And ultimately it becomes bothersome to wait on the game to work in your favor and show you some luck. The game’s randomness and card chance gets in the way of strategy. I don’t feel like I’m really doing anything important. Guild of Dungeoneering is a neat idea on paper, but in execution it tends to fall flat. After each boss kill, a trophy room becomes available to show off your victories. Though you can purchase new classes for variety, there’s no real reason to do so as you can’t have a party, only one character can enter a dungeon until they return or die. These are broken down into three branches: Might, Magic, and Loot. With each successful or unsuccessful guild run, you’ll earn gold that can give bonus cards for starting out a dungeon, or open it up for new classes to take up residence in your guild, or new rooms to provided more gear and weapons for use in each dungeon. You’re free to build out the guild any way you see fit. The importance of the guild cannot be overstated. ![]() Sadly, for as quick as you can die, it’s slow to animate and get back into a fresh game, there’s just far too many clicks. You learn quickly how expendable everyone is. It’s then you’re sent to the graveyard, and a new character based on the class takes your place. And more often than not, you’ll have a situation where it is 1hp left vs 1hp left, and you’ll only draw a card that only does 1 point of damage, and the final attack will strike, leaving both the enemy and you dead, all due to the randomness. In combat, the attacks you inflict are simultaneous with the attacks you take as soon as you’ve placed the card down. One card must be selected per turn, and a new card will be drawn in its place. When combat is initiated, you will draw three battle cards. And depending on your patience, will be how much you can tolerate before putting the game down to try again.Įach dungeon run is a fresh start, and you’ll have to reacquire armor and weapons as you progress. You’re constantly waiting for the game to start working for you, instead of against you. The shuffled deck of cards introduces less chances of receiving the item you want or need at the right time. This is not a deck building game, it’s just card battles based on random decks, and it is as random as the shuffle would be in a D&D game. ![]() While you can’t direct your guild member in any way, they can be influenced to go after the glint from a treasure from a card you’ve placed, to help complete the quest they are on. And from there it’ll automatically select your first cards to show you each type of card and how they work. Selecting a card can be any one of three things: adding a room or corridor, dropping an additional monster in, or a treasure that can be combined with a monster. You’ll start by looking at the map, and selecting a dungeon. In the first tutorial dungeon you have access to, the game teaches you how things work. It should be noted that Guild of Dungeoneering has one of the best soundtracks in recent memory, which is a jaunty set of tunes that you’ll have a hard time getting out of your head, which then you’ll have to purchase the soundtrack for. In fact, the only bits of color are red and blue, the rest of the game is monochromatic. ![]() This game is just full of charm, from the bard-style narration and clever wording, to the hand-drawn art that makes it look like it came from a high school kid’s notebook, done with pencil and some colored pencil to distinguish the enemies from the player. Things like leveling up the guild and purchasing better heroes will increase your odds in the dungeon, but it never feels like you ever have an advantage. This is evidenced by the lack of persistent character progression or any kind of importance on characters at all. Because it’s not about the hero, it’s about the guild. This is a game where you build the world around the dungeoneer, as you do not have direct control of their actions, you can only influence them ever so slightly. The invisible dice rolls that take place leave too much up to chance, but the result is a game that lets you feel like you’re assembling a dungeon as if you were wording it yourself, and doesn’t need any pesky social interactions to enjoy.Īfter a short bit of exposition, Guild of Dungeoneering has you off on your own building a new guild after leaving the old one, to prove you can do this better. As you play solo, a dungeon run can go incredibly quick or slow, and be in your favor, or against it. So what are you to do if you aren’t able to rustle up your friends, but still want to play D&D? Guild of Dungeoneering is the answer to that. Playing Dungeons & Dragons takes a lot of setup, time, and patience, especially for a Dungeon Master.
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