Tonight I felt in an artistic and crafty mood so I made myself a PnP for One Card Dungeon. It took me some effort, but I did want to put these rules I had learned for the KS into practice.
So, the yellow dice with a 6 in the grid is me, the hero. The two white dice, color of death, are the spiders that crawl in the first level of the dungeon. The yellow, green and blue dice besides the dungeon are the "Energy dice": they are added to my base stats for this round (the base stats being a bit obscured by the dice, but it's 1 Move, 1 Attack, 1 Defense, 2 Range). The stats for the spiders are written below. The yellow dice adds its value to my Move stat, the green one to my Attack stat, the blue one to my Defense stat.
The game is very simple, and it gets one clever idea: the Energy dice. In most dungeon crawler, you have actions, then may engage into fight, and roll dice to know the outcome. Here the whole logic is upside down. Combat is deterministic: you attack with X, the monster defense is Y, if X is greater or equal to Y, you hit the monster (it it's greater or equal to 2*Y, you hit it twice, etc.). And the reverse is true as well. So you know what will happen in combat.
Except, due to the Energy dice you roll each round, your stats are ever-changing. You have to adapt, and seize the opportunity. Your attack is high? Run for the monsters and grab a hit. Your defense is low? Try to flee! That's really innovative, and it gives you a small tactical puzzle very turn.
So, I cleared the first level rather successfully, with only one damage taken. The Attack of the spiders is low, and I rolled high Defense stats with the Energy dice pretty much every turn (now I played one rule wrong: when both enemies attack you, you sum up their attack value, so, combined, they might hit your Defense threshold: I should have lost one more HP).
At the end of the level, you can either heal back to full health, or increase one of your stats. I increased my move stat to be able to be a bit more nimble. But perhaps I should have increased the Range: with 2, you can only attack the orthogonally adjacent enemies, with 3, you can attack the diagonally adjacent as well.
So, next level, the Skeletons! Time to draw a new grid (I would use the Spiders grid against for Level 3, against the Ogres).
(Yes, the back of my paper sheet was not blank.)
I tried to use the wall cleverly to deal with only one Skeleton at a time, luring them both in one side of it. But it didn't turn out well: I rolled poorly with both Defense and Attack pretty much every turn, and the Skeletons have a higher range than I. I tried to use the "Hit'n'Run" tactic, but it didn't work that well.
Briefly speaking, I died, with the last Skeleton having 2 HP left. Tough game.
So, there are really clever ideas there, and I like the minimalism, but I'm not sure it's varied enough. I mean, the rounds are pretty much all the same... I'm not sure I'm eager right now to start a new dungeon delve. But the game sure works fine and fulfills its part of the deal.
EDIT: I had one rule wrong: once rolled, you can assign the Energy dice freely among your stats! This gives you more wiggle room in your actions, and definitely would make the game more interesting!
Well, I'm glad I didn't throw away my piece of paper in the end!
Every one was hoping for additional contents during the campaign (different hero classes, different dungeons). It's just the one-card and a bunch of dice in the end. The incentive for backing is rather low as it happens!
Ooops... I realize I missed a key point of the rules: you roll the Energy dice, and then assign them to your stat as you deem fit. There is therefore a much wider margin of freedom than I thought.
I'll definitely try it again tomorrow night with this in mind!
I expect it to be cheap, yes. Although knowing that you can draw it on a piece of paper in 5 minutes makes you wonder why actually pay for it. (I'm not a fan of pixel art anyway).
What a bright idea! 🤓 And now you know if you want to back the game or not (apparently not).