Home Game Reviews Dungeon Kart Review

Dungeon Kart Review

605
1

Dungeon KartA few years ago, I was introduced to the game Boss Monster, in which each player is a dungeon boss, and builds up their dungeon to kill any heroes foolish enough to come trying to defeat you. I thought it was a neat concept and a cute game. I proceeded to never play it again. I was quite surprised to find out that it was quite popular, so much so that it had not only spawned sequels but also spin-offs. Not that I thought the original game was bad, just didn’t seem to be “huge following” material. Turns out I was wrong.

One of those spin-offs takes the characters from the world of Boss Monster and sticks them in a very not-dungeon-y space… a go-kart race. The aptly named Dungeon Kart is a game for 3-8 players that plays in 60-90 minutes.

Gameplay Overview:

The goal, as you might expect, is to be the first player to complete a lap around the track. To keep things fresh, the track is not static from game to game. There are a number of different, large hex-shaped tiles. In each game, you construct a course with these tiles, either using one of the many pre-built options, or coming up with your own creation following just a few simple rules. Most tracks are around 7-9 tiles in size, but it is possible to construct one using all 15 tiles in the game (such as the pre-built Arcadia 500).

With that setup in mind, the gameplay itself is reasonably simple. Each player has a racer dashboard, which is perhaps the most unique element of the game. Each of these dashboards has a gear shift which you can move up and down to different speed settings. Every turn, no matter your current speed, you must shift your speed up or down one setting. Your speed setting for the turn determines how many movement points (MP) you get to spend during that turn. You can use your MP to complete different actions beyond just moving.

Dungeon Kart Characters
Each racer is a character famous (or is it infamous?) from Boss Monster, and all have unique abilities to give them their own advantages.

You can also Drift (move laterally forward), Turn (change facing 60 degrees), or even Bump fellow racers. Some actions require more MP to complete, depending on the terrain you are driving through (grass is harder to drive through, for example, than dirt). You might think, well, going faster than is always the correct choice! More MP comes with a drawback. If you do not spend all of your MP in a turn, you crash, which can be a big setback.

Once you’re finished spending all your MP (or crashing), your speed might get adjusted by the terrain you passed through that turn, and then the turn passes to the next player. Each turn is quick to execute (though perhaps math makes it not always simple!). There is some additional complexity in hazards on the board possibly disrupting you, getting bumped by other players, and spell cards. The latter is gained from tokens on the course that can be turned in at the end of a round for spell cards that increase in power the farther back you are in the race. Basically, everything you might expect from a game that is a riff on Mario Kart.

Dungeon Kart Gameplay
Killa the gorilla was stagin’ a thrilla before she hit the tar spilla in the. . . un, kart race. I’m not a poet.

Game Experience:

The gameplay is pretty simple as I have described it, but there are some nuances that add depth and chaos to the proceedings. Each character has their own abilities to give them each strengths and weaknesses. King Croak will play a bit differently than Porkus, who will play a bit differently than Gorgona as a result. Each boss has two of these abilities which you can use either on your turn or at a specific time called out by each ability. They are limited, however, by needing to spend coins (which you can gather by driving over them on the map… much like Mario Kart) to use each ability. For example, Porkus can execute an additional turn for 1 MP at the cost of 2 coins, or by spending 3 coins he can gain a spell token without the need to collect one from the course.

Dungeon Kart Shifter
Start your engines! Shifting gears with your dashboards is an integral part of the gameplay. It is also pretty darn cool.

In addition to the characters’ abilities, each dashboard is different, providing an extra level of customization. They all have two different abilities of their own that modify different aspects of that particular kart. Some are Heavy and do not require spending MP to bump, while others have better Acceleration and have better speeds on the low end. Notably, unlike character abilities, these dashboard abilities are all passive, and simply modify the basics of how your chosen kart functions. Having the right combination of character and dashboard can make for a very different game. When combined with the high degree of course customization, there are limitless possibilities.

Much of your turn consists of counting out how you want to execute your move. While there is little to do on your turn, this can be a bit tricky. Passing through different types of terrain each requires different amounts of movement (marked on the board), and the tiles are fairly wide-open so there are a lot of options. The game encourages you to use the “ghost racer” to mark your starting spot if you are not sure exactly how you want to proceed. Essentially, your move ends up not being locked in until you decide you are finished, as a result.

Dungeon Kart Cards
Spells can be used to give you a leg up, or knock an opponent down, when you need it most. The star spell makes you practically invincible! HMM. . .

