![]() ![]() ![]() It also means there is no long-term incentive to making your explorers stronger, and the permanent loss of your explorers in battle has no weight to it, as not only will you immediately get another unit, but you’ll lose no permanent progress.īattling enemies is relatively simple. While this makes the game a great deal simpler, it also makes any progress feel pointless. No matter how strong or well-equipped you make your character throughout a dungeon, their progress is wiped after the mission. This can be very handy, as not only can you earn funds to enhance your guild, the only way to make your explorer stronger is to have them defeat enemies for experience and equipment, which in turn gives you extra battle cards and health increases. This will disrupt their path, and draw their attention elsewhere. Instead, your explorer will go towards the objective, unless you coerce or entice them to go another way, by placing enemies or loot near them. Using randomly distributed cards, with either a room, an enemy, or loot on them, you’ll place these room cards on the map while building various paths and routes in your dungeon in order to accomplish your goal.Ĭontrary to most dungeon-crawlers, you don’t actually have direct control over your explorers’ movements outside of battle. In each dungeon’s missions, you’re given a set group of often disjointed rooms, and a task to complete, such as reaching a certain room in a set amount of turns, or defeating a certain amount of monsters. Throughout Guild of Dungeoneering, you’ll mostly find yourself building crudely illustrated dungeons, room-by-room, from a top-down perspective, and coercing your explorer into battling monsters and looting treasure. These small bits of detail help to give the game more personality, even without a large story. Bruisers throw out confrontational remarks with a thick English accent, while mimes make worried gestures through text. While they may not have their own backstories, each explorer has their own name, appearance, and quirks, depending on their class. There isn’t much of a story outside of that, save the small excerpts from your character’s journal that appear occasionally throughout the adventure.įrom there, you recruit numerous explorers to plunder dungeons for you in your everlasting quest to show up the Ivory League. Naturally, you decide to steal some funds from the Ivory League to make your own Guild of Explorers, which is where the game truly begins. You play as a disgruntled explorer of an unnamed fantasy land, who is denied membership with the most prestigious dungeon-crawlers around, the Ivory League of Explorers. Though the story is relatively basic and not heavily featured, Guild of Dungeoneering’s premise perfectly showcases the sharp humor that is consistently found throughout the game. MonsterVine was supplied with a PC code for review. It’s this unique approach, combined with a sharp sense of humor, that makes Guild of Dungeoneering different than any predecessors. Although the tabletop style is all too rarely used, developer Gambrinous went forward with it, while simultaneously aiming to break the mold of the dungeon crawler genre in having the player play as the dungeon master, rather than the plunderer. Guild of Dungeoneering is as much of a tabletop RPG as it is a dungeon crawler.
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