Loot and Scoot & Expansion one Review
I was hoping that this would be a dungeon crawl full of big ideas from the people of Victory Point Games. The game starts out with good nature, dry humored instructions and sends you on your way with a little copper in your pocket and able to pick your skills from the four classes: fighter, wizard, thief, and the priest. There is little or no strategy picking either class simply picking two characters of different types because you need different combination of classes to defeat the various monsters that lurk in the depths of each dungeon (and these monsters are placed after you pick your characters by your opponent or randomly for a solitaire game). Each class is represented by a symbol with a possible matching symbol on the bottom of the monster tokens. Lower monsters have all the symbols on them and easier for your party to strike at them. Each dice roll offers a chance to kill a monster by rolling a six. The werewolf would be a difficult fight for a priest who can not strike at them at all!
There was some confusing element of the game for us. Their didn’t seem to be any logical reason why maybe a fighter would be better fighting off trolls, but could not help to defeat a gargoyle. Because of this I wanted the classes to be all fighters from different realms and each trained in a way of combat that allows them to be more useful against their opponents. Here if your party stumbles on a creature that doesn’t have a weakness for the kinds of classes in your party to put it simply is S.O.L (simply out of luck).
Hirelings are added to buffer you from the impending damage dealt out by the monsters in the dungeon. They put their body on the line so your classed characters don’t have too. Discard the lives of hirelings instead of killing off your main characters. Not only was this game about discarding your hirelings, but also you had little attachment to the characters because of the little investment in them. Main characters just cost more to train only attaining a level two, and are the only ones who can strike at the monsters.
At a rudimentary level I wanted more for each class and different kinds of hirelings. Long time players of such games tend to want the different subtleties of the classes. People who like to play thieves want to be able to lurk silently down darkened passage ways and stab their victims from behind. Wizards want to cast large fireballs that flash with intensity down the length of corridors. I even thought that different kinds of hirelings would have been interesting to change elements of a game rather than just a being meat shield. Like a scout that may give you a chance to know what is lurking in the next room or a long poles man that might give you a plus one on a role. Only a determination of a hit will you find here with hirelings stacking as expended shields for the monsters to waste their attacks.
Loot and scoot offer s a simplified system of combat. It relies heavily on push your luck mechanics hoping you find defeatable monsters and lucky rolls to keep your party going so you don’t have to return home crying.
Some of the more successful elements of this game are when you start off with taking turns stocking each others dungeons. Once the dungeons are stocked, parties set out to loot the dungeon until they accomplish one of three things: die trying, killing the boss of the dungeon, or run away screaming. Another thing that added more strategy is the addition of the special buildings in the expansion with: Smith, Fountain of Healing, Tavern and Statue. You must buy these buildings over the original castle, den, tower, or church that could have raised the level of a hero. They offer several special circumstances like re-rolling dice or adding copper per a round instead of leveling your character to the next level.
Loot and Scoot offers a fast paced and stripped down version of the age-old problem of role-playing to invade a dungeon full of monsters, and why are they so darn happy to cohabitate. The expansion offered a way to play a Solitaire version and added additional elements of strategy. If you want a fast paced, simplified, luck driven dungeon crawl game that can be set up quickly and played in small spaces this game is for you. A perfect game for when you’re waiting for the inevitable late gamer and you want something to play in the mean time. Otherwise, I suggest you may want to scoot your adventuring to the next deeper darker dungeon around the corner.
By Kevin Wenzel