@@paperdicegames6585 Since writing this comment, I went and bought Dwarf Mine and played it a few times. This is my first experience solo playing a board / TTRPG game and I can now say it felt no different at all to playing playing a single player game on a computer.
Thanks for checking it out! I can't find an email on your channel, but if you send me an email at the address listed on my channel, I can get you a review copy for free!
Hopefully you didn’t stay up too late lol! Its is similar to delve in that you are drawing with paper and pencil and gameplay is driven by dice. The games are quite different though.
Hi There! Somehow I missed this comment. Yes, at some point I will do more of these - but nothing concrete in the plans now. Thank you for reaching out!
I really love this idea for a game its super creative and simple to play! If I could offer some suggestions to things that might be interesting: - I think the possibility of if you roll a 1 on the combat die you dont have combat that turn. That way it gives the roll more excitement as you might just survive another day rather than it being a garunteed loss of life. However once you're in mine depth 3 or 4 maybe this no longer applies? - There could be something along these lines with treasure though that increases the amount of treasure you get as you go down either via separate loot tables or just adding on your depth. Not sure if this would be worthwhile on the complexity/benifit scale but it makes sense to get more loot as you go down and to offset the added danger. Other possibilities could include at depth 3 or 4 rolling a max roll might garuntee you a gemstone (see below idea for gemstones) - Gems could use more uses to make them more worthwhile, one benefit could be to enhance hovels, if there is a limit to how many hovels you can have you could then spend a gem to return you 2 population per. You could also have several tiers, hovel -> modest bedrooms -> grand bedrooms -> Magnificent etc each with a higher gemstone cost. This might link in with the point above of deeper you are the more gemstones you find? - Spending mithril to gain prestige seems a little... underwhelming. You could take a nice buff but instead you're getting prestige which doesnt really do anything until its all over. Maybe adding perks you can get with enough prestige to make it seem more worthwhile? It almost feels defeatist taking the prestige as yes its the smart play, but you're kind of giving in your run instead of incentivising trying to last as long as possible. Could also gain prestiege at the end based on the number of turns you survived x2 or 3? That way you can take the early gain of prestige, or you can put all your hopes into digging in and surviving for a long time. - Might be able to work in artefacts somehow? you can spend some mithril, gems and gold to create artefacts that do different things. These might include effects that take place either once every x turns or passive bonuses. Maybe a waraxe that you can use once every 5 turns that grants you an extra attack die. A shield effect every 5 turns that allows you to roll your attack die and negate that amount of damage. Some boots of swiftness that allow you to attack first, meaning if you kill the enemy you no longer take the damage they would inflict. - Adding onto the artefacts from above You could also possibly sacrifice artefacts to either negate incoming damage or gain some health or something. Thematically this could be done by storing the artefacts inside hovels. This might give the added effect of increasing the income of health from that room BUT only 1 artefact can be stored in each hovel, giving a limited number of uses to that ability. Say you have 1 health left and a rootwalker deals 2 damage, you could store an artefact in a hovel, attracting 10 dwarves to your settlement meaning you would survive the hit and carry on combat, or if you were fighting a dragon and it would deal 20 damage to you, you could store the artefact and negate the hit. This would be a big hit as artefacts are very powerful.
Hey Nathan - great suggestions! Some of these I've added to some upcoming expansions that will be coming out! Other suggestions are really good ideas! I'll see if I can work them in for future releases!
@@paperdicegames6585 sounds amazing, can't wait! I bought the game yesterday and ive almost completed my second run, really loving the game so far! I realise now that some of those suggestions are already implemented which I apologise for. Very excited for upcoming releases!
I see you rotated the first barrack. In the book it says: "Rooms must be built in the orientation shown." Is it possible to rotate the rooms like you did in the first level? The "Scouting room" was made to be used on every turn if I want? It makes me feel like an immortal because I can avoid difficult encounters every time. By the way, I really liked the game. I bought it today with its expansions!
I was wrong about being immortal with the Scouting Room. When the mine ages it no longer saves you from persistent encounters. It only helps you survive at the beginning. When persistent encounters come together, it's the end.
Thanks for checking out the game and the comment! So the rules are correct and the video is wrong - rooms must be built in the orientation shown in the rules. I made the video with the original ruleset, which has since been updated. The Scouting Room automatically subtracts 5 from your Combat Roll on each turn. Since your Mine Age is added to your Combat Roll each turn, this basically buys you a bit of time before you have to face a really tough enemy. So it should make you feel immortal for a few turns, but eventually your Mine Age will catch up and you’ll start seeing tough enemies again.
