Super Dungeon Explore is the world’s first chibi anime strategy combat board game. In Super Dungeon Explore players either take the part of one or more members of a party of adventurers or play as the consul, the dungeon’s evil master, summoning hordes of minions.
Super Dungeon Explore comes complete with over 50 plastic-resin Soda Pop miniatures, full rules, cards, dice, and battle maps, everything required to play the game.
Super Dungeon Explore contents:
- 50 + plastic-resin Soda Pop miniatures
- Custom Super Dungeon Explore battle dice
- Character and minion stat cards
- Loot and treasure card decks
- 5 double sided dungeon boards
- 32 page rule book
What is Super Dungeon Explore?
Super Dungeon Explore is a dungeon bashing board game, taking a huge dollop of inspiration from Atari’s 1985 arcade classic Gauntlet along with the visual style of retro Japanese console RPG’s and finally characters & monsters that would be familiar to any D&D player. The main Gauntlet connection is the use of spawning points (generators in Gauntlet) and of course the dungeon setting.
What’s the aim of the game?
The game can be played by two to six players. One to five players take the role of heroes such as a dwarf warrior, a human wizard or a shape-changing shaman. One player takes that part of the Dark Consul and controls the all the monsters in the dungeon.
For the heroes the objective of the game is to destroy the various monster spawning points and defeat the dungeon boss. The Dark Consul’s task is simpler still, stop the heroes succeeding by killing them stone dead…
What are the miniatures like?
The plastic-resin miniatures from Soda Pop are done in a chibi anime, super-deformed style, meaning the ultra-cute head is roughly the same size as the rest of the body. They are of a far superior quality to the average board game miniature, basically being of table-top wargaming standard.
The miniatures, if bought separately would have an approximate value of £150 – £200, this is a rough estimate as not all the miniatures included have been released individually. When reaching this figure I haven’t included the dragon boss and mini-bosses as none of the miniatures that are available separately are anywhere near the size of these models.
Is it any good?
In a word… Yes.
Well, It’s certainly good fun to play and is great to look at. However, the best thing about Super Dungeon Explore is the 8 Bit (or 16 bit if you last that long) arcade feel. Stand-out examples of this are health and potion drops on wounding monsters and the use of spawning points for the bad guys, both of these recreate that an old school computer game feel perfectly.
It is also a terrific challenge for the player(s) taking the part of the heroes and good strategy and tactics are essential if the heroes are to be successful.This makes the game much deeper than it might first appear and certainly leads to increased longevity.
There must be something wrong with it!
Well, challenge is just another word for difficult isn’t it… and Super Dungeon Explore is certainly that. The heroes task is not easy at all, if they want a chance of winning they will need to play very tactically, mainly through ensuring they minimise the number of monsters able to attack each turn.
As this is effectively a two sided game it is fair to say that the game is not terribly well balanced; in a game played by a group of newbies I would be amazed if the heroes won. Having said this I feel that if this fact is acknowledged by both sides, then victory for the heroes becomes all the sweeter and even a slim loss feels like a minor victory.
Another issue is that the rule book is not terribly well written, an area of particular confusion is in how some of the spells work, it is not made explicitly clear what target number or dice roll opposes non-damaging spell, is it a Will or Armour? We’ve plumped for Armour as there seemed to be no information online. There are also several other areas where the rules lack clarity.
Finally, a very minor point, the game box and board pieces feel a little cheap. I’ve never come across a corrugated card box for a board game before.
Conclusion
Super Dungeon Explore is fun to play, offers a strategic/tactical challenge, and is great to look at. If you enjoy a good dungeon bash then this game will appeal to you.
In terms of value for money this game is exceptional, containing a large number of great looking models, although there is a large degree of personal taste involved here as the super deformed style will not appeal to everyone.
However, the game is not very well balanced as the bad guys have a significantly easier time than the heroes. That said, I do feel that this isn’t so much of an issue that it spoils the game.
Finally, the rule book is not terribly well written and does leave a few rule areas uncertain.
The handful of negative points don’t get anywhere near to out weighing the positives however and Super Dungeon Explore will take a regular part in our gaming evening.
Overall score: 8/10
You can pick up Super Dungeon Explore at Mythreal for only £51.99*: Super Dungeon Explore
*Accurate as of 16th November 2011



























Magic the Gathering: Graveborn review
At first glance the deck doesn’t enirely make sense, it contains just Swamps (black mana) and there are a handful of very powerful creature cards requiring different coloured mana to cast.
After digging a bit deeper, the core mechanic of the deck becomes apparent. The deck basically functions around discarding cards from your hand or library (specifically creatures) and then resurrecting them, putting them straight on to the battlefield.
One example of this could get you a 9 mana creature on the battlefield by turn two! Should you be lucky enough to draw Entomb and Exhume in your starting hand, you’re guaranteed to get the big creature of your choice out by turn two, unless countered in some way of course.
Even without getting this specific combination of cards you could still get one of these creatures on the field by the second turn. If you happened to start a game with one of the big nasties in your hand then Putrid Imp can get it into your graveyard in turn one. Exhume is also not the only way to get a creature out of the graveyard in turn two, Animate Dead can also do this but at a cost of giving the resurrected creature -1/-0, not too big a price to pay for getting a 7/11 or 9/9 out in the second turn…
OK, so you can get some high mana cost non-black creatures out in the first few turns but what are these cards?
First up we have Sphinx of the Wind, a 6/6 with flying, first strike, vigilance, life link and protection from red and green.
Blazing Archon
Second, there’s the Blazing Archon, a 5/6 with flying and a special rule meaning that creatures cannot attack you.
There’s also Crosis, the Purger, a 6/6 once again with flying. In addition to this, if Crosis causes damage you can spend an additional 3 mana to make the opposing player discard all the cards in their hand of a chosen colour, nasty for mono (single colour) decks.
Next up, Inkwell Leviathan, a 7/11 (yes, you read that right), this beast has Islandwalk, trample & shroud.
Also included is Verdent Force, a 7/7 that generates a 1/1 Saproling at the start of each turn, these Saprolings are ideal to use as sacrafices that are required for some card effects.
Terastodon
Finally, there’s Terastodon, a 9/9 (potentially in turn two!?!). When Terastodon enters the battlefield you may also destroy any three non-creature permanents and get a 3/3 elephant token for each permanent destroyed in this way.
There is also a black creature that is worth mentioning - Avatar of Woe. This can also enter the battlefield early using the mechanic already mentioned, it can also enter for a significantly reduced mana cost if there are 10 or more creatures in all graveyards. Avatar of Woe has fear and can destroy target creature when tapped, this damage cannot be regenerated.
There are a host of other ways to get these big cards into the graveyard and ultimately on to the battlefield. In total there are 13 cards that put cards into your graveyard and 11 that can get them from the graveyard and on to the battlefield.
Full Graveborn deck list
Creatures (13)
Spells (23)
Lands (24)
Conclusion
The Graveborn deck is very powerful indeed. Within a few turns you will be almost guaranteed to get a very powerful creature card on to the battlefield and it’s just going to start going downhill for your opponent from there.
That said, had I built this deck myself I may have taken less of the off theme cards, specifically Faceless Butcher, Twisted Abomination & one Duress to take a full compliment of four Entomb to ensure I get some powerful cards into the graveyard as early as possible.
There is always a question mark over value for money with these decks but when you consider that Event Decks are £19.99 RRP and they are non-foil, then for a powerful deck like this it starts to make sense.
Overall score: 8/10
You can pick up Magic the Gathering’s Premium Deck Series: Graveborn at Mythreal for only £22.39*: MTG Graveborn
*Accurate as of 18th November 2011