So there’s a big banner ad at the top of the page and no one else is playing this besides myself? Alrighty, then.
Impressions: When I played this for the first time, I hated, hated, hated it. I hated the aesthetic, I hated that characters were reset to level 1 for each dungeon, and I couldn’t understand the point.
Then, this morning, I tried it again and it clicked. And I really, really, really like it a lot (although I still don’t understand the ultimate goal or how to “win”).
Guild of Dungeoneering is a schizophrenic game made up of two distinct mini-games. It’s a weird amalgam of Dungeon Keeper, Majesty, Card Hunter, and Hand of Fate (if HoF were turn-based), with a little rogue-like flavor because why not?
For the sake of clarity I’m going to refer to the two parts as the Macro-Dungeon and the Micro-Dungeon.
The Macro-D is a turn-based take on Dungeon Keeper. You spend gold (the game calls it Renown Points, but it may as well be gold) to lay down various rooms as you design your Dungeon. Most rooms generate a particular class of Hero that can be either might or magic based (say…there’s an idea for a game right there) or unlock weapons, armor, or stat-boosting accessories. When a hero of a particular class dies (and they will - a lot), he or she is immediately replaced by another of the same class.
As you Macro Dungeon expands, is unlocks a series of Micro-Dungeons, each stand-alone adventures with several levels leading to an eventual goal. You generate RP by sending a Dungeoneer in to finish a level and hopefully return with a fistful of cash to fund the construction of the Macro Dungeon.
Here’s where it becomes HoF meets Majesty. You have no direct control over your Dungeoneer. Every turn you are dealt a hand of cards, and you can play up to 3. Each card allows you to either add a room to the Dungeon, place a monster, a treasure, or some other interesting artifact. The idea is to guide the Dungeoneer onto a path where by leveling up and acquiring treasure, he or she will eventually be able to beat the level. When your cards have been played, the Dungeoneer will head into the room that is most interesting - which may not be the room you had in mind (each Micro Dungeon starts with a preset number of rooms, traps, treasures, and monsters). Often you find yourself yelling “NO! Over THERE, Dummy!”
When a Dungeoneer enters a room with a Monster, turn-based combat takes place. The monster plays a card, and you are dealt a hand of 3 cards that have different kinds of attacks, blocks, or buffs. The idea is to play the best card out of the three to block the attack and do some damage at the same time.
If succesful, the Dungeoneer exits the level with enough RP for you to add new rooms to the Macro-D and start over.
Starting over is a big part of the game and will probably be the most divisive aspect, because once successfully completing the level of a Dungeon, Dungeoneers lose all the equipment and experience they acquired and revert to a naked and empty-handed Level 1 character. I think that’s because the game wants you to experiment with as many classes as possible, and who would send in a freshly-hired Lev 1 fighter when they have a Lev 10 barbarian instead.
The game has a great sense of humor. So far my favorite class to recruit is the Mime, because who doesn’t want to send a mime to a bloody death at the bottom of a dungeon?