Ok, so for the second Unboxed review I thought I’d go a bit old school. This is Games Workshop’s Dungeonquest, I don’t have the Swedish original (which is still available btw and is called Drakborgen: Legenden (“Dragon Castle: The Legend”) and is produced by the Swedish game company Alga.) The story goes that a couple of Games Workshop employees discovered this game in Sweden and they loved it so much that they brought it back with them, word got around GW HQ and soon the bosses were begging for a licence to produce it in the U.K.
Found this game in a clearance trader at the UK Games Expo and I couldn’t help myself, I had to have it. The game is a bit damaged, though, son don’t think this is representative of the game you’d get. It’s just a bent corner of the board, though, so I think it was worth the money.
I’m not going to belabour many of the details of gameplay, since I covered that ground with Wrath of Ashardalon and Castle Ravenloft reviews. I invite you to read those, as they’re exceptionally brilliant (if I do say so myself, and I do) and explain the core mechanics of the series. In this article, I am going to talk about what makes this game different, and so much better than the both of them, and what makes the series worth owning either in part or, as I do, in whole.
This second instalment of Rite Publishing’s relatively new Lone Tree Games imprint focusing on glueless paper models is ambitious to say the least: This time, we don’t get the tools to build a modular dungeon, but rather the tools to assemble a full-blown keep. Will it adhere to the first instalments high quality standards or is this too broad a scope for such a product?
Well, as promised, I am releasing my Castle Ravenloft Campaign, “Hunt for the Fiend”, which is the proof-of-concept design that will show you, by example, how to build compelling adventures to extend the lifespan of the Dungons and Dragons: Castle Ravenloft Board Game.