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Delve, a Game of Maps and Exploration | Review

May 12, 2025 | reviews

In this review, we will explore the pages of Delve. Still, before we grab the pick and the shovel, I would like to thank the publisher, La Compagnia delle Dodici Gemme, for sending us a physical copy so that we could tell you about it.

If, after reading these lines, you would like to purchase the product, you can find it directly on the publisher’s store at a cost of 15 euros for the physical copy only and 4.90 euros for the digital version.

Playing by Drawing

Delve, written by Anna Blackwell, is a solo journaling game in which we play the role of the superintendent of a colony of dwarves intent on building a new cavern. The mission, of course, is to dig, build, prosper and go in search of treasure and glory. In particular, however, we will have to retrieve the legendary Hollow Crystal.

To play the game, you will therefore need some paper (preferably squared), a pencil, an eraser, some counters, a 4-sided die, a coin and a deck of poker cards. According to the intentions of its creator, Delve was created as a relaxing gaming experience, and it is up to the player to decide what will happen. I appreciate very much that the author immediately specifies that if something bothers us or does not fit into our idea of a relaxing game, it can be freely changed.

What I find particularly interesting is that, once we have finished a Delve session, we will have a perfect dungeon that we can use in any other fantasy game. In short, Delve is not only a solo game, but (if you wish) also a dungeon generator.

Review of the Rules of Delve: a Mix of Cards and Dice

As I said at the beginning of the review, to play Delve, in addition to an eraser, a pencil and a sheet of paper, you need a deck of poker cards, a 4-sided die, and, if desired, a coin. But let’s see together what the game steps are and how to use these elements to create our den.

On our sheet of paper we will keep track of the Resources (identified by the suit of hearts in the pack of cards) and the Trade Goods (the diamond cards). We will also note the number of dwarf units participating in our exploration. We start our game with five soldiers.

At certain times, we will be asked to roll the 4-sided die or the coin. In case we do not have these two tools available, we can use a pack of cards. Instead of the 4-sided die, the 4 suits will represent the result (spades: 1, clubs: 2, diamonds: 3, hearts: 4). Instead of the coin, however, we will rely on the colour of the card drawn (black: 1, red: 2).

Structure of a Round

Delve develops in turns, and the creation of our cavern begins with the entrance. The manual suggests that we start drawing from the top of the sheet. We will have to draw a staircase in the middle which represents the access to our lair, the only space already explored at the beginning of the game.

Each round follows a fixed structure:

  1. Choose a new space to explore, draw a card from the deck to find out what will be there and draw it on the map.
  2. Solve possible fights.
  3. Trade resources and goods.
  4. Build new elements in the cavern, such as rooms, traps and possible barricades.
  5. Recruit new units.

Each of these steps is punctually detailed by the respective sections within the manual. It is therefore an essential guide to proceeding with the exploration of our cavern.

The Deck of Cards: Exploration Guide

As mentioned before, the deck of poker cards is the essential tool to proceed in the exploration of the dungeon. Depending on which card we draw after choosing the direction to explore, we can find Resources useful for building rooms and traps if the suit drawn is hearts, Trade goods if the suit drawn is diamonds, Natural formations such as caves and rivers if the suit drawn is clubs, and Remains of past cave dwellers if the suit is spades.

The manual provides practical tables with the meaning of each card, so that we are always very clear about what we will have to deal with in each turn.

During our exploration, we can trade by selling Resources (our value next to the hearts symbol) in exchange for Trade Goods. We will follow the ratio 1 to 2, i.e. each Trade Goods will cost 2 Resources.

An extensive section details the rooms we can build. They are listed with their cost in terms of Resources and/or Trade Goods. We find rooms for housing our troops, such as Outposts or Barracks, but also Taverns, Libraries or Warehouses. In short, everything is present that can be needed for a perfect dungeon.

During the game, we can recruit new dwarf units that can be housed in the rooms already built or used in the combat phase. Each unit has its Strength value and is identified by a token that must be placed on the map. Troop units all move together and have a Strength value that corresponds to the total of the Strength of all units in it.

Fighting and the Additional Rules in Delve

In Delve, the fight is a phase that interrupts the normal flow of the game. It can take place when an enemy is spotted during exploration or when one of the units suddenly becomes hostile.

The fight also proceeds in turns. In each one, each enemy and troop will move and eventually attack, causing a clash. Enemies move first unless otherwise specified.

The manual is precise and to the point. It details very simply what actions can be performed and what special abilities the different troops have during combat. It also provides a set of additional rules that can be applied to make the game always new and interesting.

Delve Aesthetics Review

Delve is an A5, sixty-page, staple-bound manual. The format is extremely practical and sturdy, the paper is thick, and the whole product is very pleasing.

The choice of colours is interesting, the illustrations are evocative without being intrusive, and the font is particularly readable, even though the glossy paper can be annoying if the lighting conditions are not optimal. All the tables, an integral part of this type of product, manage not to be repetitive. The choice of using a pack of cards to manage the game, although not so original, can be a clever system to introduce novices to roleplaying.

Delve Review Conclusions

In conclusion, I can safely say that Delve is a very neat product and particularly interesting for its dual function. It is not only a journaling game, but can also become an excellent starting point for creating dungeons for our gaming group to explore during a campaign of another fantasy roleplaying game.

The compact format and undeniable quality (combined with the competitive price) make Delve a great product even as a gift. In short, if you love dwarves, exploration, drawing maps and discovering buried treasure, then Delve is the game that cannot be missing from your collection.

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AUTORE

Francesca Vigano
Born in 1973, she has worked for years in various roles in the board game and live gaming sectors. She has collaborated with newspapers and magazines and, recently, after completing several courses at the Giano Academy, she became a master of the Salotto di Giano (Giano's Salon) as well as joining the Avventurieri (Adventurers), the association's group of authors.

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