Saturday, April 18, 2020

HtHaD 2ndEd: The Age of Monsters!

The Second Edition of How To Host A Dungeons features a radically different system for the Age Monsters. As with the Dwarven Civilization, the changes seem to maximize the variability and replayability of the new edition. Monsters are now on a deck of (print and play) cards, and each has their own list of behaviors, rather than falling into broad categories of monster with the same AI. The player also has a lot more control over monster behavior, which is both good and bad. It makes it a better tool for telling a story or creating just the dungeon layout you want, but those improvements come at the cost of being slightly less of a game. (Click here for Index of all my How To Host A Dungeon articles.)

At the start of the Age of Monsters, you shuffle all the monster cards, and deal out three for the first turn. I got two Alpha Monsters: a Worm and an Ogre. My third "monster" is a roaming party of 4 adventurers.


There are zero treasures on my board. None of the monsters I drew on the first turn start with any, and none of the choices I made for the Dwarves created any long-lasting Epic Treasures, either. None of these creatures Exploit ore, either. This means it will take many turns to trigger the Age of Villainy by Empire, and also in the early game a lot of Actions the use or target treasure won't be available.

The new rules really don't keep track of territory and range, and how far a monster can move is left up to your judgment. For this game I'm assuming they can move about the length of 1 finger (as measured in the previous system) if there's a clear, explored path with no intervening dangers. If they have to explore or tunnel, they'll get a lot less distance in a turn. This assumption works well in some situations, and in others it just kind of dragged out the game. Having played most of a game now, I think the rules actually intended there to be no range limitation, with no one ever failing to get where they wanted to go in a single turn. That's implied by the Relocate text, and probably would have made for a more exciting and shorter game. I wish the rules were more overt about that.

I also wish there were more subtypes of "Relocate" because it is used a little too broadly. There are a number of Monster cards that use one of Relocate, Scout or Explore that feel mislabeled. A party of Adventurers probably shouldn't be digging tunnels or really claiming territory at all, so it seems like the game would benefit from them having a movement Action that was different from Explore or Relocate. It's particularly egregious on The Experts, who as written sit in one place and dig new tunnels every turn. This bugged me so much that I ignored the rules as written for both Adventurer groups that showed up in my game.

I also wish there were more subtypes of "Relocate" because it is used a little too broadly. There are a number of Monster cards that use one of Relocate, Scout or Explore that feel mislabeled. A party of Adventurers probably shouldn't be digging tunnels or really claiming territory at all, so it seems like the game would benefit from them having a movement Action that was different from Explore or Relocate. It's particularly egregious on The Experts, who as written sit in one place and dig new tunnels every turn. This bugged me so much that I ignored the rules as written for both Adventurer groups that showed up in my game.

If you're just here for the review and house-rule suggestions, you can 




Turn 1: Initiative: Worm, Ogre, Adventurers

Worm: Digs towards the nearest water in search of food and a spot to nest. The lateral route opens up into a big ol' cave of lava from the Primordial era, so I reveal the nearby parts of that cave and then he changes direction. He doesn't get far enough to do any other actions on his list.

Ogre: There's nothing to eat in the old Dwarven drinking hall, so he relocates to a nearby room. He confuses the old bronze "impossible engine" for a big egg, and sets up camp there. He explores a little further down, but returns to the egg. To eat it now, or wait for it to hatch? That's a big think for the ogre.

Adventurers: Looking for adventure, they head down a mine and an old rickety elevator. They don't get far enough to accomplish anything more beneficial, and none of the follow-up actions are applicable.

Turn 2: Ogre, Worm, Adventurers, + Owlbear
Ogre: Gives up chewing on the bronze aeolipile and moves the banks of the small underground lake. Throws rocks at the old dwarf sculpture for a while, but can't figure out how to kill or eat it. Explores a bit of tunnel after he runs out of rocks.

Worm: Heads closer to the water. Because of my not initially understanding that there's intentionally no range limit on Relocate, the Worm didn't get as far as he probably should have.

Adventurers: Relocate to deeper in the dungeon. Again, probably should have moved further.

Owlbears: An Owlbear wanders in from the grasslands of the far left edge of the map, and moves up into the hills. There it finds a cave to use as a den, and scouts by digging to open up access to the nearby underground sea.

Turn 3: Worm, Owlbear, Ogre, Adventurers, + Antlings

Worm: Digs until he finds water, then builds a Nest. Routs the Ogre, driving him back to the Old Dwarven Drinking Hall.

Owlbear: Relocates to an island in the underground sea. Scouts around a bit, subsists on small blind cavefish.

Ogre: Hunts and eats of the four adventurers. Then he scouts out an escape route, since he's trapped between two opposing forces.

Adventurers: Have no good way to deal with the Ogre, so they relocate closer to the surface.

Antlings: Start with 3 Population, and our first Treasure of this Age. The giant ants Breed, then Explore towards the ruins of Segun Rokot.

The addition of the antlings to the map has made it all a lot more interesting. Exactly what happens next turn will matter greatly upon the initiative order in Turn 4.

Turn 4: Adventurers, Owlbear, Worm, Ogre, Antlings, + The Experts
Adventurers: Hear some noise in one of the old Dwarven vaults, and investigate. They pick a Fight with the Antlings, and lose.

Owlbear: Relocates from the island to the far shore. Scouts out some of the smaller caves at this end of the cavern, and discovers an opening to the surface.

