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ESCAPE the DARK CASTLE 
CULT of the DEATH KNIGHT

SCOURGE of the UNDEAD QUEEN

As with the first expansion, the booklet that comes with this box of cards, is a supplemental booklet which explains what you need to know about the Undead Queen and shows how to use these new components for a stand-alone adventure, though it is much better utilised as the third instalment (Base+Death Knight+Undead Queen) of a long, ongoing, campaign.

You can mix the cards from each boxed set together or you can mix and match them, having a draw pile of any size that suits you. It doesn't say this in the rules but we have found that as long as you have all of the cards necessary for your end-of-game Boss - or if you are really pushing it, Bosses - it works fine. We tried that, mixing the cards up and having more than one Boss and it was fun, but we all enjoyed it more when we arranged the decks so that it was like three separate games - using the cards as they are supposed to be used. Shuffle (or don't shuffle for the first time of using) the 15 cards with the Boss as the 16th card. Do this for each set, Base, DK and UQ, then position them as a single deck with the Base on top and UQ as the last deck, sandwiching the Death Knight in the middle. 

This gives you a complete Dungeon experience, almost, but not quite, role-playing. Working together is always better than fighting amongst yourselves.

SCOURGE of the UNDEAD QUEEN brings some new cards to the table; three Character companions, three Companion Event cards, two Items: Spell Book and Chalice.

The Companion cards, these are Landscape style cards with an illustration on the left and special abilities etc on the right, can be used as characters if you are playing 'Scourge' as a stand alone adventure but they are somewhat weaker than the characters found in the other sets; unfortunately the adventure any weaker. We only managed to get through it, finally, after using character cards from those first two (and later the fourth - #3 exp) set.

Each of the companions has unique abilities which are triggered when a jagged explosion is rolled on the dice. In combat the character's special ability kicks in and this ability - shown on the companion's card - is read aloud and its effect used. Outside of combat the jagged explosion counts as a double for whichever icon the player prefers.

Companions can die, but unlike when a character dies the adventure doesn't end. Companions are weaker than adventurers and so more likely to die in combat, or be used by players as guinea-pigs - and why not? - to be sent in first in line when danger is feared.

Characters may not be able to cast spells generally, but the Spell Book is written in such a mystical manner that just by holding it characters are allowed to attempt to cast spells. Naturally players will love to try this and so also naturally the writers have written a danger clause into its use. Make a cock-up of spellcasting and anyone, including the attempting caster, can end up in hospital (if there was one) and even destroy the book itself.

The Ritual Chalice allows players who are virtually unscathed, or even totally unscathed (if they are not injured what have they been doing in this deadly dungeon?) can put some of their blood into the Chalice (characters lose hit points per donation, the amount lost depends on how much blood the player wishes their character to give). Then a badly injured character can drink the blood and gain back the amount of hit points donated, rather like giving and receiving blood but in this case it counts as a life transference.

RRP. is £14.99 but it can be found at Boardgameguru for £11.99, as can BLIGHT of the PLAGUE LORD and The BASE Game at £24.99

Escape the Dark Castle

Expansion One: Cult of the Death Knight

Expansion Three:  Blight of the Plague Lord

Collector's Box Expansion:

© Chris Baylis 2011-2015