Yesterday, I tested Dungeon Dice for pub suitability. It passed. At least in the base version. The main problem with the game is still the fragmented manual, but I've now gotten the overviews from BGG and will print them out, which should make things run much more efficiently - this will also make the expansions interesting again. The second problem is the endgame when everyone has almost won - but we had a mistake in the game because I, being a fool, forgot the "magical artifacts are glory points" rule and ignored the "trade 5 equipment dice for a magical artifact" rule. Because with these two rules, you can build a pretty good alternative path to the hunt for red monsters and thus ensure a bit more excitement than just "who kills the first red monster". In addition, this also makes trading artifacts and equipment more exciting again and helps players who are lagging behind. Well, that's the problem when you don't play a game regularly, you forget things. And for regular play, Dungeon Dice simply has the problem that it really only becomes fun with 3 players, as both combat and trading are rather flat with two players (cooperation against one's own goals is not particularly useful). But all in all, it's a really nice dice game where dice luck is not always controllable, but catastrophic consequences can be avoided with a bit of skill. It's actually just right for the pub table because the components are totally robust.