Worm: Follows the scent of the Ogre, and short-cuts through the giant bronze tubes of the ruined Dwarven hydrothermal system. Despite bursting up from a floor grate in the Ogre's fortified lair, it fails to rout him a second time.

Ogre: That worm should have left him alone. Most creatures in the game with a Hunt action specify that it can only target Denizens or some other specific category of target. The Ogre's "ravenous hunger" implies the lack of targeting requirements is intentional on this creature. Since he wasn't routed, he turns the tables on the worm and devours it. After a nice meal, he Explores another possible escape route in case anything else ever bursts up from the floor of his home.

Antlings: Breed. They fight the Adventurers, and kill 1 of them. They then Explore, digging a tunnel all the way to that island in the sea.

This is actually something of a mistake on my part. When their Fight action finished, it should have ended their turn. By the time I realized it, I'd already drawn a big ol' tunnel on the page, and didn't want to delete it.

As you'll see in a future post, the existence of this Tunnel is what slows down the Antlings from becoming the Villain, turn after turn, and prolongs my game significantly. Little things can have huge ripple effects in How To Host A Dungeon, and that's kind of cool, even if it was brought to my attention because of what seemed like an innocuous mistake on my part.

The Experts: (These are a type of Adventurers, so I'm using the same color tokens for them, but technically if the two groups somehow meet, they aren't necessarily allied.) The Experts arrive in strata 4, so I have them enter via the old Dwarven Loway. Technically, they Explore this turn... but that seems like it should be some version of Relocate instead, so I'm treating it more like that. It doesn't really make sense for them to sit still unless they lose a fight, or to start building their own dungeon.

That's the end of the Fourth Turn, and we've had our first eliminations of the Age of Monsters. The Purple Worm was devoured by the Ogre. The first Adventurer group was reduced to just 1 Population, so they'll be Relocating off the map at the start of their next Turn.







This seems like a nice moment for a few observations about the new edition. I love the idea of the "Monster Cards" providing different actions and priorities for each species. I like the way the initiative changes turn by turn and am pleased with how easy the card system makes it to know what part of the turn I'm on if I get interrupted and come back later. That's all pretty great.

However, the actual particulars of the Monster Cards themselves often leave a lot to be desired. They really could have benefited from some serious proofreading and blind playtesting. Here are a few things that seem really weird to me:

The rules for Fortifications and special bonus stars are inconsistently applied in the descriptions of the various Actions, so it's not easy to reference during play, and it can be hard to be certain if they are meant to apply to certain Actions or not. I think the intention is that Stars can be spent on any Conflict, but Fortifications only boost Fights (which are a type of Conflict). It seems strange to me that having Built some sort of fortress does not give you a defensive bonus against Extort, Hunt, or Steal.

Ogres should say "Hunt anything" if that's what is intended. One word (literally "anything") would have made it crystal clear, but without that I'm left wondering if it's really supposed to be able to kill other Alpha Predators or not. Compare that with the Owlbear, who has the same "always Hunt" but no statement about great hunger. Both of them have another way of dealing with Alpha Predators, so if it was intended that they can't eat Alphas, they still have things worth doing when they have an Alpha neighbor. Mechanically, it's going to be rare that they gain more from Ally or Trade with an Alpha than they would if they Hunt them, so it makes me wonder if maybe in some earlier edit of this edition the Hunt Action could only target Denizens.

Antlings should have Scout instead of Explore, or maybe have both options on their list. Scout would create tunnels that look more like an Ant farm, full of side passages and growing in every direction. At the start of this game, it felt like maybe Antlings could Breed too fast.  I eventually learned that their speed-breeding can be held in check by a single Alpha, so it's not game-breaking, but that brings up another question. Why don't Antlings have any way of driving off or killing an Alpha Monster? In the real world, ant colonies regularly swarm and devour creatures larger than themselves. Before my next game, I may give them another option that is a weakened version of the Swarm from the Horde Villain in 2nd Ed. Sacrifice some Population to Hunt or Rout an Alpha. Next time I play, I may make them "Always Scout" and "If we have killed a monster token this turn, Breed and Prepare." Then give them another option on their list of "Pupate: Requires * / Breed". That would keep them from popping up in a quiet corner of the map and triggering Villainy before even meeting their neighbors.

The Experts should have Relocate instead of Explore. As written, they just keep digging and expanding their territory instead of moving. That's so weird I ignored the instructions and made them behave more like Adventurers.

Why do owlbears Trade? It doesn't really break anything, but it doesn't make much sense, either. In general, the Owlbear card just confuses me. I get the Lords of Waterdeep joke, but there's a lot of strangeness on this card, and the particulars match neither D&D lore nor the Waterdeep boardgame. Scout has them drawing new caves nearly every turn: that seems more like what the Antlings should be doing. Trading with Alphas, and Ally with Animals don't really seem in-character for this species.

The system in the 1st Edition (all printings) had you start the Age of Monsters with 1 Delving Group, 1 Breeding Group, 1 Alpha Predator, and 1 Surface Kingdom. 2nd Edition does nothing to guarantee such a starting mix, and it suffers for it. I may have gotten a fluke in my opening draw, but having a Dungeon with 2 Alphas and some Adventurers makes a weird dynamic. Things started slowly, and many potential Actions were pointless or impossible for the first few turns. I also really miss the Surface Kingdoms. Next time I play, I may change the set-up for the Age of Monsters to call for specific types the way that 1st Edition did.

The next post will cover turns 5 to 11.

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