Posted: 11 weeks ago, last updated 10 weeks ago.
Play involves creating a hero who sets out on a single tile. Some parts of the dungeon are mapped out, but to this you add challenges to coax them along in the direction you need them to go. Because you can only play three cards each go, and you can't control your hero directly, there's a lot of strategy here.
Each of the quests you set out on has a different objective. You might need to get from one side of the dungeon to the other in a limited number of moves. Or you might need to beat easier enemies until your hero is strong enough to take on a big boss.
Battles are simple. Enemies play a card and you play a counter card from a randomly drawn hand. This never gets more complex than attacking and blocking and for some this may be a little basic. But it keeps the focus on your dungeon creations rather than intricacies of combat.
As you progress you gain armour, helmets, special items and weapon cards. When you win a battle you are also awarded treasure and can pick from a selection of gear. Your hand is constantly changing and keeping things fresh.
When you die, you are sent back to the hub area where you can spend your money to gain more cards ready for your next quest. Over time you also unlock new types of heroes which each have different starting decks and abilities.
The result is a simple dungeon-crawling game with an unusual focus. For younger players there's a fascination of the power they have over the adventurers. But beyond this novelty there's considerable depth in a game that lets you play with evolving strategies as you gain new cards.
Rated for younger players in the US. Rated ESRB EVERYONE for Alcohol Reference, Mild Fantasy Violence.
10+ year-olds usually have the required skill to enjoy this game.
Guild of Dungeoneering Ultimate Edition
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