I
always wonder why Vlaada Chvatil, perhaps the best known Czech board
game designer, chose to spell the name of his successor game to his
earlier Dungeon Lords with 'z' in the word Pets. In my opinion, using
'z' instead of a 's' is a cheap way to convey craziness and zaniness,
and to target child audience. The original name – Příšerky z
podzemí (literally Little
monsters from the underground)
strays from the cheap area of misspelled words and still carries the
message of cuteness and being set in the same universe as Dungeon
Lords – Vládci podzemí.
And
yes, Dungeon Petz IS a cute game. The illustrations are very well
made, the little monsters themselves are adorable and the game manual
is written with so much wit and humour that the whole package makes
you want to hug the box and squee in delight. However, the stark
contrast between the light-hearted facade and the deep, complex
(complex but not complicated) gameplay is what makes the game
unsuitable for kids. Or kidz.
Each
player controls a group of imps who decided to try their luck in the
monster breeding profession. The backstory goes that the dungeon
lords get their monsters from somewhere and the imps see this as an
opportunity to make their name in the business and while at it, earn
some "easy" money.
Going through the "can my parents play it?" test. It passed. |
Little
they knew that breeding monsters is far from easy. A monster needs to
be bought first, then placed in a suitable cage and fed when it's
hungry, played with when it's being playful, calm down if it is
aggressive or prevent it from getting sick when its cage is dirty
from monster poop. On the other hand, a monster that is taken good care of can
score well at periodical contests that can add big to the imps' fame.
Eventually, as it grows older, it gets harder and harder to
efficiently satisfy all its needs and it's time to sell it to a
customer. For that imps get paid in coins and their fame can rise
again quite high. After all, the fame is what makes some imps winners
and other losers.
The
game itself is a half worker placement (with a twist) and half
combinational puzzle. Each player starts the game with a group of 6
imps. Secretly, they each put their imps into groups and after
everyone's done and the groups are revealed to other players, the
groups with the most imps are placed on the main board to perform
actions first. You need to find the right balance between being able
to perform the actions you want (placing your imps before other take
up the spaces - making groups of a lot of imps) and performing
multiple actions (either snagging the not-first-choice actions or
leaving your imps at home to play with a bored pet or clean an empty
cage - making groups of couple or just one imp) because there is A
LOT to do in a round. Sending imps to the market (main board) lets
you:
- buy a creature
- get a cage
- get a cage upgrade
- get two magical items
- get food - either meat or veggies or both
- call for more imps back home
- pick up imps from a hospital (should they get injured while catching a raging pet) / get a sleep potion
- put an imp on a podium to sell creatures more efficiently and getting more fame points from the sale
- rigging the jury of the periodical competition and giving you a headstart in points awarded in the competition
My very first game of Dungeon Petz |
Some
actions can be performed more than once (e.g., you can buy up to three
pets in a round, in a 4-player game) but it is not enough for
everyone and someone will always come short of a pet, food or a cage.
For a round at least. Next round you can count on them spending a lot
of imps to get that one thing they were missing.
Once
you have your imps placed in the market tiles, your pets sitting in
cages and the food in the pantry, it's time to take care of your
pets. Each pet comes with a predetermined set of coloured squares
corresponding to the colours of four need decks. The green, yellow,
red and purple decks represent primary needs of hunger, playfulness,
rage and magic affinity. Each deck has roughly a half of its cards of
their primary need but they contain some other needs as well. Those
predetermined sets tell you which coloured cards the pet will need to
be assigned but the specific kind of need itself is up to you. Some
pets have a lot of green and yellow in their set - you can imagine
that it will need to be fed and played with a lot, other can have red
and purple - you can guess that this pet will need to be placed in a
durable cage as it will be prone to rage fits and magic outbursts.
However that all is up to you to decide. You will always have one
card from each deck on default and then you will draw one extra card
for each coloured square showing on all your pets (plus some extra
cards from magic books if you manage to snag them at the market).
This way you will always have choice what specific needs you can
assign to your pet: Imagine having a pet with two green squares and a
yellow square - it needs to be assigned three cards, two green and
one yellow. You would hold three green cards in your hand (let's say
hunger, poop and rage) and two yellow cards (playfulness and hunger).
Depending on your actions in the imp placement phase, you might want
to choose to give your pet two hunger needs and one poop need if you
collected appropriate food from the market, or if your pet is placed
in a durable cage, you left some imps unassigned and lack the food,
you might choose to give your pet the playful need, the rage need
and, what the heck, the poop need.
Each
need must be satisfied or bad things happen. Ranging from scarring
your pet emotionally for life (I'm not joking) to magic-induced
mutation, you must carefully choose how to meet the needs you have in
your hand with the resources you built up in the previous phase:
Petz in the cagez with their needz |
- the hunger need is satisfied by providing your pet with food (carnivores only eat meat, herbivores only veggies, omnivores don't care)
- the poop need produces one poop
- playfulness needs to be satisfied by assigning a free imp to play with the restless pet
- the rage need is automatically resolved by keeping the pet in a durable cage
- the magic "radiation" is automatically resolved by keeping the pet in a magic proof cage
- the disease "need" is not really a need but if your pets stays in a filthy (read poopy) cage and gets the disease card, it can get permanently unhappy.
