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Pocket-Dungeons (Beta Version)

by dutchmogul, published

Pocket-Dungeons (Beta Version) by dutchmogul Aug 10, 2012

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Description

Introducing Pocket-Dungeons! A modular, competitive dungeon-crawl for two to six players.

With modular, tile-based board design and randomized events, no two games will be alike. Dynamic, tactical game play allows for quick resolution as players control treasure-hungry dungeon delvers vying for gold and glory.

This game has been designed with Pocket-Tactics in mind and the pieces and rules sets will be able to cross over and expand the depth of each range.

For the Pocket-Tactics stuff, head on over here: thingiverse.com/thing:27257

Also, check out our blog for updates on our projects, contests and the like: illgottengames.blogspot.com/

All models designed in the amazing Tinkercad: tinkercad.com/users/bHIdLANxoGl

Recent Comments

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Dude, absolutely! Our giant, multiplayer games have been epic. We have six factions finished right now and more on the way, not to mention mercenary pieces that can bolster any faction.

The Pocket-Tactic combat instructions are much clearer, thanks! I haven't tried Pocket-Tactics yet and likely never will. My group doesn't bother meeting up unless there are more than 2 people, so 2 player games are off the list. Would it be scalable to handle more players do you think?

Haha, awesome! Its really funny, because all of these changes are what we adapted to and have written in red pen on our original copy of the rules sheet from when we play tested back when I had just posted this guy. Our group pretty much came to the exact conclusions.

I really need to hit this game up again, especially considering how deep I've gotten into the redesigns of the og Pocket-Tactics stuff. For whatever reason (probably due to being scatterbrained and obsessively moving on to other projects) I never even edited this first edition.I'll have to do that soon, as a lot of my friends have been asking for a revamp so we can play.

Oh, and by the way, for a much clearer exposotion on the combat, use the Pocket-Tactics High King vs Tribes rules (the new one) as combat should pretty much be identical.

I'm telling you, dude. One of these days one of us will have to get a group together, cross the border and get a big ol' game night going ;-)

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Instructions

Models printed with a 10% infill at a .10 layer height. Each set should include:

-6 delvers (Warrior, Wizard, Elf, Dwarf, Thief, and Priestess.)

-10 dwellers (2 Skittering Fiends, 2 Restless Spirits, 2 Hogboglins, 2 Shambling Corpses, 1 Cave Gronk, and 1 Ancient Guardian)

-40 dungeon tiles (print the tile set twice)

-6 door markers

-13 counters (6 Treasure counters, 6 Hazard counters, and 1 Stairs counter)

-12 six-sided dice (6 red Offense dice and 6 blue Defense dice) (These weren't printed, though I suppose you could)

I painted everything in standard, hardware store spraypaint. Still playing around with coloration....

The rules are hyper-fresh, so expect lots of revisions. Enjoy!

Comments

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Jinja on Feb 11, 2013 said:

Finally got around to playing this last night. Me and two friends. Definitely fun to play.

Things that aren't clear in the rules.
-The combat system was difficult to determine. We were never quite sure if we had got it right. That can be a separate discussion.
-When revealing a coin that resulted in an encounter, it seemed that all you had to do next turn was pick up the counter and run away. We decided that if revealing a coin does result in an encounter, the dweller gets that counter. That meant there was more of a desire to stay and fight.

Things we tried:
-Early on we decided that in the event of death, a player could respawn with one of the remaining delvers. The way that played out in our game was a single player ended up using all 3 respawns. This ruling couldn't be used for a 6 player game of course, but perhaps every player should have 3 respawns, with the ability to change character if any are available.
-Early on I "shifted corridors" such that the stairs were blocked. We then decided that you could move between entrances. Imagine that all the entrances to the dungeon are connected to "tunnels". The tunnels are where the delvers came from when they entered the dungeon. So you can step off the map at an entrance, travel the tunnels, and then step back in at any other entrance.

