Boardgame Analysis – Drakborgen Legenden
|
Right, so this time I’m actually going to perform an analysis of the board game Drakborgen Legenden. Basically this is a board game where you choose a character at the start of the game and venture into a castle that a dragon calls home, hoping to loot the most treasure, fight monsters and make it out in one piece before the sun sets. The character that you choose have five main stats, Strength, Agility, Armor, Mentality (I suppose it would translate to) and Health. The value of each stat depends on the character chosen, allowing for “classes” like knights with high armor and ninjas with high agility. Additionally some of the characters (but not all), have additional abilities. The mage for instance starts the game with a selection of spells and another character has the ability to move twice as far through already discovered Labyrinth Tiles. These abilities can be very valuable, but tend to give the character lower values in the main stats to compensate. These penalties can however on occasion be overcome, as the player, if lucky, can find equipment to boost stats. The game consists of a number of systems, some better and some worse. Following here is a description of these systems, and an evaluation of the better and worse among them. Movement System (Exploration System) On the games board there is a grid pattern representing room’s positions. As the game starts this grid is filled with tiles called Labyrinth Tiles, placed face down. On top of these are placed a second layer of tiles called Room Tiles. A character’s movement usually simply consist of him/her declaring that his/her character should move from its current position to an adjacent tile through open passageways. As the character moves onto undiscovered tiles they are flipped, shown and placed with the entrance marker towards the passage that the character entered from. The ultimate layout of the castle thus depends on the movement and direction of the player’s characters. This random element is also a large part of the games replay value. If a character however moves into a room that has already been discovered, no Room Tile is activated, and the movement is generally safe and done. Another part of the Movement System is overcoming obstructions. If for instance a door, metal bars or a room filled with rubble obstructs the players path he/she may as part of the movement attempt to overcome and move past these. The Movement System does have relationships with other systems, as the character’s position is relevant for the Time System, the Dragon Loot System and the Combat System. Overall the Movement system managed to give a functioning feeling of exploration as the castle is randomly generated and is revealed as you progress. As a side note to the exploration system, or rather how the game was supposed to be set up, the ENTIRE board was supposed to be filled with tiles, face down, from the start. In two layers. This made it very bothersome to turn them over as you progressed. Why would you make it an actual part of the rules to set the board up like this? We all agreed it would be a lot cleaner and more convenient to have the Labyrinth Tiles and Room Tiles in separate decks next to the playing board, and then you’d simply grab a Labyrinth Tile when progressing and IF the room requires a Room Tile you can grab one from the appropriate deck. The effect on the rules during gameplay would be minimal (save for one Magic Map, but this could easily be fixed by putting Labyrinth Tiles down on relevant positions as it was used) and give the player a cleaner experience. Also more exciting, I would like to claim, since the tile would be drawn by the player and not lain down in advance, thus interpreted more as being dependent on the player’s own actions. Health System The Health System consists of in part the character’s Health Points, and in part by what were called “Damage Points”. Outside combat any damage sustained is usually directed towards the characters Health Points. Any loss of Health Points at any time would directly result in an equal loss of Damage Points. Still with me? Yup. This is simply… no. Having two states of Death, one when your actual Health depletes, and one when what appears to be a “shield” depletes, as well as a very haphazard system for negating damage is simply too much for something as simple as Health. And as stated above, this system was so unintuitive that it took us hours of gameplay to get it right, and even then we weren’t really sure if it was ever good to Chance Damage unless certain death was looming over you. Room System Although as a system this may be the primary one, since it can lead to or affect pretty much every other system in the game, I sill decided on the Movement System as being the main one. This because I determined the core gameplay to be the exploration of the dungeon, rather than the effects of the rooms the characters enter. Combat System Then once the actual battle takes place, the Combat System mainly utilizes a kind of transitivity cycle using the four main stats (that is excluding health) as attributes. These attributes are displayed on a Combat Disk, clearly showing in what order they defeat each other. A standard combat round is that both the Player and the Monster Player decides on an attribute that their character would like to use in the combat round. The very first round they are allowed to select any attribute that they please, and subsequent rounds they may keep the same attribute or move the marker one slot either left or right. These are then displayed, and if one trumps the other 1 Damage Point worth of damage is dealt to the loosing character. This transitivity system however does have a couple of special rules. First if both players have selected attributes on opposite ends this counts as a miss. Three misses in a row will cause monsters to flee, if they are currently occupying a Labyrinth Tile that has clear passageways. Thus the Combat System and Movement System interacts to see if escape is possible. This was another system that I found rater lacking. Treasure Loot System Each turn a player spends doing so however that player must also draw a Dragon Card, to see if the dragon occupying the treasury will remain asleep, or if it will wake up and cause the players a lot of heartache, since this usually means that the players currently in the treasury have to drop the majority of their hard earned treasures and flee. More than one player can collect treasures at the same time, and since there are only 12 Dragon Cards the risk of remaining can increase quite quickly. Once the dragons treasury has been empty of players the Dragon Cards are collected and reshuffled, however if the dragon awakes it remains awake for the remainder of the game. Time System After each complete round, that is after each player its turn, a special “sun die” is rolled. Depending on the outcome, the dials number increase or remain the same. The problem that was all too obvious during the sessions we played was that it was entirely based on the die rolls. As chance would have it, nearly ever single time we rolled the outcome was that nothing happened. This negated any intended pressure and excitement from calculating risk and reward in moving forward. Target Audience: 10+ The setting is also a bit designed for slightly older audiences. Combined with the artstyleand game systems, probably even teenage boys who are already interested in traditional pen and paper role playing games and are looking for something a little bit lighter for nights with friends. I suppose 10+ is suggested since that is when you start to appreciate mechanics more in games, and I do agree that a 10 year old could probably play this game. As a final note, I have actually played the original Drakborgen that came out in the 80s, and that was a fantastic game. I was hoping this would be a great game as well, but somehow they had managed to make every single aspect of the game a little (or in some cases more than a little) bit worse. For shame I say, for shame… |




