Cover of the game Dungeon Lords: The New Paladins

Dungeon Lords: The New Paladins

IELLO · Board game · 2012
Ludopedia
7.5 Ludopedia
BoardGameGeek
7.6 BoardGameGeek
Players
2–4 · best 4
Play Time
90 min
Weight
Weight 3.4/5
Year
Year 2012
Minimum age
Minimum age 12+
Buy
7.5 rating Ludopedia
7.6 rating BoardGameGeek
Our Verdict
FOR GENRE FANS

A small expansion that spices up your sessions with a touch of humor and fresh challenges. Replacing the original paladins with this dynamic duo forces players to manage their villainy more carefully to avoid nasty surprises. It is a must-have for fans who already love the base game and want to shake up their dungeon threats.

Highlights
  • Adds variety to heroes
  • Tighter evilometer mechanics
  • Great thematic humor
  • Easy to integrate
Keep in mind
  • Slightly increases difficulty
  • Very small content pack
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About the game

What you do in a play session

If you thought getting rid of paladins in Dungeon Lords was easy, think again! The 'The New Paladins' mini-expansion adds a comedic and strategic twist to your game. The original paladin has decided to pursue a career as a motivational speaker (who would have guessed?), but he left behind a complicated legacy: a duo consisting of a nimble elf and a sturdy dwarf who, quite frankly, are much more annoying to deal with.

In this expansion, you leave the classic paladin in the box and introduce these two new troublemakers to the tent at the start of each year. The game dynamics shift slightly, requiring you to keep a close eye on your 'evilometer.' The first player to cross the villainy line on the meter attracts the elf's attention. If another player also crosses that line, things get tricky: the 'least evil' of the two gets the elf, while the 'most evil' (or perhaps the most unlucky?) ends up dealing with the dwarf, who is significantly tougher to face.

In terms of scoring, this swap also brings a different weight to the end of the game. The elf is worth 4 points, while the dwarf, being a greater challenge, grants 6 points. It is the type of expansion that doesn't change the fundamental rules of the game but injects an extra layer of humor and a dash of risk management. If you have already mastered the dungeon and feel the heroes are becoming predictable, this expansion is the dose of chaos needed to keep your evil empire running at full steam. Get ready to deal with this dynamic duo and see if your dungeon survives the new wave of justice (or is it just stubbornness?) from these adventurers.

Expansion for

Published additional content

1 items

Best player count

BGG community vote

2–4 players
2 REC
3 REC
4 BEST

Where to Buy

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Game details

Mechanics, categories, families and credits

Families

Game: Dungeon Lords
Publisher IELLO
Designer Vlaada Chvátil
Artist David Cochard

Community

Data from BoardGameGeek

311owners
90wishlist
40want to play

Frequently Asked Questions

Quick answers before you buy

5 questions
Do I need the base game to play this expansion?
Yes, this is a mini-expansion and requires the original Dungeon Lords base game.
Does this expansion change the rules significantly?
No, it simply replaces the paladin components with new ones, keeping the core gameplay intact.
Is the dwarf really harder than the elf?
Yes, the dwarf is mechanically more challenging to deal with and therefore grants more points at the end of the game.
How do I decide who gets which paladin?
The distribution is based on who crosses the villainy line on their 'evilometer' first during the year.
Is this mini-expansion worth it?
If you play Dungeon Lords frequently, yes! It adds extra flavor without overcomplicating the experience.