Dragon’s Down vs Magic Realm
Note – Updated 1/31 in multiple places.
I got to play Dragon’s Down (thanks R___!). Since I had already played Magic Realm, we didn’t bother with the rules — I just asked whenever something seemed relevant. (At least once in the early game we forgot the ‘change tactics roll’ but probably were mostly right. So I may have gotten a few minor things wrong).
A list of rules differences I noticed (only for my reference and those that know Magic Realm):
- Setup is much, much faster. Shuffle up and deal (apart from building the map).
- You don’t pre-plan moves — Decide as you go.
- There are types of terrain and you can play a bigger or smaller map depending on how many terrain types you include.
- Combat is similar, but simpler:
- No Chits like “Move H5*”, simply cubes.
- No Light, Medium, Heavy or Tremendous anything at all.
- Weapons do not have Alerted or Unalerted side. (The alerting action simply lets you spend one more cube each round of combat).
- No Rock/Paper/Scissors lining up (which also means if you get hit, you can always choose to take the hit on your helmet, breastplate or whatever)
- Hits resolve by attack speed (with reach as a tiebreaker) all the time, not just round 2+.
- If attack speed better than defense speed, auto hit, so you can still undercutting. If not you roll the dice (your odds are better if your speed is equal, can still hit even if much slower).
- There are autokills, but when you wounded you fatigue one cube. Monsters can be wounded and down over multiple rounds.
- I can’t actually find the “Combat ends after two boring rounds” rule in Dragon’s Down, but I did hear that it exists.
- Resting is simplified, as the Active/Fatigued/Wounded has simplified to Active/Wounded (and the asterisk system is gone).
- Hiding is free. You can improve your hiding by spending one action “sneaking,” but even if you don’t you may get lucky and be hidden at the start of the combat. (If you snuck you are much more likely to start hidden).
- You can do things that would automatically unhide you in MR (after the first round of combat) but get a chance to stay hidden here.
- During combat if Hidden you can only ambush with a ranged attack or spell.
- You can alternately “make noise” to cause an additional encounter roll for that hex.
- If you fail a search roll and search again the same turn, you can keep the die that succeeded (if any).
- Monsters only move (or are summoned) after all players move, not after every player.
- There are no chits to summon monsters, each hex shows up to two monsters that might show up if the correct symbol is rolled on the encounter dice. (There are two sets of encounter dice).
- Monsters do not have an “order” like for goblins, the other die in each set shows a number (and some monsters total them), but if you get 3 goblins they dont have an order (like in MR) but you shuffle all and draw 3 at random.
- No charts, each type of die roll uses two special dice (but as always, take the worst). 8? 12? different pairs of dice.
- Trading is simplified, you do not have Friendly/Neutral/Unfriendly with any groups
- You can enchant any tile to any color (and there are more colors of magic)
- A DnD like item system. You have two hands for “hand” slots, one chest slot, one head slot, three random stuff slots, etc.
- The first time anyone steps on a hex, you flip up the chits (in the middle of movement) and may add sites or visitors or get a random item as an explore bonus.
- There are many missions and most dwellings let you simply take one. They are easier to fulfill and no penalty for not.
- There are many (many) more items (small and large), and probably more spells.
- There is no concept of asterisk/exertion. You can spend 5 cubes per round of combat with no exertion, you can’t spend six cubes. So chit/cube management is not much of a thing1.
- You don’t have to pre-plan your VPs. You get VPs in much the same way (Great Treasures, Fame, Learning spells and missions, which as I mentioned are more common) and everyone can do everything, I think.
- Annoyingly much of the identical things now have different names, even when unchanged. Tell me “Action Phase and Battle Phase” are better than “Day and Night,” with the added bonus that the you know when intermediate phases are by their names (“Birdsong, Evening, Midnight.”)
- A few minor things2
Dragon’s Down does have the “Play more like Magic Realm” as a set of optional rules that include:
- First round attacks resolve by reach
- Monsters must be killed in one shot
- Luring
Observations
Between not having to pre-plot your movement, not having monsters move after each player, and reduced fatigue — Dragon’s Down is much more forgiving. One exception might be the encounter roll. You have less variety because you don’t have noise chits, but since you effectively make two encounter rolls and don’t know the number that will show up, it might be harder (at lower player counts).
I nearly died (or at least would have taken some wounds) when I got 3 Juvenile3 Dragons at once (max) on the same turn as an Adult one. Despite not having taken the hide action, I lucked into being hidden (25%).
The first round still resolving in speed order (and tiebreaking on reach, instead of vice versa) simplifies combat, but that coupled with being able to spend cubes as I wanted instead of being limited to chit speeds reduced the decision making space in combat.
Either I killed the creature, or I hid/evaded. Dragon’s Down got rid of the Thrust/Swing/Smash vs Charge/Dodge/Duck and only kept undercutting4. Monsters have an attack speed and defend speed (plus reach), and those numbers are all basically 0-4 (and mostly 1-3). Magic Realm’s combat was always considered a weakness because some fights are automatic/impossible, this is even less interesting.
I always forced an undercut to avoid rolling (which I guess happens on ties? Update — If you don’t undercut you roll the dice and have improved odds of hitting on ties, but can always hit). Once I spent a potion to guarantee undercutting. That may have just been my character and getting a lucky item or two.
