Ultimate adventure game for those who enjoy having to make difficult choices every turn. Very deep card management, thinky and puzzley. Great replayability, a lot of scenarios and variants. And despite being puzzley, Mage Knight is very atmospheric; every single card effect makes sense. Rules are hard to grasp but after several sessions becomes easier to remember because they make sense, too (for example, you usually can use black mana only at nights but you can always use it in dungeones because there is darkness there. And city defenders are immune to range (not to siege though) attacks because of the walls). Growing your character from zero (barely can defeat one orc) to hero (takes out dragons and entire cities by himself) within a single session is great, too.

Cute and very fun lightweight chibi-style dungeon crawler. Dice actions system means you almost always have to think (which dice results to keep to use as actions, which to reroll, how to combine them optimally with skills which allow extra manipulations with actions, since each battle with monster is all-or-nothinh), especially as the game progresses and monsters become toughter, but not nearly as much that it becomes brain burning. Also dices for representing monsters take much less place than minis, show monster stats and dont need painting). Works best in cooperative mode or with houserule "you dont get card for each monster slayed - only XP and gold" to prevent it from becoming too Munchkin-like. There is only one final boss in coop mode though (with two variations), however there are extra fanmade ones on BGG.




RPG: Deterministic Dungeon !!BETTER!!