![]() ![]() Once everybody has finished placing their characters and dice, the second phase of the turn starts. There's four areas outside of the castle, one mission-area, where you can usually spend some dice and equipment for money, glory or other rewards, two Monster Land areas where you can fight monstrous enemies and/or conquer their homelands and finally the entrance to the citadel, where monsters that weren't defeated in previous turns loiter about, spreading panic amongst the inhabitants of the citadel. Then players take turns placing either dice on spaces within the citadel, mostly to recruit new characters, buy traps, buy equipment or get money, or placing character-tokens, plus dice, plus traps, shields, potions, etc. At the start of each of the (up to) six rounds of the game, you roll all of your YELLOW dice. In Monster Lands, you start out with two heroes or mercenaries or whatever you want to call them folks and they give you a bunch of dice (and special abilities) and your glory (kind of victory points, but also more than that) gives you even more dice of various (well, three) colors. ![]() Kind of sort of like parts of Stone Age, just. It's not really a dice-allocation-game (well, sometimes, a bit), but rather one where you place the dice first and roll later. Monster Lands is basically a worker-placement-game with dice. Last night, though, when the majority of the leftover-players at the bi-weekly game-meetup made motions towards a Heat: Pedal to the Metal-table, I went "Okay, I guess I'm gonna go see whether the folks currently setting up Monster Lands have space for one more". well, not really on my radar for a while, but I knew that it existed and was supposedly not half bad and stuff, but I never explicitly sought it out in the past.
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