Guild of Dungeoneering Review
Game : Guild of Dungeoneering
Release Date: July 14, 2015
Guild of Dungeoneering is a turn-based, dungeon crawl role-playing game featuring whimsical hand-drawn art and card-battling. As the title may suggest, we run a guild of explorers making our way through dungeons in search of fame, glory, and epic loot! However, we must also play the role of an engineer, building the dungeon around our characters instead of controlling them directly. The game features a good variety of dungeons to explore, creatures to fight, and loot to collect.
At the beginning of a dungeon run, you will be given a hand of five cards from which to build your dungeon and you may play up to three of those cards on a turn. There are three types of cards used to build the dungeon (room, monster, and loot cards). Each card is pretty self-explanatory. Room cards are simply rooms that can be added to the dungeon. Monster cards are monsters that can be placed in a room in the dungeon and can be fought by the adventurers. Loot cards are used to lead your characters to where you want them to go. They are very useful cards since they can be used to attract your explorer towards a weaker monster you want them to fight instead of a monster that could give them some trouble. After playing the cards you want to on a turn, your character moves automatically, your entire hand is discarded, and a new five card hand is drawn for the next turn.
When your adventurer does encounter a monster, you will be greeted by a very strategic turn-based, card-battling system. You will have a base deck of cards with different attacks on them based on the class of your character (i.e. warriors and barbarians will have cards that mostly do physical damage while apprentices and mages will have cards that mainly do magical damage). Once a fight begins, you will have a hand of three cards drawn from your characters base deck to choose from. Fighting in Guild of Dungeoneering is tactical because you can always see what card the monster is going to play and you must choose which card best counters the monsters attack. Your characters deck can feature cards that only attack, cards that only defend, or cards that do a combination of attacking and defending. Once you choose your attack, both cards (the monster’s and yours) are resolved simultaneously. The fight continues with you and the monster selecting a card each round until either you or the creature are defeated.
If you emerge victorious from your monster skirmish, you will be awarded with a piece of gear to equip to your hero. Your adventurers have four item slots (a headgear, weapon, off-hand, and body slot) to utilize your gear. Each piece of gear your adventure holds will add cards with new attacks and improved defenses to your base deck (with rarer items adding more powerful cards than common ones).
Once a dungeon run is finished, you characters return to the guild where their plunder of gold and loot can be used to upgrade the guild. These upgrades come in the form of rooms added to the guild and can be anything from new explorers, better items, or pendants that gives your explorers a special ability. Upgrades are crucial to successfully running the Guild of Dungeoneering.
Final Thought: The Guild of Dungeoneering is a very light-hearted and a fun take on the classic dungeon-crawl genre. It includes well done strategic elements in its card-battling and dungeon-building. My only complaint is that I cannot find myself playing for too long at once because it does start to feel a bit repetitive after playing it for a while with each quest basically being to either slay a bigger boss monster, a group of smaller monsters, or retrieve a long lost artifact. Besides that, The Guild of Dungeoneering is very entertaining and provides a solid amount of challenge, humor, and epic adventures.