Mich in the Downgeon: Buzz Review
Information:
Mechanics: Flip and Write, Modular Setup, Print and Play, Polyomino
Player Age: 12+Player Count: 1 - 5 PlayersTime to Play: 20 - 40 Minutes
Publisher: Rawr GamesGame Designer: Alexz MartÃnezYear Published: 2024Disclaimer: A preview copy for the game was provided by the publisher.
Player Age: 12+
Basics:
Mich in the Downgeon is a flip and write game available as a print and play currently on kickstarter. It is being crowdfunded by the company that created Kaikoro. In this game you are exploring a dungeon (downgeon) by drawing the lines on the two cards that are flipped each turn. When drawing the lines you must follow these rules:
- You are able to rotate the shape.
- You cannot draw over a path that already exists, or draw through obstacles.
- You must continue from the side or vertex of an already existing line.
When exploring, certain shapes will be outlined on the map that will correspond to items. When these shapes are completed and filled in, then they will award players the corresponding items which can be used in the action phase to explore further, score points or defeat enemies. The game ends once a player has defeated all the monsters or a player is unable to draw a path during the exploration phase. At the end of the game whichever player has the most golden fish will win the game.
Uniqueness:
The unique factor is how players are forming rooms through outlining shapes. Players will form different rooms based on the items they want to gain.
Each game will contain one boss that has a unique shaped room and often another requirement such as an item, bright stone or skull. The first player to complete the boss will gain the most points. The boss card will then flip to the B side and award the next players lesser rewards or it may need more requirements.
Another factor players should consider when forming rooms is that once completed, the room is filled in. For each row that is completely filled players will gain points, items, equipment and bonuses.
Items:
The formation of the different shapes will unlock certain items. Each item can be turned in for a specific bonus in the action phase. The items are torch, sword, gem, map, and chest.
Torch:
The torch allows the player to draw a single path line. Each subsequent use in the same action phase will cost one more torch than the previous.
Swords:
The swords (along with other requirements) are needed to attack the monsters. When monsters are defeated they will award end-game points as well as immediate in-game bonuses.
Gem:
When using this item players can choose to perform two different abilities from the list below;
- Upgrade one item to the next item on the chart.
- Gain a bright stone that can be used later to attack monsters and activate equipment cards.
- Some game sheets have other requirements that come into play.
Map:
The map will give a bonus path out of seven avaliable that once used will be crossed out. When a goldfish is surrounded you will gain it as a point for the end of game scoring.
Chest:
The chests can be tricky to gain as when you form one of the unique rooms for it, you will cross out that room, making it harder to gain another chest later. When you open a chest you can gain one of the four rewards shown in this section. Each reward can only be gained once so when all four are gained the rest of the chests obtained will be converted into points.
Equipment:
A lot has been mentioned about items though players will also find themselves pursuing equipment. Each player can have three different equipment cards that are chosen from a shared face-up display. Whenever a player gains an equipment for any reason they will select from this display then take the chosen equipment and replenish the display. These equipments all come with onr powerful ongoing effect which can help with many aspects of the game. They will also contain an ability that can be activated during the action phase.
Zig-zag:
This is a game that is filled with combo-tastic turns. Players will constantly be chaining together unlockables based on how effectively they planned their turn. Different maps will have different effects and varying levels of player interaction. The map I was able to play has the involvement of a dragon, where the dragon will attack through cards. When the card is revealed players will compare unmarked dragon seals gained during the game (mainly through the gem) to see who has the most. The player will compare to their left and right player. The player with the most will add X marks equal to the difference between seals anywhere in the downgeon of the losing opponents. The marked X prevents the opponents from creating rooms in that location and it must be cordoned off.
Zone:
- Plenty of variability with multiple maps, equipment and bosses.
- Unique polyomino puzzle of creating rooms over multiple turns.
- Filled with combo-tastic turns.
- Equipment is very useful and a worthwhile pursuit.
This may be one of the most unique games by Rawr Games yet. I easily recommend backing it as it creates an engaging and unique puzzle full of multiple layers. Players have to decide which items will benefit them the most and then try and create those shaped rooms within the limited space if the downgeon. Also while including the unique shape of the boss. It's not as easy to create these shapes as you would think, as the lines that come in the game are not straightforward in design. It's not a simple polyomino game, you instead have to change the way you think into creating the polyomino shapes instead. Each player also has to consider how they can link their actions to gain a large chain of combo effects. If you are looking for an interesting take on polyomino that is filled with rewarding combo chains and frustrating space limitations the you should definitely back Mich in the Downgeon on kickstarter.
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