I have a quick question. If you are supposed to roll 1d8 + Mine Age for Treasure and Encounters, how do you get the #1 result (2 gold / Wandering Dwarf)? Because mine age starts at 1, the minimum result you can get is 2.
You are right Frank, you can't get result #1 conventionally. The table looked weird starting at #2 though, so I started it at #1. There is also a room (Scout Room, I believe) that drops the encounter roll by a number, which would bring result #1 back in range if built early enough. Great question, and thanks for reaching out!
@@paperdicegames6585 I noted a similar issue with this as the writer upthread even with purchasing the Scout Room (which allows you to subtract 5 from the Combat Roll), when my Mine Age kept progressively increasing. For example of this issue, I had broken through to Mine Level 4 on my mine age of 17. For this age, every Combat Roll of 1d8 + 17 - 5 (for Scout Room) was really 1d8 +12, meaning the lowest Combat Roll number I could general for Mine Level 4 was 13 on this table. Consequently, I would have only three results, 13 (Root Walker Hive), 14 (Stone Folk Brook), and every roll of 15 or greater brings on the Dragon! I'm not certain about how you would solve this, since you use the same table for Mine Level 4 for the Treasure Roll too. Perhaps shifting the results on the combat table down so that Dragon appears only on a 20+ and everything less than a certain number is either the same weak Monster, or a Special Event table a player rolls for, such as a mine collapse for the last room, a pocket of poisonous gas, a flood that fills that level in a Persistent fashion that has to be pumped out, a curse is released that turns some of your buried Dwarves in their Tombs undead and they start to attack in a persistent fashion, etc.
Now that I finally finished this, yeah, mechanically this is quite different from Delve, but thematically you are delving too deep in both games. I purchased the bundle and my brain is already thinking of hacks, but I'll play a few games first "as intended". Also, I kept yelling at the screen for you to name the most western barracks West Point, haha.
Dwarf Fortress on paper!? What an excellent idea. I will now go listen to Diggy Diggy Hole.
Haha enjoy!
@@paperdicegames6585 Since writing this comment, I went and bought Dwarf Mine and played it a few times. This is my first experience solo playing a board / TTRPG game and I can now say it felt no different at all to playing playing a single player game on a computer.
An excellent play through. Thanks for sharing.
Thanks for checking it out Andy!
On my list to review for my channel... this looks awesome!
Thanks for checking it out! I can't find an email on your channel, but if you send me an email at the address listed on my channel, I can get you a review copy for free!
Reminds me of Delve, but thats just my gut feeling after 30 seconds. Will watch later since I really should be sleeping now, lol.
Hopefully you didn’t stay up too late lol! Its is similar to delve in that you are drawing with paper and pencil and gameplay is driven by dice. The games are quite different though.
I loved this play through, any chance you’ll have more to come?
Hi There! Somehow I missed this comment. Yes, at some point I will do more of these - but nothing concrete in the plans now. Thank you for reaching out!
I really love this idea for a game its super creative and simple to play!
If I could offer some suggestions to things that might be interesting:
- I think the possibility of if you roll a 1 on the combat die you dont have combat that turn. That way it gives the roll more excitement as you might just survive another day rather than it being a garunteed loss of life. However once you're in mine depth 3 or 4 maybe this no longer applies?
- There could be something along these lines with treasure though that increases the amount of treasure you get as you go down either via separate loot tables or just adding on your depth. Not sure if this would be worthwhile on the complexity/benifit scale but it makes sense to get more loot as you go down and to offset the added danger. Other possibilities could include at depth 3 or 4 rolling a max roll might garuntee you a gemstone (see below idea for gemstones)
- Gems could use more uses to make them more worthwhile, one benefit could be to enhance hovels, if there is a limit to how many hovels you can have you could then spend a gem to return you 2 population per. You could also have several tiers, hovel -> modest bedrooms -> grand bedrooms -> Magnificent etc each with a higher gemstone cost. This might link in with the point above of deeper you are the more gemstones you find?
- Spending mithril to gain prestige seems a little... underwhelming. You could take a nice buff but instead you're getting prestige which doesnt really do anything until its all over. Maybe adding perks you can get with enough prestige to make it seem more worthwhile? It almost feels defeatist taking the prestige as yes its the smart play, but you're kind of giving in your run instead of incentivising trying to last as long as possible. Could also gain prestiege at the end based on the number of turns you survived x2 or 3? That way you can take the early gain of prestige, or you can put all your hopes into digging in and surviving for a long time.
- Might be able to work in artefacts somehow? you can spend some mithril, gems and gold to create artefacts that do different things. These might include effects that take place either once every x turns or passive bonuses. Maybe a waraxe that you can use once every 5 turns that grants you an extra attack die. A shield effect every 5 turns that allows you to roll your attack die and negate that amount of damage. Some boots of swiftness that allow you to attack first, meaning if you kill the enemy you no longer take the damage they would inflict.
