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Deadly Doodles 2: How to Play

More Maps! More Loot! More weapons, monsters and screaming! Today we’re taking a look at Deadly Doodles 2, an expansion for Steve Jackson Games's Fabulous Deadly Doodles!

Use the same set up as you did for Deadly Doodles. *Cut to set up for DD*

Only this time you choose from a number of different maps. All players are given the same numbered map and if the players choose any maps 2-6, then they keep the die within easy reach. In this prototype of the game, my die is orange but the final one, will be a beautiful Teal!

Now, before we proceed, If you haven't played deadly doodles one, click the link below and go watch my first video! If you have then lets talk about what’s new in the expansion. 

First off, cave entrances. They’re normal entrances but they appear in places other than the edge of the dungeon map. 

Second, Diamonds! At the start of each round, cross out the diamond number that is rolled. If it’s already crossed out, don’t cross out any diamonds that round. Crossed-out diamonds that you’d drawn your path through are each worth 1 point. Each diamond you’ve drawn your path through that is not crossed out is worth the total number that are not crossed out, so for example, if a player drew through the 4 diamond and 3,4 and 5 were never crossed, then it would be worth 3 total points at the end of the game. 

Third, Magic Doors! On maps 3-6 there are doors that open and close depending on the dice roll. When a skull is rolled, skull doors are open, and dragons are closed. When a Dragon is rolled, Skull doors are closed and dragons are open! When a players path connects to either side of a magic door, they can not continue through that path unless it is open. 

Fourth, Skull Coins! On maps 3-6 there are the skull and the skull coins. Each is worthless by itself but if the path is drawn through the skull then it increases the value of the Skull coin to 5 points! The skull itself is still worthless. Turns out nobody wants to buy old skulls.

Fifth, we have Cursed Emeralds. Maps 5 and 6 feature emeralds which can be either harmful or helpful based on the roll of the die. At the start of each round, the player must fill in one half of a space within the curse track, based on the die result. Each emerald on the map links to a curse track space. The links depicted on the map do not prevent you from drawing paths through or placing traps in those spaces. But, if a skull was rolled, the player could cross out a skull on the map moving from right to left, the same goes for Dragons but they move left to right. If all curse track space in either the top or bottom are filed in and another of that kind is rolled then no additional of that type os crossed out. However, if all of BOTH halves are filled in and another is rolled then that emerald is now cursed and worth -2 points instead of the positive 2 points it may have been worth with only one side filled in if it had been drawn through but not crossed out.

Normally, players can not draw their path in spaces where they’ve already drawn, however, players are allowed to draw their paths through crossed out Emeralds. Similarly, players might also want to cross out an emerald where they’ve already drawn a path. This ALSO applies to diamonds!

Sixth, we have rune gates. On Map 6, there are rune gates which are marked with unique glyphs! Each Rune Gate has a counterpart somewhere else on the map that shares that same Glyph. If your path crosses through it, fill in the matching Rune gate that shares the same glyph. It’s now impassible. 

And that’s everything new in the Deadly Doodles 2 Expansion! As always if you have any questions or comments, leave them below! Thank you so much for watching and consider checking out our Patreon to help us make even more videos. Be Bold, Play Games, Be you! Happy Gaming!