![]() ![]() ![]() The gameplay is accessible for a range of different players and the cute aesthetic makes this game a light and easy play. There is a lot of trial and error involved in such a premise, but Guild of Dungeoneering can be really fun to master in this respect, and it doesn't take too long to get familiar with the mechanics. The dungeon will be somewhat mapped out at the start of each turn, but players will need to be aware of the specific hero traits and build the level accordingly. Each turn, players have a number of available tiles within the dungeon to use loot, land, and enemy cards. Although the gameplay is simple, it is still rewarding and can be addictive for the right type of player.īuilding the dungeon means Guild of Dungeoneering is largely a puzzle game, as players must coax the dejected heroes through the perils of the dungeon. Strategy becomes particularly important as the player encounters bosses, thus familiarity with the available cards is just as important. The game is not necessarily about putting in long hours to create the perfect deck, but players can unlock additional classes, allowing players to explore different strategies. However, after each run, the deck is reset. Players add to this deck as they play, with special upgrades and buffs unlockable as they progress through the dungeon. However, the only class where I have ever wanted to restrict picking up items is the Mathemagician (because so much of his power seem to depend on discarding the opponent's cards and injecting stupidity) and I have never felt like unlocking more loot options was ever a bad decision (well, aside from unlocking loot before characters).Guild of Dungeoneering is turn-based and has players use cards from a guild deck. Now, bear in mind, I'm not a GoD expert that can do a no-death run or something. Adamantium Anvil is probably not directly useful as an early unlock, but Sword of the Sea is a top source for Growth III which can really save your butt and pairs great with Tenacious trait. ![]() Amazingly powerful for the Apprentice in the early game, which starts with Fire I. It and Blacksmith each have a Fire II item, and getting to Fire III (Ignite) is game over for most fights. Steel Anvil gives you Doom Plate, and Bulwark is amazing. That's also why I like the +1 card Blessing as well as Wise - more cards means more options, and you can handle the occasional Stupidity card or debuff that shrinks your hand. Much easier to hit Armor IV than Swift IV as well, and you get 3 great physical defense cards out of it, not just 1.īlade and Crush might not be so great for a Cartomancer, but again there are a lot of monsters or bosses that have strong magic defense so having some physical options are handy. There are some dungeons that seem to have strong physical enemies and bosses and even Armor I can save your butt and III and IV are great. I'd also disagree that Armor isn't useful. This is especially true if you end up using Ranger or Bruiser on your earlier tiers. So I don't think you need to worry about outright excluding Blacksmith. It is very rare that the loot pool for a dungeon is flat-out junk that doesn't work with a class. However, I eventually end up unlocking everything - all classes and loot, and I don't really end up having problems with that. When doing unlocks, I think it is a good idea to prioritize getting a class unlock of the next tier, then a blessing (or two) of that tier, then one or two loot upgrades for that tier. ![]()
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