![]() ![]() ![]() However, you're always given three cards to choose from each turn, meaning you might not have a card that adequately protects you from an attack. That gives you an advantage to play a counter card to either negate damage, heal yourself up, or simply do more damage yourself. The battles are turn-based, and each turn you're shown what card the monster will play. It's pretty basic when it comes down to it, but there's definitely strategy involved in each battle. By placing monsters down of your own, you can then battle them, level up, which in turn makes you more powerful, and also give you powerful loot you can immediately equip, which will give you new cards into your battle deck.īattling is pretty fun as well, especially for those that love card games. So why place down monsters at all? There will be many instances where powerful monsters will be waiting in rooms that block your progression, or sometimes even roaming the map. Even repeating failed quests can make them play out completely differently based on the cards you draw during your turns. I really love this mechanic as it's a brilliant way to make playing each quest unique. Granted, your turn will always be reliant on the cards you draw, meaning you might not have a monster or loot card to place down, and your adventurer will just go toward the closest monster or loot they can see, or directly into a trapped room. That means you can essentially coerce your adventurer to take routes you'd rather have him take, avoiding rooms with more powerful monsters until they're powerful enough to take them on. This opens up a very interesting style of gameplay, as you're given a hand of five cards each round, which not only let you place down various rooms, but monsters and loot as well. Once you pick your adventurer and go out on a quest, the game then turns into a roguelike where your little guy or gal will explore on their own, being driven to rooms that contain monsters to defeat and loot to pick up. With three separate tiers of unlocks, with the first costing 50 Gold, the next 500 and the last one costing a whopping 2000, you'll have a lot of dungeoneering to do before you unlock them all. It's a fun routine that for the most part always has something new for you to unlock. That Gold is then used to purchase new rooms in your guild, which will unlock different classes with varying mechanics, as well as new items you will be able to obtain while adventuring. The mechanics of GoD are rather simple Send your adventurers across different locations to slay monsters, obtain loot and level up, all while gaining Gold. What if one day you were given the power to establish and build up a guild of adventurers, made up of brawlers, cat burglars, mimes and other misfits, purely for the thrill of attaining valuable loot? Guild of Dungeoneering answers this very question in a very fun, if minimalistic way through a dungeon crawling, turn-based card game. ![]()
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