

Guild of Dungeoneering will reward you for purchasing now by giving you all future content updates for FREE! As each content update is made, we may be charging a little bit more for the game. Lead your hero to battle with the dangerous dungeon overlord, where his skill will be put to the ultimate test - for the glory of your Guild! From lowly Chumps to renowned Cartomancers, you’ll need all the recruits you can get in this challenging rogue-like RPG where no two dungeons are ever the same. But will he be strong enough to take on the dungeon's overlord? In between dungeon runs and card based battles, manage your Guild building new rooms to attract new classes of adventurer and to expand your decks of cards with more powerful items and events.īuild up your Guild with new rooms to attract new classes of adventurer and collect powerful items and abilities. Using cards drawn from your Guild decks, you lay down rooms, monsters, traps and of course loot! Meanwhile your hero is making his own decisions on where to go and what to fight. Get ready for some Ice Cream Headaches! The second Adventure Pack is now available!īecome the ultimate Dungeon Master as you bribe, entice and coax your heroes through their adventures on a quest to restore your guild to its ultimate glory! Guild of Dungeoneering is a unique turn-based RPG with a twist: instead of controlling the hero, you build the dungeon around him. Gambrinous has managed to find the fun in their intriguing gameplay concept, and I find myself eager to see where they go with it next.A unique card-based RPG where you create the dungeon for your heroes adventures! Its charming graph paper aesthetic and munchkin-esque sense of humor set it apart from its more depressing contemporaries, and in turning adventures into something akin to pet management, it manages to make the standard dungeon crawling formula feel fresh. With these changes in place, Guild of Dungeoneering has become one of the more promising roguelikes currently on the horizon and an apparent point of pride in publisher Versus Evil’s lineup. It’s a simple dynamic but it feels strategic enough to be satisfying, and more importantly, there’s no way to become deadlocked with enemies. These attacks don’t just deal damage – they can also heal you, block enemy actions, or increase your card pool. Once a card is played, it takes effect at the same time as the enemy’s attack card, unless you play a “quick” action which can hit first and save you if you and the enemy are both on your last legs. The game presents you with a hand of three randomized attack options drawn from a deck determined by your equipment. Perhaps the biggest part of this feeling of control is the newly revamped combat system, which no longer comes down to pure stat comparisons. How you build the dungeon around your hero actually makes a substantial difference to the outcome of his or her adventure. This puts pressure on you to make sure your adventurer levels up quickly, but it also makes you feel like success comes down to more than just a roll of the dice.
#Guild of dungeoneering cards full#
His lair is visible on the dungeon map from the start (as well as a treasure room that offers substantial rewards) and if you can guide your adventurer to him ahead of time you can fight him before he’s at full strength. You don’t have to just wait passively for the boss to show up, either. Defeating enemies now yields material rewards as well as experience, and the game puts you on a timer, giving you a set number of turns at the beginning of each dungeon before the boss monster enters the fray. Dungeon tiles now have to connect logically (no more doors into brick walls), and you can place items freely in order to nudge your adventurer in the right direction. Instead, you have a hand of five cards, and you can play three of them each turn. Gone is the hope resource that determines which cards you can place. Guild of Dungeoneering has advanced by leaps and bounds since the last time I played it. I love it when developers listen to feedback. I said then that players needed to have more control of their adventurers – after all, a good roguelike gives you enough rope to hang yourself – and that the deterministic combat system needed to be reworked to prevent stalemates. Though I enjoyed the writing and graph-paper visuals, I came away largely unimpressed with the gameplay, which felt more like a slot machine than an RPG.

Nearly a year ago I previewed a Guild of Dungeoneering, a “reverse roguelike” that tasks you with using randomized cards to build a Dungeon around a self-directed adventurer.