This can lead to some AP from some players due to the wide amount of options that are available. It is probably the main thing that contributes to the play time of the game. The fact that you have so many options is good, and it does give you a lot to think about, particularly when racers are in close quarters and the option of bumping an opponent into a hazard or a wall to force them to crash is right there. The potential for dragging out the game, however, is a bit of a concern.

The other thing you have to think about when planning your turn is the use of spells, either by you or by your opponents. There are three levels of spells (A, B, and C), and each level is progressively more powerful. The farther behind the leader a player is, the more powerful the spells they might get. Similar to the blue shell in Mario Kart, this helps alleviate a runaway leader problem, and gives those in the back a chance to possibly catch up. The effects of spells are varied. They can simply place hazards, like a bomb, or they can directly attack an opponent by forcing them to spin out or crash. Some are less offensive, and are instead bonuses for the player that casts them to get a leg up for a turn. You never quite know what to expect when an opponent is holding a spell card, other than, it probably won’t be good for your plans. However, spells are limited. You can typically only get them from certain spots on the track, and each player may only have one at a time. Despite their powerful effects, there’s a balance to them.

Dungeon Kart Shortcut
The race course can take you through various environments. Some have shortcuts, like a rickety old bridge, but such shortcuts can be dangerous! King Croak laughs at danger.

The copy that I have is the Gold Tier from the Kickstarter, so compared to the standard version, it has a number of additional dashboards and characters, as well as a set each of Void terrain tiles and Ice terrain tiles, basically doubling the number of course tiles available. The additional options are great, but the amount of variety that is available without them means the game really doesn’t lose much if you only have the basic version.

Final Thoughts:

Overall, the game is fun, and it really nails the theme it is aiming to capture. While the characters are distinctly Boss Monster, the DNA of Mario Kart pervades throughout the game, from the spells to the hazards to forcing your opponents to crash into a wall and start over from low speed… no, I’m not salty. The gameplay sells the theme well, and even divorced from the theme, the simplicity of what you can do on a turn sells itself pretty well. My biggest concern is the potential drag on playtime when someone is indecisive, which is surprisingly common (or perhaps not so surprising) in this game. The number of options you have and the freedom to execute those options is both a strength and a weakness.

From a tactile perspective, Dungeon Kart has a unique feel with actually shifting your dashboard as you change speed up and down. I’d be concerned long-term that the physical action of moving the gear shift up and down could wear down the boards, but that is just a hypothetical concern, as that would take many more plays to see. In the short term, it seems to not be an issue. That, combined with the acrylic standees used for the characters, adds up to a nice-looking game that doesn’t feel like the production values were skimped on (though it’s no Royal Bastards).

What I liked most here was the variety. If you play this game a lot, you should never get bored with it. There are always new racers to try with different dashboards. Even just using the pre-built courses and never building your own, there are many different options for the course. Every game will play out differently. Games that cannot get stale after a while are a big plus for me, and this one delivers in that aspect.

Final Score: 3.5 Stars – A solid game that feels just right thematically, and largely keeps it simple, but can be held back by slow play due to the myriad options for executing a turn.

3.5 StarsHits:
• Between unique characters, unique karts, and modular map design, the variety in games is huge.
• The spells add some nice pizzaz.
• If you ever wanted to mash up Boss Monster and Mario Kart. . . this is the game for you.

Misses:
• The math-y aspect of turns and that you are encouraged to explore different possibilities sometimes results in drawn-out turns.
• The spells make it so you can get back in the game—but they can be extremely “take-that” oriented.

Get Your Copy

Marcus E. Burchers
Marcus rediscovered a love of board games during the COVID-19 pandemic thanks to the magic of video chat. He will try anything, but primarily enjoys deckbuilding games and cooperative games (cooperative deckbuilding games are, of course, the Holy Grail).

1 COMMENT

  1. We have found that after the first game, players seemed to have more confidence in how the game worked. The ghost standee was crucial for our group as now you could use a standee to explore different routes on your turn without lifting your piece and forgetting where it started from. I think our next move is to create a series of 4 tracks and do a Mario Kart style circuit cup. If we enjoy that we will do more and just have a little on-going tournament.

    I think it has more going on in heat, so it may take an hour to 1 hour 15 minutes, whereas Heat, for us, has been a 45 minute game. Either way, glad you enjoyed it.

LEAVE A REPLY

Please enter your comment!
Please enter your name here