{"content":[{"text":"WILDERNESS PREVIEW: WOW, THAT’S LOT SYMBOLS! \n A OF","bbox":{"left":0.071193,"top":0.159041,"width":0.857613,"height":0.032769999999999994}},{"text":"Hello, welcome to the Dungeoneer Wilderness pre- \n view! I’m Thomas Denmark, the designer, and illus- \n trator of Dungeoneer. Over the next few weeks I’m \n going to give you a sneak peek at the two new up and \n coming Dungeoneer sets; Haunted Woods of \n Malthorin — a forest-turned-nightmare — and Den of \n the Wererats — a city over-run with vermin.","bbox":{"left":0.060458,"top":0.210062,"width":0.42872499999999997,"height":0.12618800000000005}},{"text":"tomer, at half the price, it makes Dungeoneer more \n true to its design goal of being an expandable game. \n It was still like designing one 110 card set, but we got \n two for the price of one, so to speak.","bbox":{"left":0.50982,"top":0.210062,"width":0.4272969999999999,"height":0.07164199999999996}},{"text":"When originally designing Dungeoneer, I knew I’d \n want to do a Wilderness expansion, but at the time I \n didn’t know I’d be doing two Wilderness expansions \n at the same time! To understand why we developed \n two sets at the same time I have to go over how card \n games are printed. There are standard layouts on the \n printing press that allow for 110 cards on a sheet. \n This is why the previous Dungeoneer sets each had \n 110 cards in them. When Vault of the Fiends was \n released, we were pleasantly surprised at how well \n the game was received. Thematically, it was a gamble \n to choose such a \"weird\" theme (more on that later), \n but mechanically it was exactly what Dungeoneer \n needed, with more map cards and \"pumpable\" cards \n that could be increased in their effectiveness to pose a \n threat to high-level heroes. Coincidentally, this made \n Vault of the Fiends a much more challenging set to \n play, and lead to its being perceived as an advanced \n Dungeoneer set.","bbox":{"left":0.060458,"top":0.350971,"width":0.427148,"height":0.34437}},{"text":"As you can see by the sample Symbols card here, \n there are a lot of new symbols. It’s really not as much \n as it seems, though. There are Terrain symbols for the \n Wilderness map cards, and one new Obstacle type \n called Sewers. Sewers will be explained later, in a \n few weeks, but this column is all about Terrain. \n Designing the Wilderness sets inevitably led to creat- \n ing different kinds of terrains; this also became the \n strongest mechanical element of the new sets. With \n each map space identified by a terrain type, we were \n able to create all kinds of Adventure cards that took \n advantage of the terrain. For example, take a look at \n Forest Quake — one of the powerful new cards that \n has a global effect on the game.","bbox":{"left":0.50982,"top":0.623698,"width":0.42580399999999996,"height":0.25346100000000005}},{"text":"When players combined the original Tomb of the \n Lich Lord with Vault of the Fiends, they experienced \n more richness in gameplay, and a longer, more satis- \n fying game. But they also found that mixing 220 \n cards could be a bit much, especially when you’re \n just looking for that quick dungeon-delving fix. This \n had an impact on how we decided to do more expan- \n sions for the game, and the 55-card expansion was \n born! Besides being more cost effective for the cus-","bbox":{"left":0.060458,"top":0.710062,"width":0.41984299999999997,"height":0.1625510000000001}}],"images_bbox":[{"left":0.580719,"top":0.293561,"width":0.291765,"height":0.315455}],"images_bbox_not_text_overlap":[{"left":0.580719,"top":0.293561,"width":0.291765,"height":0.315455}]}