Things we considered, but didn't try:
-Perhaps you should only be able to pick up one gold at a time, so that piles of gold dropped by delvers or dwellers take time to pick up. This would give other delvers and dwellers time to move in.
-The "tunnels" were essential to navigate cave-ins and shifting corridors, but too powerful. We decided that next time it should take 2 turns to navigate the tunnels. That is, one action to step into the tunnels, and another action to step out at the new entrance. (Extra character abilities could be applied to tunnels. Perhaps classes with good night vision can navigate the tunnels in one turn)

dutchmogul on Feb 12, 2013 said:

Haha, awesome! Its really funny, because all of these changes are what we adapted to and have written in red pen on our original copy of the rules sheet from when we play tested back when I had just posted this guy. Our group pretty much came to the exact conclusions.

I really need to hit this game up again, especially considering how deep I've gotten into the redesigns of the og Pocket-Tactics stuff. For whatever reason (probably due to being scatterbrained and obsessively moving on to other projects) I never even edited this first edition.I'll have to do that soon, as a lot of my friends have been asking for a revamp so we can play.

Oh, and by the way, for a much clearer exposotion on the combat, use the Pocket-Tactics High King vs Tribes rules (the new one) as combat should pretty much be identical.

I'm telling you, dude. One of these days one of us will have to get a group together, cross the border and get a big ol' game night going ;-)

KellyBC on Jan 12, 2013 said:

That looks great, I can't wait to try printing a set.

dutchmogul on Jan 12, 2013 said:

Thanks! Post up some pics if you do, I'd love to see them.

falconphysics on Dec 26, 2012 said:

I've not had much luck printing at 0.1 mm layer height. I did have luck printing the Dwellers at 0.27, but resolution was low. So I tried the Delvers at 0.2 mm and this worked pretty well. Although I think I need to slow down the print speed. I left it on the defaults in MakerWare.

MakerBlock on Nov 26, 2012 said:

Hi Dutchmogul!
I'm a big fan of your work.  I'm having a bit of trouble printing the entire plate of figures at once.  Could you please upload the pieces as individual STL's? 

Jinja on Nov 26, 2012 said:

I found the weakest parts were the Warriors feet (he's got dainty ankles for a tank!)
Also the bow and staffs are too thin.
If you have time to edit the figurines while you are separating them I'd love versions that have thicker ankles/bows/staffs. Thanks DM

dutchmogul on Nov 26, 2012 said:

Absolutely! I'll get those loaded up as soon as I can. It'll take a little work to separate them, but it shouldn't take long. Also, thank you. Big fan of yours as well. Quite an impressive collection you've uploaded!

Jinja on Nov 12, 2012 said:

Are the rules attached here the latest or have you got an updated set. I notice there's no link for Pocket Dungeons on your blog, does that mean it's fallen out of favour?

dutchmogul on Nov 12, 2012 said:

These are the latest (with some minor changes) though I am going to jump back in and overhaul it before long. Its definitely  not out of favor, I just have so many projects going! I do love this game and it needs some serious attention. I recently worked on a new tile set, so I'll post that and some revised rules before too long here. I really want to get this set square so I can start working on expansions. 

greay on Sep 9, 2012 said:

Any tips on printing this? I've got a makerbot replicator, using 1.8mm ABS filament. The tiles printed fine (naturally), but I'm having trouble with some of the dwellers
– they basically explode when it tries to print some of the finer details.

I've never printed anything this intricate before; would switching to PLA produce better results or would picking up some 1.75mm filament be better? Or, y'know, any tips on replicatorG settings.

dutchmogul on Sep 9, 2012 said:

Yeah, I haven't printed with 1.8. I've printed with 1.75 ABS and PLA and each have their difficulties. PLA gets a finer level of detail, but ABS seems to be way more reliable (as long as you're printing a single model at a time).

In either case, I print at a .10 layer height. I've printed at both 10% and 100% infill in both materials and both levels seem to work, though at 10% I tend to get holes in the top of the base. When I print ABS, I do so with an extruder temp of 230 and a plate temp of 110. With PLA, I've gotten gr
eat results as low as 190 for the extruder (no plate heat needed for PLA) though the prints rarely finish as the plastic jams partway through. I've had better success finishing prints at 220 and can do full plates of the models, though I've had trouble getting even that to work lately. So, I'm back
to an ABS, single model at a time print for now.

