The dungeon crawler has been around for decades, and we continually make strides in new experiences like these. I want to present a deck building dungeon crawler. For my prototype I am using Castle Ravenloft mini's and board, and the game is influenced by the D&D adventure system. So what is unique?
1) As a hero you have a deck of card, hit point pool, and action point pool. You draw cards, move, and spend action point to play cards
2) Much like D&D adventure system, you use dungeon tiles and self-directed monster cards. However, instead of exploring a single tile at a time, you will draw an "encounter" card that will give a set up to the next encounter. Like defending from an ambush, finding the dragon's lair, or interrupting a ritual. This brings much more variation and depth to each adventure.
All other details are secondary to these differences.
Please tell me what you think, as feedback is appreciated.
Thanks for feedback.
I have not played thunderstone, and thank you for the suggestion, as the best place to start is with someone else's
Here is abridged rules:
1) Every turn you can move and play 1 card
2) Your character starts each encounter with 5 action points, and a hand of 4 cards
3) You spend action points to play cards, and these are how you deal damage.
As a result, your methods for dealing damage rely on the cards in your hand. The strategy is managing your action points as well as the hand you are dealt
Yes it is a co-op game.