Guild of Dungeoneering is a turn-based dungeon crawler with a twist: instead of controlling the hero you build the dungeon around him. 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. But will he be strong enough to take on the dungeon's overlord? In between dungeon runs you 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.
The Guild of Dungeoneering is a fabulous game, which provides hour after hour of addictive gameplay for kids or a thirty-three year old man-child like myself.
A tightly-conceived, devilish little game, keen to show dungeon crawling conventions the trapdoor. It takes what it needs from the best in CCGs and tactics and folds them into a structure that’s clever and consciously underivative. It’s a deck I intend to keep playing with.
Guild of Dungeoneering can get frustrating due to all of the randomness, but even then there's just no getting around the fact that it is a wonderful game. And if it ever does come to handhelds, I'll be eager to give it another go.
It's an interesting game for RPG and trading card game fans. The gameplay isn't deep enough to be considered compelling, but it still delivers some interesting and original ideas.
We always use cards for beating our opponents, but it's changing now. You can use cards for build dungeons and other staffs. Build and fight (with cards), it's sounds different right?
A cutesy card-based dungeon crawler that runs out of new ideas before too long, but one worth checking out, nonetheless.
These new heroes are a joy to discover, but the game doesn’t give you any incentive to explore them. Without a new game plus mode or even difficulty options, Guild of Dungeoneering feels very once-and-done. This is a terrible way for a rogue-like to feel. Just as the lack of documentation and tuning is a terrible thing to do to such a clever, addicting, and charmingly presented concept like this. If there’s one thing worse than not telling me how to play your game, it’s revealing to me I no longer need to play it once I’ve figured it out. Sadly, that’s the case with Guild of Dungeoneering.
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