![]() ![]() Usually the goal of the dungeon is on the part that you can’t reach yet. The random cards you get in the bottom corner are what you use to build the dungeon, and connect the parts. So, when you enter a dungeon, it’s only half built like this: It’s pretty cool! And in the end, if your hireling loses the fight, you’ve only got yourself to blame. Let’s take a moment to talk about the dungeon building aspect of this game. There’s even a nice little grave yard to remember them by…īuilding up your hall unlocks new types of hirelings…Īnd also increases the loot pool for each fight you win. Also, the gold the first adventurer brought home remains, and you can use that to build up your guild hall like so: It took me a few hirelings to realize that bats (which can sap life) are not a choice enemy in the beginning.īut all is not lost - when one dies, another immediately takes their place. Sadly, poor Mervin didn’t get very far before he met his end. You then send your hired hands out into dungeons. I mean… you can do it better, right? This includes building up a guild hall of various rooms, and hiring adventurers to do your dirty work for you. So, the story begins as you decide to break away from the official Guild to make your own. I knew I was in for a quirky ride with this game from the get-go, and it didn’t disappoint. These tavern songs are woven between scenarios, usually on a loading screen, and are often quite amusing. The first thing I noticed was the cute, hand drawn art style and the fun tavern-song music. ![]() This does a good job of describing the game at a high level, but I want to go a little deeper into it than that. Using cards drawn from your Guild decks you lay down rooms, monsters, traps and of course loot! Guild of Dungeoneering is a turn-based dungeon crawler with a twist: instead of controlling the hero you build the dungeon around him. The game’s Steam page describes itself as this: ![]()
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