Guild of Dungeoneering Review
Guild of Dungeoneering
Publisher: Versus Evil
Release Date: 07/14/15
Over my years of gaming, I’d have to say I’ve never really seen anything quite like Guild of Dungeoneering. Definitely a more casual style game, but definitely fun and interesting, to say the least! So let’s hop right into it--there’s a lot of different, interesting elements to this game. First, obviously, you’re going to be exploring dungeons. But, in the case of Guild of Dungeoneering, you create the dungeon that you explore. No, I didn’t stutter. YOU, the player, create the dungeon. Also, the monsters in each dungeon vary, from dungeon, to dungeon--and there are multiple classes of characters that you can play as, and some are suited better to monsters of certain dungeons than others. These characters, you gain, by expanding your guild, with rooms that you buy with gold gained by exploring and clearing dungeons.
Next, I’d like to talk a little about the combat--which is pretty neat, in my opinion. The combat is kind of along the lines of something like TCG (Trading Card Game). Each monster has it’s own deck of cards/moves--some may allow them to leech life, block damage, heal, and so on. In turn, each character you can play as, has it’s own deck as well. As you explore dungeons, and defeat monsters, you’ll gain items that will give your character specific additional cards and traits. It may sound a bit complex, but it really is fairly simple--and, as I said, pretty fun, in my opinion.
Each dungeon has multiple levels, and in traditional dungeon crawling fashion, the final floor has a boss. These fights, I’ve found, can be a bit tricky, sometimes, and as I said before, some characters are suited better to fight particular bosses/monsters. Some of these bosses with cause the dungeon floor to have special requirements, like having to engage the boss before a certain number of turns (As moving around the dungeon is done in turns--I’ll elaborate on this in a little bit)--and if you don’t the boss is stronger, and harder to beat.
So, the reason for moving around the dungeons in turns relates to how you build your own dungeon--each turn, you get 5 randomly chosen cards, 3 of which you can place, per turn. There are three types of cards--rooms, of course. Coins/money, which add to the gold you get for completing/exploring the dungeons, and also will draw your character to that room. And lastly, monster cards, which, as I mentioned, will give you equipment/cards to add to your combat deck.
I mentioned that ‘coins will draw your character to that particular room’--and as you might be wondering, no, you don’t have direct control of the character you’re exploring with. Each character is their own person--and whenever one dies in a dungeon, they are remembered in a room you add onto your guild, the cemetery. They will be missed, but a new one will take their place, in your guild. So, yes, as you explore dungeons, your characters will die--this will cause you to fail the dungeon. But luckily, you still get part of the gold you’ve earned while exploring the dungeon--making the adventure not entirely worthless.
I recommend you give this title a look. It is fun and totally worth your time. This is a very original game.