I love reading about game mechanics. Not really because I like rules, but because I like to see what people come up with to represent actions in a game. I enjoy abstract concepts. Earlier this afternoon, I was reading about Settlers of Catan and I worked my way through several websites until I came to a description of another game called Dungeon Twister.

Now, Settlers of Catan is a world-famous game, so I’ll get right to what I wanted to say about it: I don’t like the random element of the dice. The product I was reading about was an official game accessory called “Event Cards,” which replace the dice-rolling mechanic with a deck of 36+ cards. They represent the same probability of the first die roll of the game, but as you go through the deck, the probability changes.

In other words, playing Catan with the so-called “dice deck” drastically changes the strategy of the game, as you’re significantly less likely to get the results normally associated with rolls of 2-4 and 10-12 (take a statistics class if you don’t get it). Now, on the other hand, the Event Cards offer some new effects, like “Friendly Neighbors,” where everyone passes a resource card to the left-hand side.

Dungeon Twister is a 2-player game (by my reading) where each player controls a team of four characters in a randomized dungeon where the goal is to “escape.” Doors, traps, and rotating, maze-like rooms pose obstacles, the characters can incapacitate each other, and there’s treasure that’s worth extra points if a character can escape with it. Sounds like competitive Dungeons & Dragons.

The thing that caught my eye about Dungeon Twister were two characters and an item: the “thief” character is able to unlock doors and cross pit traps at will, while the “wall-walker” character is able to move through walls. The “rope” item allows a single character to traverse pit traps with impunity. I like these basic concepts, with the wall-walker pulling some fancy acrobatics to get around. Would it work in D&D?