>There was an awful lot of dice rolling....
>While I did enjoy the game, and I would play it again, I was a bit
>disappointed by the labyrinth mechanism, which really is the central way
>the game winner is determined.
This same concern was raised on Venatic's web forums. There are a number of
* This is more of an issue if you only play with the first set; additional
expansions (particularly Set 2) add a number of extra mechanics that reduce
the focus on labyrinths. (One could argue this is just a feeble attempt to
make more sales; on the other hand, the entire game as originally designed
would have cost far too much to sell as a single unit, which is why they
broke it up into seven of them.) At any rate, it's clear that Set 1 is
deliberately set up to be fairly simple and easy to learn, at the expense of
* Varying the number of characters per team and the number of platters (the
big map tiles) makes a huge difference. You played with 8-character teams,
presumably using all four platters; some would recommend only using three of
the four in that case, which would put everyone in a smaller space and shift
some emphasis to combat.
* The designers assert that each die roll in the game is of roughly equal
importance, and that a team might make 80 or 100 die rolls over the course
of the game; therefore, while there is a lot of die-rolling, there's enough
of it to override the luck-factor for the most part (that is, with so many
die rolls, neither team is probably going to roll all that much better than
the other team overall, so the main determiner of outcome will be superior
>Now if you had a list of choices of things to do in the
>labyrinth, and you could weigh the advantages and
>disadvantages of each one, it might be more interesting.
You DO have a list of choices, actually:
1) Send 'em in to the labyrinth and try to roll well against the guardian.
2) Send 'em in to the Tower. Each labyrinth has one, and you can get there
at least one turn earlier than the guardian. Towers don't advance your
victory point count, but they do give you varying degrees of tactical
3) Blockade! You're not allowed to move through an enemy-occupied hex, so
leaving one character on guard duty at a labyrinth your team is currently
winning can delay the opposing team from even trying to advance for 7+
It isn't readily apparent when to take advantage of the last two options
until you've played a few times, unfortunately, but I can vouch for their