things to do, at the cost of increased complexity and play time. I don't recommend the expansion for players new to the game. I actually see more value in the additional monsters, customers, exhibitions, i.e. the component types already existing in the base game.
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