Between dungeon runs, you return to your guild, where you can purchase new upgrades based on the reputation you earn on your adventures.īuilding the dungeon out of tiles you draw reminds me of board games like Boss Monster or Dungeon Lords, just with the alternate focus of helping the hero instead of trying to murder them. Therefore, the game is a bit of a balancing act, trying to build your dungeon to maximize the adventurer’s power while still getting to the boss before it wakes up. Naturally, the goal is to get to that location and kill the boss – and if you take too long, the boss gets a boost in power and goes on the offensive, starting to hunt the hero through the dungeon. There’s a boss involved, too, in a preset location somewhere on the map. Encountering a monster leads to more cardplay, with a separate combat deck full of cards based on the hero’s class and current equipment. The hero explores automatically, following the path you lay out. These cards can be new rooms, or monsters or treasures to place in them. The game deals you a hand of cards and tasks you to play them, three to a turn. Your adventurer explores the dungeon as with most games, but instead of controlling the adventurer, you control the layout of the dungeon itself. Guild of Dungeoneering by Gambrinous offers one such twist. It’s a tried and true concept that’s been explored plenty of times, with new variations on the same theme – now you’re the villain! Build your own dungeon! Randomly generated! – but even with the most well-worn ideas, there’s always room for a new twist. You just dropped into a dungeon and you went, and hopefully you killed the boss at the bottom. In a way, it’s a return to the roots of gaming, back when RPGs didn’t have time for things like plot, or perhaps even towns.
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