Jason (GameGobble): Could you elaborate on the overall gaming experience you wanted players to have?
Curt (game designer): At its core, Cutthroat Caverns is a game about kill-stealing, a concept all too familiar for D&D fans. Everyone fights the monsters of the dungeons, but only the player who actually lands the killing blow claims any reward. So it forces players to jockey for position, trying to have their attack be the one to slay the creature, even if they have to trip another player or otherwise spoil someone else’s attack, so they themselves can claim all the glory. Cutthroat was one of the first true semi-coop games, admittedly one that leaned harder on non-cooperation and backstabbing, but tempered by the knowledge that if you didn’t work together, you had a very real chance of all dying and losing the game in a total player kill. Balancing the need to say alive, with the desire to win is the heart of the game.