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Dungeon Degenerates - Goblin Mode: an expansion to play as goblins
Goblin Mode is an expansion for Dungeon Degenerates: Hand of Doom, the cooperative board game published by Goblinko. It lets players take on four goblins (Bog Pimple, Skive Gristle, Khaz Wart, and Filch Mold) instead of the usual adventurers, and is set after the events of the base game: the threat of the Hand of Doom has been defeated, leaving a power vacuum that the goblin horde is trying to fill. The expansion's originality lies in its central character, Colin the Goblin, heir to the goblin throne who prefers candy and a dandy's life over the crown; the campaign follows the four playable goblins as they help him escape the horde, which is determined to drag him back by force. Another addition is the 24 WAR! cards, which replace the usual Doom deck to represent the goblin uprising and its regional impact on the Highlands, Lowlands, and Wetlands.
Setup and gameplay of the Goblin Mode expansion
Setup adds the 4 goblin adventurer sheets and their standees to the base game's decks, along with the 11 Monster cards, 17 Loot cards, 8 Skill cards, and 8 Weakness cards specific to the expansion. Two map overlays modify the main board, and the 24 WAR! cards replace the standard Doom deck: they trigger at the same moments as Doom cards and apply regional effects, such as losing tokens in play or adding extra goblin monsters to fights. The "Colin the Goblin" campaign is played mission by mission, from "I Want Candy" through to the final confrontation, with players needing to steal, sabotage, and shake off their pursuers along the way.
Victory conditions of the Goblin Mode expansion
The campaign ends with the mission "A Cure for Colin," which concludes Colin's escape from the goblin horde. The intermediate missions generally require reaching an exit before being overwhelmed by pursuers, or carrying out acts of sabotage and theft to disrupt goblin society. The 2 Triumph cards* reward key campaign objectives, while WAR! cards left in play continue to affect later games, extending the consequences of the uprising until the story is fully resolved.
Dungeon Degenerates - Goblin Mode: an expansion to play as goblins
Goblin Mode is an expansion for Dungeon Degenerates: Hand of Doom, the cooperative board game published by Goblinko. It lets players take on four goblins (Bog Pimple, Skive Gristle, Khaz Wart, and Filch Mold) instead of the usual adventurers, and is set after the events of the base game: the threat of the Hand of Doom has been defeated, leaving a power vacuum that the goblin horde is trying to fill. The expansion's originality lies in its central character, Colin the Goblin, heir to the goblin throne who prefers candy and a dandy's life over the crown; the campaign follows the four playable goblins as they help him escape the horde, which is determined to drag him back by force. Another addition is the 24 WAR! cards, which replace the usual Doom deck to represent the goblin uprising and its regional impact on the Highlands, Lowlands, and Wetlands.
Setup and gameplay of the Goblin Mode expansion
Setup adds the 4 goblin adventurer sheets and their standees to the base game's decks, along with the 11 Monster cards, 17 Loot cards, 8 Skill cards, and 8 Weakness cards specific to the expansion. Two map overlays modify the main board, and the 24 WAR! cards replace the standard Doom deck: they trigger at the same moments as Doom cards and apply regional effects, such as losing tokens in play or adding extra goblin monsters to fights. The "Colin the Goblin" campaign is played mission by mission, from "I Want Candy" through to the final confrontation, with players needing to steal, sabotage, and shake off their pursuers along the way.
Victory conditions of the Goblin Mode expansion
The campaign ends with the mission "A Cure for Colin," which concludes Colin's escape from the goblin horde. The intermediate missions generally require reaching an exit before being overwhelmed by pursuers, or carrying out acts of sabotage and theft to disrupt goblin society. The 2 Triumph cards* reward key campaign objectives, while WAR! cards left in play continue to affect later games, extending the consequences of the uprising until the story is fully resolved.