Are the rules for "Swap Weapons" meant to be duplicated in the text? They appear both in the Exploration Phase and the Combat Phase.
A downloadable game
The world is starting to forget, and its memories are pooling into the dungeon. The dungeon is ever-present and you can always find an entrance if you know where to look.
All manner of strange things, unknown histories, and storied artifacts have trickled in, as well as the people who seek to recover them.
Some want their past, some want power, some want truth, and some want redemption. All of them want to survive and get out, but the dungeon resists.
Delver is a surrealist game of dungeon crawling and meaning-making. You will need: 2-5 players, some six sided dice, and something to write with (paper and pencil, an online writing tool - whatever works).
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If you're interested in my work, I want you to check it out. If the price listed here is standing between you and downloading this, I invite you to claim a free copy! With each purchase of this game, I'll add a copy to this pool.
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Yup! That way it's clear that you can swap your weapons in either phase of play.
I'm really interested by the pitch! Would it be possible to have more info? Like what's the game's system? How is the game surrealist? What changed between the two editions of the game?
Excellent questions! Unfortunately, Delver can be tough to explain. I think the easiest way to try to grasp it is to listen to this session I recorded with a dear friend for 1e.
As for the differences between 1e and 2e:
- new cover art! From the incredible Sasha Reneau.
- character growth is part of the game instead of an optional appendix
- new examples for play
- information reshuffled and rewritten to make the game easier to follow - this is the biggest set of changes, and too comprehensive to list individually
If you have any other questions, I'm happy to answer them.