Asa cum a fost "The Big Expansion" pentru Galaxy Trucker, asa va fi "The New Paladins" pentru Dungeon Lords:
The title reveals the first problem you have to deal with as a dungeon lord – there are now two paladins hoping for a quest that appear each year. One is, well, weaker – he may well have flunked Questing 101 – but the other guy is a beast.
Luckily, you have new beasts of your own to recruit: there’s an odd-looking “birdie” creature, a beholder, a Cthulhu-ish tentacled thing, as well as others. In addition, you also receive some dungeon petz (yes, the game has a product placement tie-in) in the form of cards that allow you some extra firepower or other ways to thwart the adventuring party (I was particularly fond of the Direbunny).
Fresh off his not-so-successful tour with the Knights Who Say Nee, Sir Robin’s minstrel has trained a bunch of loud-mouthed troubadours to buck up the spirits of the adventurers. These golden-voiced cowards run straight to the back of the group… but their singing wards off one wound per adventurer up to the number of symbols on their tile. Of course, once an adventurer dies, that number of symbols is reduced by one as they sing funeral dirges for him (or her).
With all these new adventurers and beasties, you need extra time to prepare… and so a fifth season has been added. Adventuring parties are larger (4 instead of 3 ill-mannered louts) – which means that you now have five rounds of combat, rather than the original four.
There are also alternate boards for each of the various places to send your minions. Each season (skipping the first), one of those boards is placed over the original board and offers some interesting new decisions to struggle with as you work to keep your minions busy and productive.
Finally, there’s just a whole lot of “more”: more traps, more combat cards, more special effect cards, etc. They are still fine-tuning balance and interaction issues with these, but suffice it to say that there are some nifty twists and turns hidden in these decks.
Look, if you weren’t a fan of Dungeon Lords in the first place, nothing here is going to change your mind. On the other hand, if you really enjoyed the game and are willing to devote 15-30 minutes more per game, there’s a lot to like here. The minstrels are profoundly frustrating and require some new ways of attacking adventuring parties… at the same time, the new monsters and petz give you more flexibility in how you go about the task of shutting down the pesky humans.


- from http://www.boardgamegeek.com/image/1246176