Actually,
failing to satisfy most of the needs results in a permanent
unhappiness in form of a black cube you put on your pet. Such pets
then get lower scored in competitions and earn less fame points when
sold to a customer. Speaking of competition, they come right after
the need satisfaction phase. Every turn there is a new competition
which you know about one turn in advance so you can properly prepare
for it.
Competitions
range from a beauty contest to a fighting arena. Usually you choose
one pet from your pack (sometimes you take all of them) and count
certain assigned needs to make your score in the competition. Arena
competition would award most points to the pet with most rage need
cards assigned to it, the Kid's choice would give the most points to
the most playful pet and take away points for any rage cards that it
had. Scoring in a competition places players in an order according to
which they will be awarded fame points. If a player rigged the jury,
he/she starts with 2 extra points, allowing them to score higher.
The
round is not finished yet. From the third round onwards customers
start to appear at this point and each of them, much like the
competitions, have certain wishes and expectations from their future
pet. The Dungeon Granny wants a hungry and sick pet that she could
care for and spoil, so the best pet to sell to her would be the one
that was given the most hungry and disease cards in that turn.
However, she doesn't like magic at all so every magic card on that
pet would detract a point from the final score. Also, since every
customer wants a happy pet, each black cube of permanent unhappiness
will detract points from the score as well. The final score is then
doubled (or tripled if you put your imp on a podium in the first
phase) and that is the final amount of fame points you will be
getting as well as couple of coins depending on how old the just-sold
pet was. Each customer will buy only one pet from each player so you
better take that in consideration too as you are assigning need
cards.
Afternoon in the park with the Petz. |
As
in real life, as a pet grows older, it gets more and more difficult
to take care of it as it has more needs you need to satisfy. At the
end of each round, pets both in players' cages and at the market grow
older, their pet markers show more coloured squares and they will
need to be assigned more cards in the next round.
However,
you might want to take care for more than one pet at a time since you
cannot sell a young pet - it needs to grow a bit older before that
and to keep a steady income and acquire fame points, you might find
yourself having up to 4 pets at the same time. On the other hand,
that could be a bit risky though because the needs of pets grow
really quickly (there is a very noticeable difference between
satisfying a pet with two needs and a pet with four needs) but the
number of your imps don't grow steadily - only when you call for them and they come in a bulk (one for each round that's passed). There is always the chance
of you gathering certain resources but eventually drawing need cards
that you cannot efficiently satisfy and unfortunately making your
pets unhappy in the end. Some cages are equipped with a toy that can
automatically satisfy one playful need or there's grass in them which
a herbivore can feed on and many cage upgrades can help you with
satisfying other needs too, but at the end of the day, your imps are
the most important resource that you need to manage properly.
The game goes on for 5-6 rounds (depends on the number of players) and the player with the most fame points at the end is the best monster breeder. You accumulate the fame points over the span of the game but before the very end, players count their gold coins, items, remaining pets, imps, etc. and add a certain amount of points to their final fame. All this is clearly explained on the board.
Which brings me to the board itself. It may seem quite cluttered at the first sight. However, I appreciate the artist's effort to make the board seem like a large picture and not only a map of tiles (Hello, Agricola. You could learn something here). There is a lot of funny things going on on the board and it is a treat to carefully examine it. What I really want to say though is that amongst all the cluttered colours on the board, lay a lot of functional hints. The two levels of monster pens show how old unsold pets go where (with imps holding signs with two or three need squares), the imps riding a lizard next to the jury's stand hold up numbers saying how many fame points will get a player in the 1st, 2nd, (3rd, 4th) place in the competition, the parasols at the food court show where veggies and meat go separately... The main board is packed with jokes, art and function. I don't remember ever seeing anything like this before.
The game goes on for 5-6 rounds (depends on the number of players) and the player with the most fame points at the end is the best monster breeder. You accumulate the fame points over the span of the game but before the very end, players count their gold coins, items, remaining pets, imps, etc. and add a certain amount of points to their final fame. All this is clearly explained on the board.
Cthulie |
You
can clearly see that there's a lot to Dungeon Petz. Under the cutesy
illustration (check the pets roster here in English) lies a deep management strategy gameplay that might be a
bit too much for some players. At the same time, the game's rules are
carefully streamlined, everything makes sense (pet poops - too much
poop can cause uhappiness if disease comes along - customers don't
want to buy unhappy pets - poop stays in a cage even if the pet is
moved - cage can only be cleaned if it is empty, etc.) and there's
enough complexity to make the game challenging and competitive
between the players. I've played it with first-time, casual and experienced players alike and not a single time anyone said the game was too difficult and was generally enjoyed. I've noticed however that if someone is doing
well, they continue doing well as opposed to those who get slowed
down by an unlucky hand of cards and they don't seem to get out of
the rut for the rest of the game. Sometimes the game may even seem
that it is not about who wins the game but who loses the least. Then
again, despite winning some games and losing others horribly, I still
want to play it again and again and it might even eventually
succeed Galaxy
Trucker as
my favourite Czech board game.
No comments:
Post a Comment