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Dark World (1991) Board Game

Dark World is a board game released in 1991 by AS Company. It is a fantasy adventure game designed by Eàmon Bloomfield and illustrated by Chris Baker. The game is set in a dark and mysterious world filled with monsters, treasures, and magical artifacts. Players take on the role of heroes who must explore the dark world, fight monsters, and overcome challenges to become the ultimate victor.

Game Components of Dark World

  • Miniatures: Heroes and monsters with interchangeable weapons and clickable bases to show hit points.
  • 3D Dungeon: Fully 3D dungeon crawler with openable doors, treasure chests, and rotating hidden bookshelves.
  • Custom Dice: Special dice for attacking, with sides showing blanks, one sword, or two swords.
  • Magic Items: Gold-plated magic items and healing potions represented by small plastic miniatures.
  • Mace of Chaos: A plastic rattle with colored marbles to determine player turn order.

    How To Setup Dark World

    To set up Dark World, players select their heroes and equip them with basic grey weapons and a hand of three “hit/miss” cards. One player takes on the role of Korak, the evil lord controlling the dungeon. The dungeon is assembled, and each room is equipped with a number indicating the total strength of monsters that can be spawned there. Korak places monsters in each room based on the room’s strength limit, keeping their hit points secret from the heroes.

    Gameplay Mechanics and Game Objective

  • Player Actions: Heroes can move one space or attack once per turn.
  • Combat: Players roll dice to determine hits, using “hit/miss” cards to modify damage. Magic weapons allow for an extra die roll.
  • Monster Spawn: Korak spawns monsters in each room based on the room’s strength limit, adding a layer of bluffing to the game.
  • Loot System: Monsters drop items like healing potions, magic boots, or grenades, which are represented by small plastic miniatures.
  • Haunter Mechanic: A Grim Reaper-like character moves around the board, killing heroes it touches, who then respawn at the starting space.
  • Objective: Heroes aim to reach the final tower and defeat Korak and his pet manticore. The player with the most points, earned from killing monsters and gathering loot, wins.

    Player Experience

    Playing Dark World is an immersive dungeon-crawling experience with interactive 3D components and a unique loot system. However, the game lacks variety in its gameplay as each session follows a linear path without scenarios or campaigns. This linearity can make the game repetitive despite its innovative mechanics.

    Pros

  • Innovative Components: 3D dungeon, openable doors, and treasure chests add to the game’s visual and tactile appeal.
  • Bluffing Mechanics: Korak’s ability to spawn monsters strategically adds a layer of depth to the game.
  • Interchangeable Weapons: Heroes can swap out weapons, enhancing their combat capabilities.

    Cons

  • Linear Gameplay: The dungeon layout is fixed, and there are no scenarios or campaigns, leading to repetitive play.
  • Lack of Variety: Each game plays out similarly due to the absence of customizable missions or varied game modes.

    Personal Thoughts on Dark World

    Dark World is ideal for fans of 90s dungeon crawlers and those who appreciate nostalgic game design. Despite its limitations in gameplay variety, the game’s production value and innovative components make it a standout piece of gaming history. It is particularly suited for those who enjoy tactical combat and bluffing mechanics, but may not be the best fit for players seeking highly dynamic or replayable experiences.

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