Magic Realm’s combat gets interesting in the “what do you fatigue now?” situation. Never mattered. I fatigued a cube when I cast one cool combat spell (‘tentacles’), and then never rested for it again (I was not primarily a magic user). I did not ever really do a 1 vs Many or Many v many attack (I did a 1 on 2 but used an attack while hidden to auto kill and then did a 1-on-1 which was practically an auto kill), so perhaps those have depths.
Not having to declare your VP intents is also more forgiving, but honestly that part of Magic Realm didn’t feel great. The missions are random but doable and probably like the Book of Missions fan expansion to MR (I’ve never played). I liked the missions, they give you something acheivable.
The game is still complicated, but this moves faster and has less of that “You have nothing to do” (or “You searched and failed four times.”) Search (and loot) rolls have been made a bit easier with the special dice not being as punishing5
But without the weight system, anyone can kind of do anything. Sure, that could always happen in the Realm, but the Wood Girl needed to get the Boots of Striding (to carry everything) and the Gauntlets to wield that weapon before turning into the White Knight. Here, if you can get the armor, you can put it on. That changes the game from “If the Wood’s Girl does this, it’s epic!” to something that could easily happen every 2nd time the Wood’s Girl tries. But maybe because there are more items, it might be that there are other combos that are vanishingly rare (just because the deck is so big).
(Update — some treasures require the owner “have that many red cubes” so it does exist in some ways). It didn’t feel like it, because all the items felt “samey” (in the sense that they made a number go up or granted you an extra cube), and not a state change (like upping your strength from Light to Tremendous in Magic Realm).
The “Race + Class” thing isn’t as bland as I expected: because apart from adding together the stats each races and class does have one special “break the rules” advantage each (a human gets an extra action if they are in a dwelling and my runesword character could treat my single magic cube as wild). Still, this “Mix and Match” special ability isn’t as cool as the Realm’s characters.
Dragon’s Down isn’t bad. It’s clearly Magic Realm adjacent but its one of those cases where changing a few rules completely changes the flavor.
Here’s your SAT analogy — Dragons Down : Magic Realm :: Federation Commander : SFB.
Federation Commander and SFB are both starship combat games, but SFB has bluffing and tension (because of the hidden energy allocation and pre-plotted speed changes). Fed Comm isn’t bad — it does many things much better than SFB.
Dragon’s Down can setup and play a full (2p) game in 2.5 hours or less. It still can be lethal. It scratches the same itch, while not quite feeling as “alive” as the ream. I want to play again. There are so many items and spells that the game might really have surprises, but from a quick glance every item felt like just … better stats, better cubes. I never saw anything where “Oh, the Barbarian can do this, but the Witch never could, or vice versa.” (But again, I was a warrior with a wild magic cube, so I could do quite a bit).
I might even get a copy, if I saw one.
Ironically — part of why Dragon’s Down is simpler is that it hasn’t implemented parts of Magic Realm, like Horses or Hiring Natives, and that once it gets up there, it will be as complex or more! There is a room for a “less complex, more forgiving” Magic Realm in this world.
I think you could play Dragon’s Down with programmed movement, original rules hiding and encounter/blocking and even put in the entire Rock/Paper/Scissors combat system. You could also say “If you use your maximum number of cubes in a round, fatigue a cube.” I’d have to think about this more, and probably BGG has threads on this, but I couldn’t find one.
Also, it must be stated that Dragon’s Down appears to be an excellent introduction to Magic Realm. I suspect a new “If you know DD, here’s how to play M.R.” rulebook would be concise and quite useful. I’m not going to write it.
What would I steal into Magic Realm:
I mean, you could ditch the programmed movement and simplify the encounters, but I think that’s a bit much.
- I’d definitely play with the “If you search again the same day after failing you can keep a good die between rolls” rule (not across turns). This would be “seek/location” not loot.
- Losing only 1 phase for being undergound (instead of 2) is interesting (you’d probably have to ban the Dwarf, then).
- Switching to the better looting table (where 6 becomes 0 and 0 is “pick”) is also possible (or you could use the first rule as well).
- The “First hero to step on a tile might get an item or treasure….” is fun. I mean, it’s a random bonus, but it’s nice. But with the components of Magic Realm, tough to steal/add. You could make new chits and have them give +Fame, Gold or Rep. Probably too minor to bother.
- I need to look at the Book of Missions … more missions is more fun.
So Dragon’s Down is Suggest (for now), while Magic Realm is “Enthusiastic” (but requires a lot of time to setup). I must admit I’m tempted to spring for a copy … Magic Realm is impossible to play in a few hours at a random game night.
Update 1/31 — Read the combat rules, updated above.
Update 2/2 — Someone on BGG asked for the above list but from the “How does Magic Realm change Dragon’s Down” perspective. I answered there.
- To clarify — You still have to decide “which” to use, but don’t have to worry about fatigue over multiple rounds slowly restricting your choices. Wounds — of course — still do that.
︎ - You only lose one action in a cave, you can flee out either way from combat, not just from whence you came, there are some chits that let you teleport between them (jump gates); a few other things I don’t remember.
︎ - Equivalent probably to M.R.’s weakest dragons
︎ - A random die roll probably gives similar odds to the lining up stuff.
︎ - For example, the search die is not 1..6, but 0..5 with zero being “pick one of the best 3”
︎
