Dungeons & Degenerate Gamblers Review: I Can Stop Any Time I Want

Why do I do this to myself? I knew what Dungeons & Degenerate Gamblers was going in — namely, a roguelike wearing the skin of a game of blackjack. And even if I hadn’t come in pre-warned of its ensnaring charm, the opening dialogue would have been a clue.

“You approach the old tavern,” warns the narrator. “It reeks of ale and addiction.” Learn from my mistakes. This is not a game you can just sit down and play if you have anything else to accomplish that day. The allure of pushing my luck with one more hit of the cards is beyond me to resist. The increasingly wild gameplay feels at times out of control but also like a blast of dopamine. It only requires me to hit one button — a button that dares me to ever-growing peril.

Story is a more prevalent part of the game’s story than other titles I’ve played of this ilk. I suppose that shouldn’t be surprising with the allusion to Dungeons and Dragons in the title. As I take my place at the table in the previously mentioned tavern, I’m presented with NPCs, branching pathways, and commentary which colors the experience. The character quips and silly puns may not always land, but they do draw from a pleasing array of fantasy culture.

Gameplay transforms dramatically throughout the journey. I begin by choosing my deck, initially consisting of the standard fifty-two cards and a singular suit. Every suit confers benefits on a Blackjack — which usually means holding cards totally to twenty-one points, though that doesn’t stay consistent here. Hearts, when I hit that perfect number, will heal me. Clubs damage my opponent. Diamonds offer up monetary gain. And Spades build up my shield.

You might be able to tell from above that this isn’t a regular game of Blackjack, but let’s just set the baseline for the action. A single round has me set against a single opponent. Two clickable buttons in the center of the table read Hit and Stand. To hit is to ask for another card to be dealt to you. Each card in your hand has a numerical value, usually this is pretty self-explanatory. You want to get as close to twenty-one without going over, or “busting.” The closer you get to the target, the easier it is tyo go over. So when you’re as close as you dare to get, players can hit the stand button to see if the opponent can match them or get closer to twenty-one.

This is where things get strategic. I find it really hard to just let go of the wheel when my cards total in the high teens, especially sense I know, for this game, my opposition will do damage if they score higher. Of course, if I bust and get zero, I’m in for a world of hurt. It pays to be cautious. Once the hundred points of my health drops to zero, it’s the end of my run and I’m not guaranteed healing at any point.

Carefully judging the probabilities is enough to get me through the first area with flying colors. But as I descend — or ascend depending on my choices and luck — to places like The Basement, Sandy’s Casino, and the Head Office, more colorful cards grace the table and unpredictable encounters can fundamentally alter my objectives.

The blood donor card, for example, is one of my early favorites, as it heals me everytime I play a heart card. But it also decreases my cards’ value by every time I’m healed. Is that a worthwhile trade-off? It can be if I manage to collect other cards that incentivize pushing that hit button as many times as possible.

With your and your increasingly challenging rivals’ — which include everything from a literal card shark, a recurring gambler (whose portrait grows noticeably more damaged as you continue to defeat him), and a bonafide deity — decks morphing into a cacophonous tableau of deadly actions, the game can grow hectic. Sometimes too hectic.

I have certainly had rounds where I could not follow the play or didn’t know exactly why something had happened, causing things to feel unfairly out of my hands. However as I become more familiar with the odd powers shooting across the felted field of battle, this happens less and less. As a more experienced player, I always ensure to have an ace up my sleeve — literally or figuratively — to negate unforeseen circumstances.

Dungeons & Degenerate Gamblers is another must-play for 2024 — which is unfortunate. Mostly because once you pick it up, it’s hard to stop playing long enough to get through those other must-play titles.

Rating: 8.5 out of 10.

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