Custom Dungeonbowl board - first stage

A forum for football mini's talk.......painting, converting etc. etc. or showing off great accessories that make playing the game easier, cooler or more fun.

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lightingbug
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Post by lightingbug »

Wow that sorceress in the last picture top left hand side above the cold one knights ROCKS!

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Quadrasonic
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Post by Quadrasonic »

These are looking pretty fine.

For constructive criticism...

The corridors/rooms which have but one entrance (and thus lead nowhere) seem fairly pointless. The fourth tile in your original post has a room in each corner which each fit this description.

To keep games from getting terribly bogged down, I would suggest either allowing at least two routs to each door on each tile or making any solitary passage at least 3 squares wide. I seem to remember the 2-square wide dorways being terribly frustrating in the original version so you might want to break away and do those 3 squares wide as well. In said halls and dorways, one player can still cover the passage with tacklezones, but it is far more difficult to block it off entirely.

Similarly, if you are using A3 sized tiles, I would suggest that there be two doorways along the long sides of each tile. This would again create fewer bottlenecks.

Lastly, and this is just my personal taste, but the tiles which are not uniform are more interesting to look at than those with four mirrored quarters. They also alow for more layout varyations by simply turning one or more of them 180 degrees. So I personally would like to see more tiles of this sort then the other.

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mrbrownesquire
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Post by mrbrownesquire »

Quadrasonic wrote:These are looking pretty fine.

For constructive criticism...

The corridors/rooms which have but one entrance (and thus lead nowhere) seem fairly pointless. The fourth tile in your original post has a room in each corner which each fit this description.

To keep games from getting terribly bogged down, I would suggest either allowing at least two routs to each door on each tile or making any solitary passage at least 3 squares wide. I seem to remember the 2-square wide dorways being terribly frustrating in the original version so you might want to break away and do those 3 squares wide as well. In said halls and dorways, one player can still cover the passage with tacklezones, but it is far more difficult to block it off entirely.
In playtesting we have found that the game flows alot better if you just say that all squares lining up are joined. This makes alot more larger rooms with a few small connecting passages

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Quadrasonic
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Post by Quadrasonic »

mrbrownesquire wrote:In playtesting we have found that the game flows alot better if you just say that all squares lining up are joined. This makes alot more larger rooms with a few small connecting passages
I don't follow. Which squares are those that line up?

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mrbrownesquire
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Post by mrbrownesquire »

It is the same as how the white 'doorway' squares line up. If you put two tiles next to each other and two rooms line up, play as if they are connected.

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Quadrasonic
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Post by Quadrasonic »

So the edge of the tile itself only represents a wall when that edge is not touching another tile? If that is the case, you must be planning on removing the doorways from the tiles altogether. That sounds like a sensible plan to me, as it would give players nearly unlimited setup options.

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