Posted on BGG as well, updated my Stats, but in case some here don't read BGG.
15 games with the Dungeon done now. In order to get the Dungeon characters some more plays, first 10 games were 2 from Dungeon, 1 from the rest, which got each of the Dungeon chars to 4 appearances. Next 5 have been 1 from Dungeon, 2 from the rest.
10/4/6/1/3* Dark Cultist
G: # of games character has been in
W: won game, last char standing, naturally
L: involved in a game, lost
This is regardless of how many turns a character got to play, if char X was in the game and didn't win (maybe he died mid-game), marked for a loss. Naturally, this makes it harder for chars to have a winning record as each game will only have 1 win, but 2+ losses.
D: mid-game death, so died before anyone reached the Crown of Command
R: mid-game replacement, drawn because a mid-game death occurred
*: character won as mid-game replacement
(Yes, Warrior has won twice as a mid-game replacement, but also, half his appearances are mid-game ones)
Reaper kills: 9 (Amazon, Druid, Elf, Prophetess, Sorceress, Troll, Warrior 2, Wizard)
Toad: 9 (Dwarf*, Gladiator, Gypsy*, Knight 2, Priest, Sage*, Swashbuckler, Thief)
* = won despite getting Toaded
(Knight was Toaded twice in the same game)
Lord of Darkness fought 7 times (in order they happened):
Philosopher (Finger of Death, just for the Treasure)
Gladiator (won battle by 1, despite going in with a 5-point advantage)
Elf (won battle by 10)
Dark Cultist (won battle by 13)
Gladiator (won battle by 5, going in with 5-point advantage)
Dwarf (won battle by 5, going in with a 5-point advantage)
Amazon (won battle by 5, going in with a 4-point advantage)
Early days yet, but thoughts on the Dungeon characters so far:
Amazon: Just as the Dwarf is the best pure rusher, Amazon is the Queen B of PvP. With her movement and combat ability, she can really make life difficult for people. Oh, the 'B' in her case stands for Bully. When Amazon has an advantage in battle, you have to constantly keep an eye out for her, if you're within 6 spaces, she can swoop in. Like the Thief, she adds tension to the game, but unlike the Thief, hers comes in more lethal fashion. Of course, if your group isn't into PvP, she can still attack Enemies with almost laser-guided precision.
Gladiator: He's been unlucky. Really, he should/could have a 4-1 record, but I think his first game jinxed him for the next two, as in both he failed to get past Dice with Death. Gladiator can gain Strength like nobody's business. "Useless" Followers like Prince, Princess, Guide, etc. suddenly are worthwhile. Gladiator + Mule-army is a terrifying prospect. Followers lead to battle Strength which leads to trophies, which leads to even more Strength. Here are things the Gladiator doesn't want to see in the game: Hag, Mesmerism, being Toaded, Dungeon Keeper, Sorceress. Also, if he focuses on Strength, he is vulnerable in psychic combat, if you have the ability to attack him that way. But the Gladiator is a tough customer, no doubt.
Gypsy: Whoah, nelly! A total sleeper hit. Winning record after 5 games (though this will probably balance out as things progress). Ability to ignore Events is nice, means she doesn't lose turns, no worry about Raiders, Horse Thief, Whirlwind, etc. With Gypsy in the game, you have to really think about Spell use. Do I cast this Spell, as the Gypsy will then get it? Unless she has her Craft allowance of Spells or is a Toad, any Spell you cast can come back at you. Transference is a game-winner, but against the Gypsy, your joy will be shortlived, unless you're packing Counter Spell.
Philosopher: Hmm, not much to say about him really, he does seem to lack a hook, so to speak. His ability to remove a faceup Adventure card can be useful for removing Places and causing general annoyance to people. And, yes, the rulebook refers to the Philosopher as male, though I'm still not convinced. At any rate, he is one half of the Talisman Metro-squad, the other half of course being the Minstrel !
Swashbuckler: His poor record is a bit misleading I think. His abilities are very nice, though extra draw can backfire, as it did in his most recent appearance, first turn, move to Fields, draw 2, Giant + Goblin (Str 8), few turns later Fields again, Crone + Demon (Craft 11 + Toaded)! In a normal game, he can easily get 10, 20, even more extra turns by winning battles. If he can get some Strength, Tavern has 1/3 shot of an extra turn, picking on weaker characters gets reward + extra turn. I tend to hang around the Tavern corner, due to his ability, you also have a 1/3 shot of getting a Teleport to space of your choice (same odds for getting to the Middle Region as well), making it easier to land on Fields or attacking characters or faceup Adventure cards.