It has been years, but I managed to get Catacombs 3rd Edition back on the table! With a full 5 players, no less!
For those of you unfamiliar, Catacombs is basically D&D meets Crokinole. It’s shockingly complicated, with dozens of icons, colours, and rules interactions that make sense eventually, but are not what I would call intuitive.
Let us take the humble “Fireball and Giant Fireball” in the game’s parlance. The Fireball is a medium-sized orange wood piece that is a missile attack but is not a Missile Attack (those are small brown wood pieces, representing arrows or bolts or quarrels). Because it is on an orange piece of wood, the sticker and icon are both orange, with a white fireball logo in the middle.
But the way the game represents effects is with different colours, usually with different colours for the icon. So a Melee attack is a white fist on a black background, but a Fear Melee attack is a black fist on a white background, a Critical Melee attack is a red fist on a black background, and so on. The trouble is that a Critical Fireball attack has its own piece (the “Giant Fireball”, a large piece of orange wood). So how do you represent a Critical Giant Fireball? Or a Chain Attack Giant Fireball?
The answer is “You don’t.” Giant Fireballs have only one gameplay effect: big fireball that does 2 points of damage instead of 1.
Anyways, the game is an All vs 1, and I played the One. The heroes decided to attempt the 2nd easiest dungeon lord from the starter set (the Gorgon), and for heroes, they took Roosan the Chicken Champion, Rais-something the Ice Mage, Aprill the Fire Mage, and Nici-something the Boomerang Hero Who Teleports. A lot of ranged attacks and some interesting monster manipulation, but not a lot of actual damage output… but, they struggled and fought to the Final Boss Fight!
Now, I put in a lot of additional expansions and pieces into my copy of Catacombs (I don’t think I have everything by a long shot, but I have a lot). And one of those pieces is the Magical Gateway you can see near the top of the board here…
Rules for the magical gateway are simple! Whatever type of shot you do through the door, you can do again afterwards. So if you do a Melee Attack (flicking your own hero) through the door and hit a baddie on the other side, you do one damage, but can then immediately do another attack! Very powerful!
So powerful that Roosan the Chicken Champion spent the entire game trying to get through that tiny door. Each of the six maps they played, brave Roosan rushed towards that door…
… but never, ever, through the door. Here we see the Ice Mage firing an Ice Bolt which also did not end up going through the door.
Friends, nothing got through that door at any point during the game.
Now, I have a few complaints with ol’ C3E. The major one is player elimination: the DM wins if all the heroes are killed, and there are few opportunities to resurrect heroes that are slain. As a result, it is possible for one hero to be killed on Stage 3, for example, and be out of the game until Stage 5 (after the Healer). And that’s not fun. And it happened here: stage 3 one of my Sewer Rats inflicted Poison on Roosan, and I pulled a 3 (the way Poison works is if you have more Poison than your starting health, you die, and Roosan has 8). And then next turn I hit him again… and pulled the only 5 Poison in the deck. Whoops!
Thankfully, the Boomerang Hero had a Resurrect spell, so we got to keep going with everyone included.
My usual system is to try and spread out damage evenly… I want all the heroes almost dead by the time they reach the Final Boss…
Anyway, back to the Gorgon. She has 6 health and a Melee Attack that just kills outright, but she’s not very versatile. Her real power is that she has a final dungeon room that is full of powerful, mobile, and aggressive monsters. All the little blue pieces (“Centaurs”) have move-then-shoot-arrows abilities. The Cerberusi (Cerberusix? Cerberapodes?) can move, then melee attack, and then make two ranged attacks (Chain ranged attacks, so I can’t hit the same hero twice). The Minotaurs just move and then attack, but that’s still pretty good, and they’re big pieces that are easier to aim.
Roosan managed to get a couple points on the Gorgon, and then the Boomerang Hero added one more. But then it was my turn, and since I had evenly damaged all the heroes, I was able to kill the Ice Mage with a Minotaur, take out Roosan with a Cerberus, and Nici-something with the Gorgon herself.
Last turn, Aprill on one health remaining, uses the Flame Antient (like an invincible familiar you summon but then each side gets to use… they’re chaotic and powerful, but you have to be careful that the DM doesn’t get as much usage out of them as you do!) to hit the Gorgon for one point of damage, and then casts Giant Fireball, inflicting the last two points of damage for the win!
Right down to the wire, but gosh what a finish.
Stupid game, but I love it. Big fan. I’ll incorporating the last few expansion elements into the box tonight (theoretically): Caverns of Soloth (just more heroes and monsters, plus more loot), and possibly the Monster Riding elements of Wyverns of Wylemuir (I’ve already thrown in everything else).
One complaint: it is impossible to find the icons for the game listed anywhere that is actually complete. One hero got a weapon called the “Halberd,” which includes an icon that looks like three brackets: (((
Could. Not. Find. It. Anywhere. Not in the rulebook, not on the reference cards, not on the updated reference cards from the Red Box, nothin’. The online references are basically useless (if not worse than that).
Eventually it was discovered on Page 8 of the Catacombs and Castles rulebook. Because of course it was?
Other than that, great game.