7.1
rating
Ludopedia
6.8
rating
BGG
Our Verdict
FOR GENRE FANS
Perfect for those who love intense tactical duels and hate relying on dice. Map control is the heart of the game!
Highlights
- Genial and dynamic map manipulation
- Tactical combat without dice luck
- Very distinct character abilities
- High player interaction
Keep in mind
- Steep initial learning curve
- Strictly for two players
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About the game
What you do in a play session
Imagine you and your opponent are leaders of adventurer teams trapped in a chaotic dungeon. In Dungeon Twister, strategy isn't just about who hits harder, but who controls the terrain. The board consists of eight rooms that can be rotated and shifted, transforming the geography of the place every turn. Is your opponent about to escape? Just rotate the room and send them right back to the start!
Each player controls a group of characters with very distinct abilities. You have the Cleric for healing, the Mage for area-of-effect destruction, and even a Goblin — who is weak in combat but yields high victory points if you manage to escort him out of the dungeon. The goal is straightforward: reach 5 victory points, either by eliminating enemy adventurers or by successfully leading your own out of the dungeon.
The real game-changer here is how actions are handled. Forget about the luck of the dice; everything is resolved through card management. To move, fight, or rotate rooms, you spend action points obtained from cards that both players select from a common set. This creates a mental 'tug-of-war,' where you must predict your opponent's moves and adapt your strategy to a constantly changing environment. It's a pure tactical duel where resource management and positioning are the keys to victory. If you enjoy heavy strategy games with high interaction and a touch of geographic chaos, this is the game for you.
Each player controls a group of characters with very distinct abilities. You have the Cleric for healing, the Mage for area-of-effect destruction, and even a Goblin — who is weak in combat but yields high victory points if you manage to escort him out of the dungeon. The goal is straightforward: reach 5 victory points, either by eliminating enemy adventurers or by successfully leading your own out of the dungeon.
The real game-changer here is how actions are handled. Forget about the luck of the dice; everything is resolved through card management. To move, fight, or rotate rooms, you spend action points obtained from cards that both players select from a common set. This creates a mental 'tug-of-war,' where you must predict your opponent's moves and adapt your strategy to a constantly changing environment. It's a pure tactical duel where resource management and positioning are the keys to victory. If you enjoy heavy strategy games with high interaction and a touch of geographic chaos, this is the game for you.
Gallery
Box and component photos
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Rules videos
Learn by watching before you open the box
Best player count
BGG community vote
2
BEST
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
Pro Ludo, asmodee, Edge Entertainment, Nexus Editrice
Designer
Christophe Boelinger
Artist
Thierry Masson, Wayne Reynolds
Community
Data from BoardGameGeek
Frequently Asked Questions
Quick answers before you buy
Is the game very complex?
Yes, it's considered an 'Expert' game. The learning curve is a bit steep due to card management and map movement rules, but the tactical payoff is worth it.
Can more than two people play?
No, the game is specifically designed as a duel for 2 players.
How long does a game last?
About 60 minutes on average, depending on how contested the room control is.
Is there much language dependency?
Almost none. There is very little text, and it's easy to memorize, so it doesn't hinder gameplay.
What makes the Goblin special?
While weak in combat, he is highly valuable: getting him out of the dungeon grants 2 victory points, speeding up your path to victory.
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