
Not much strategy or deck building to it.

You either draw the right cards or you don’t. Also RNG is quite strong in the game, particularly in the early levels when you don’t have that many good characters to choose from. There are dozens of dungeons with different names but they might as well be the same one over and over again. Quests are practically the same in each dungeon. The biggest problem is the lack of variety. I’d say the presentation is 4 stars, gameplay 3. I think this falls into not a bad game, but not really great either. It's an expensive game for this level of entertainment. I love roguelikes and dungeon crawlers, but I can only play this one for 5-15 minutes or so per day (1-2 dungeons) before I feel like Sisyphus (and, again, I'm only rarely actually replaying levels, they just all feel the same). This monotony make farming out of the question for me-that and the incentive to upgrade is minor. Maybe the upgrades would seem cheaper if one farmed, but there are only 3-ish mob-types per area (maybe 5 if you count different versions-weak, strong, stronger-of the same mob), and each area has several levels. Worse, many 2000g upgrades will hurt a good strategy (true, a new strategy will open up, but it will not likely be better than a good strat for cheap upgrades). Improving your castle(?) is expensive and not very meaningful: with a good strategy, you’ll be better off with the right 50g upgrades than many 2000g upgrades. Best strategies become clear quickly though, which is good for winning on first runs, but bad for entertainment.

It has roguelike elements, but replaying a level is not unique, so best to beat everything on first run. Improving your guild means you'll have a better chance at beating the harder dungeons as you progress and take down the ultimate dungeon overlord.ĥ stars for novelty, 3 stars for fun, 4 for mechanics, 2 for castle improvement costs/benefits. Manage your guild carefully and spend your hard earned ‘glory’ wisely to level up and unlock more rooms and equipment.Get to know each of your hero’s personality and traits, upgrade your existing heroes, and add new heroes while you try out new strategies to keep from sending them to their doom!.Entice, coax and bribe your heroes to clear the dungeons you build by strategically placing rooms, monsters and loot from the cards you are dealt.Take control of your fledgling group of heroes and lead them to victory! (after admitting to a few defeats of course).A turn-based RPG card game with a truck ton of personality, unique pen and paper visuals, catchy music and hilarious writing!.NOTE: Guild of Dungeoneering does NOT run on the iPad mini 1, iPad2, iPhone 4 or similar hardware. All this plus our first expansion pack, Pirates Cove, is available now! Does not require an online connection to play. Use your Favour to draw extra cards in battle, or even remove weaker cards from your deck for the rest of the quest. Earn Favour by defeating monsters in rooms with a Rune of Fate, and spend your Favour to earn powerful card-manipulation effects. With 21 new quests, 30 new monsters and 3 new classes, it’s our biggest expansion yet! Ice Cream Headaches also introduces Favour, an all new gameplay mechanic which can aid in your quest’s success… or failure. Our second expansion pack, Ice Cream Headaches, is now available! Quest through the snowy mountains, visit the ice cream monks and battle all new monsters like the Slushie Elemental and the Pygmy Mammoth. 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! 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. 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.

Build up your Guild with new rooms to attract new classes of adventurer and collect powerful items and abilities. 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. 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! Become 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.
