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[personal profile] solo_knight
Playthrough/Review: Tic-Tac-Tomb


What is it?
A mini dungeon based on Tic-Tac-Toe. You roll up what the room is, what the challenge is, and you try to meet one of six end conditions. #6 is ‘You decide you want to stop playing’

Is it playable out of the box?
That really depends on what you roll on the tables. My initial rolls suggested a story, however weird, and then I hit a wall and just rolled for resolution and ended the game in the third room.

Amendments:
I quite like the idea of ‘this is a nine-room dungeon and there are multiple ways of winning the game’ (plus an edge has 1 challenge, a corner 2, the middle 3) but I’d have to change everything else about it, so I’m not sure I shall bother.

Tools
At least 3 different d6.
You roll your stats, and different d6 are helpful for that; and I highly recommend two different d6 for the 2d6 table, because 5/6 and 6/5 are different results.

Price:
$1 (I got this in a bundle)

Verdict
🥾 Err, no.
🧩 Int = 1 sounds familiar.

Technically, this wasn’t a DNF, because all of my rolls turned out in my favour, but I phoned in Rooms 2 & 3 after making a genuine effort with character creation, dungeon descriptions, and Room #1.


I’m in the mood for some solo dungeon delving. I’m looking for a simple mechanic where I roll for what kind of challenge or treasure I can find, roll to overcome the trap/monster, loot a little, and move to the next room.

This mechanism sounded like fun, but the tables you're rolling on don't work for me at all. The room description and challenge are based on multiple rolls on multiple tables, though I haven’t worked out what the ‘Being’ table is FOR; it doesn’t get mentioned. You can ‘sacrifice an item’ as part of your gameplay, but you’re not actually given items unless you roll a double, which I didn’t.

This feels half-baked.

This game is also the reason I stated in my last post that journalling games are not the ones with the highest mental load. So far, the highest mental load for me has come from Oracles/Spark Tables, where you get a couple of words and have to find out what they mean in your game.

Description of the Room: It is an endemic trap cache, where one can unlock gauze.
Challenge: Choose dull Alchemy.


I don’t even. I am not feeling intelligent enough to make a story out of that. ([personal profile] caper_est pointed out that 'dull alchemy' probably means turning gold into lead, so there is that.) I don’t want to start there. Give me a smoky Guard Room with a Sarcophagus in which a portcullis suddenly drops. ‘None Survived’ says an inscription and, for want of a better table, 1d6 = 5 Skeletons to fight.
This may end up deadly, but at least I know where I stand. Or where I got squashed.

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