Trying to think of anything else...if I do, I;ll post it. Hope this helps!

PS: Oh, and if you or anyone has tips on doing consistently successful PLA printing, let me know!

Kikketer on Sep 5, 2012 said:

I just played this today with one other guy, overall impression is good but some minor tweaks may need to be made.

The game reminds me of Dungeoneer which is one of my favorite games, but this seems to be a bit more streamlined and quick (good thing).

One of the things I could see needing improving is hero health. Right now everyone walks around with one health, so there's no build up of suspense as you get closer to death. You are either alive or dead, never wounded. In the game I just finished, I ended up killing the only other hero in the
game by rolling 1 die (was a 6) and he rolled 3 (highest was 5).

It was kind of anti-climactic. I knew that I could continue the game as my hero, and he could continue playing the monsters. But I knew my time was very limited and it basically became a DM vs Hero game at that point.

So maybe her
oes get 3 health? Perhaps they have a respawn, with one less treasure chip? Something...

Also I made this using a royalty free image from http://www.clker.com/clipart-c.... I just slapped some images together and printed all of these things on chipboard to see how the game plays.

Good work!

dutchmogul on Sep 5, 2012 said:

Hey, thank you! So stoked to hear that you played it!

Yeah, I hear you on the Health thing, that's something we've been kicking around. There's even a place for it right next to Action and it would give the characters further depth.

One way we've been playing is that you have to res-pawn as a different character, and that's been fun. I was reluctant
to add health as it became another thing to print and to track (we figured Health is more or less summed up in your DEF values and special abilities), but I totally hear you with the suspense. Fights can be over lightning fast. I think the re-spawn function will be cooler the more characters there
are and if you can recycle the same character. We usually do it randomly so you don;t know what you'll come back as. Food for thought... Do you think an incentive when re-spawning would be better/faster than tracking health?

Dude, I love the cave! Mind if I I use it in the rulebook?

Ishanina on Aug 14, 2012 said:

PICTURES :-D

dutchmogul on Aug 17, 2012 said:

Hey, you should totally enter our logo design contest. You've got some chops...

http://illgottengames.blogspot...

dutchmogul on Aug 14, 2012 said:

Nice! That looks great.

laird on Aug 12, 2012 said:

Very cool, printing.

Reading over the rules, I'm a bit confused by the combat system, but I imagine that it'll make sense once we actually sit down and play the game. The die rolling feels a bit like Risk, except that the 'delvers' are either fine or defeated, so no hit point counting. Is that right?

dutchmogul on Aug 12, 2012 said:

Yeah, that's correct. This is a first-draft rule book, so I'll be hammering it out before too long. I have a couple of excellent editors who will help me with this ;-) We're also going to film some game play videos for this and Pocket-Tactics, so I'll post those as soon as they're ready. Yeah, no HP or anything, just defeat or stalemate, and it can happen to both parties in the same roll, which makes resolution super fast. We played 3 games within the space of an hour earlier today, which can be fairly unheard of in tabletop games. We're playing around with some variant modes which change things up a bit too.

cymon on Aug 12, 2012 said:

Great. I haven't even finished my pocket tactics set. Now this...

fma on Aug 11, 2012 said:

I guess I will have to translate this game too, as soon as the rules are stable enough ;o)

dutchmogul on Aug 11, 2012 said:

That would be excellent :-) But yeah, I'd wait a couple of weeks on that one ;-)

gadget3 on Aug 11, 2012 said:

Don't you mean 6 blue Defensive dice? '-12 six-sided dice (6 red Offense dice and 3 blue Defense dice) (These weren't printed, though I suppose you could)' :)

dutchmogul on Aug 11, 2012 said:

Haha, um...yes, that I do...uhhh... you've passed the test! Congratulations! (Its been corrected... oops)

dutchmogul on Aug 11, 2012 said:

UPDATE: (already, I know) Rulebook has been updated to actually include a hazard table rather than a second door table. Oops :-P

Ishanina on Aug 10, 2012 said:

This is just....... amazingly amazing =-O

dutchmogul on Aug 11, 2012 said:

Thanks much! I really enjoyed putting this one together.

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