- Adding onto the artefacts from above You could also possibly sacrifice artefacts to either negate incoming damage or gain some health or something. Thematically this could be done by storing the artefacts inside hovels. This might give the added effect of increasing the income of health from that room BUT only 1 artefact can be stored in each hovel, giving a limited number of uses to that ability. Say you have 1 health left and a rootwalker deals 2 damage, you could store an artefact in a hovel, attracting 10 dwarves to your settlement meaning you would survive the hit and carry on combat, or if you were fighting a dragon and it would deal 20 damage to you, you could store the artefact and negate the hit. This would be a big hit as artefacts are very powerful.
Hey Nathan - great suggestions! Some of these I've added to some upcoming expansions that will be coming out! Other suggestions are really good ideas! I'll see if I can work them in for future releases!
@@paperdicegames6585 sounds amazing, can't wait!
I bought the game yesterday and ive almost completed my second run, really loving the game so far! I realise now that some of those suggestions are already implemented which I apologise for. Very excited for upcoming releases!
Looks amazing
I see you rotated the first barrack. In the book it says: "Rooms must be built in the orientation shown." Is it possible to rotate the rooms like you did in the first level?
The "Scouting room" was made to be used on every turn if I want? It makes me feel like an immortal because I can avoid difficult encounters every time.
By the way, I really liked the game. I bought it today with its expansions!
I was wrong about being immortal with the Scouting Room. When the mine ages it no longer saves you from persistent encounters. It only helps you survive at the beginning. When persistent encounters come together, it's the end.
Thanks for checking out the game and the comment!
So the rules are correct and the video is wrong - rooms must be built in the orientation shown in the rules. I made the video with the original ruleset, which has since been updated.
The Scouting Room automatically subtracts 5 from your Combat Roll on each turn. Since your Mine Age is added to your Combat Roll each turn, this basically buys you a bit of time before you have to face a really tough enemy. So it should make you feel immortal for a few turns, but eventually your Mine Age will catch up and you’ll start seeing tough enemies again.
Ah - I responded before I saw this additional comment.
Thanks again for checking out the game! I am glad you like it!
I have a quick question. If you are supposed to roll 1d8 + Mine Age for Treasure and Encounters, how do you get the #1 result (2 gold / Wandering Dwarf)? Because mine age starts at 1, the minimum result you can get is 2.
You are right Frank, you can't get result #1 conventionally. The table looked weird starting at #2 though, so I started it at #1. There is also a room (Scout Room, I believe) that drops the encounter roll by a number, which would bring result #1 back in range if built early enough.
Great question, and thanks for reaching out!
@@paperdicegames6585 Thank you for the answer!
@@paperdicegames6585 I noted a similar issue with this as the writer upthread even with purchasing the Scout Room (which allows you to subtract 5 from the Combat Roll), when my Mine Age kept progressively increasing. For example of this issue, I had broken through to Mine Level 4 on my mine age of 17. For this age, every Combat Roll of 1d8 + 17 - 5 (for Scout Room) was really 1d8 +12, meaning the lowest Combat Roll number I could general for Mine Level 4 was 13 on this table. Consequently, I would have only three results, 13 (Root Walker Hive), 14 (Stone Folk Brook), and every roll of 15 or greater brings on the Dragon!
I'm not certain about how you would solve this, since you use the same table for Mine Level 4 for the Treasure Roll too. Perhaps shifting the results on the combat table down so that Dragon appears only on a 20+ and everything less than a certain number is either the same weak Monster, or a Special Event table a player rolls for, such as a mine collapse for the last room, a pocket of poisonous gas, a flood that fills that level in a Persistent fashion that has to be pumped out, a curse is released that turns some of your buried Dwarves in their Tombs undead and they start to attack in a persistent fashion, etc.
Now that I finally finished this, yeah, mechanically this is quite different from Delve, but thematically you are delving too deep in both games.
I purchased the bundle and my brain is already thinking of hacks, but I'll play a few games first "as intended".
Also, I kept yelling at the screen for you to name the most western barracks West Point, haha.
Thanks for checking it out, I hope you’ve had fun! And West Point - I can’t believe I passed that up!
hello to you, thank you for this excellent video. tell me and you the designer of this game ????
Hi Steve! Sorry for the late response - yes, I am the designer - but it looks like you found me anyway! Thank you for the email!
I find it's difficult to understand the rule without a rulebook. Can you make one,please?
Hi there, thanks for the question! There is a rulebook - check the video comments for a link. Its on sale too for another few days!!
Hmmmm, interesting.