Greed Quest is Steve
Jackson Games' entry into the dungeon-bash genre. It foregoes
such concepts as classes and skills, boiling the concept down
to the bare essentials. A straight race for the loot at the
dungeon's heart and back out again.
In game terms the players must get their characters from the
traditional starting point of "Ye Same Olde Tavern"
through a series of rooms to "The Hoard" at the dungeon's
centre and back again. The paper game board is marked with twelve
different rooms, each altering the effects of the game's cards
in various ways.
The six decks, each a different colour matching one of the
six character standees, are all identical and consist of ten
different card types. Most of them are "Go!" cards,
numbered from one to eight. Others include "Loot the Bodies!",
"Dragon ATTACK!", and "Secret Door." The
bottom of each character standee is marked with an arrow to
indicate its travel direction — forward into the dungeon
or back out of it.
Phil Foglio illustrates all of the full-colour components for
this three-to-six player game in inimitably bright and breezy
style. His humourous art imparts the majority of GreedQuest's
flavour.
The rules sheet is clearly and simply written, and players
will need to refer back to it fairly regularly to determine
the effects of the cards in each room. If there is a downside
to the components, it is in the relative flimsiness of the map
sheet, and in the utter lack of internal packaging to protect
the components.
Game play is simple. Each player draws from his own deck, and
on each turn plays a single card from his hand. Everyone's cards
are revealed simultaneously and the effects worked out. Basically,
the player with the highest Go! card moves his standee forward
one room. But "The Meek Shall Inherit" card makes
the lowest value Go! card the winner, while "Dragon Sighting"
cancels all Go! cards. "Secret Door" lets a player
move forward two rooms, and "Tracking" moves a character
one room closer to player of the winning Go! card, possibly
moving him backwards! Rooms also have effects. "The 20'
Deep Bottomless Pit" reduces the value of all Go! cards
played there, and "The Unusually Frustrating Trap"
room forces a player to empty his hand before he can move on!
Essentially, the card play handles both the game's movement
and interaction. Although the interaction between the cards
and map is clever and clear in its design, the game play does
not lend itself to any deeper tactics than simple card counting.
It does play better with more participants, though.
Greed Quest is a very light and easy game, not hard
to learn or master. It is also quick to play, making it something
handy to play between other games. But ultimatelyGreedQuest
is too light, and does not offer the depth that will bring you
back for repeat play.