There are no time limits, no reaction requirements, and it can be played entirely with the mouse. * It’s relaxing and perfect for stop-and-go gaming. Effectively building the dungeon around your adventurer’s objectives is a nice break from adventuring and is very rewarding when done right. * Dungeon delving is delightful fun that’s easy to figure out. It’s okay, adventurers keep joining your guild to die for your cause! * Build your adventurer’s deck and defeat enemies in combat with a simple, fun card game. * Use cards to build the dungeon and plant loot and monsters to manipulate your adventurers’ movement. Level up and collect loot inside of each dungeon. * Take your adventurers into dungeons to complete quests. * Upgrade your guild hall to recruit different classes of adventurers, ranging from barbarians to mimes to mathemagicians. Battles are played out with a simple and addictive card game.ĪLSO: Check out my impressions of the Ice Cream Headaches DLC for Guild of Dungeoneering! You grow your base, train recruits, and power them up by leading them through dungeons for that holiest of holies in gaming: loot. "That can't fit anywhere.Guild of Dungeoneering is a unique hybrid game that mashes up cards, puzzles, deck building, roleplaying, strategy, and tower defense into one tiny, wonderful bundle. "Hey! I was trying to count my rare cards and now I've lost count!"."Stop that I'm trying to shuffle here!"."You're just jealous of my complete card collection!"."The rulebook clearly says that clicking me doesn't achieve anything"."I heard there's more cards coming in the next edition!"."I've already memorised all the errata for this edition"."Are there wandering monsters in this edition?"."Want to see a magic trick? OK you think of a card".I suppose I could shuffle my battle deck again" "Isn't there something in the manual about moving twice?"."The manual specifically says I get TWO moves if I've been to the first room and it's empty".One of my cards is becoming FRAYED AT THE EDGES" "I'm going to resleeve my card collection tonight"."You can put monsters in these rooms you know."I'm not sure these tiles are correctly lined up."Have you heard about the new loot coming out in the next edition? So OP"."I heard from my friend's uncle that this dungeon has a secret lower level"."Remember when HOPE cards had equipment too? No? Filthy casual"."Maybe I can expand my card collection with some more foil cards now!".It can be tempting (and highly satisfying) to try and get your whole deck out before using Card Storm (1 magic damage for each card left in hand, discard 4), but that can lead to tragedy if you don't have enough defense or healing to soak attacks. In the end, the Stupid card is just one more damage when you play Card Storm. Taking a level of Stupidity from the Net (Swift 3, Stupid 1) isn't a big issue for the Cartomancer, because you'll be drawing plenty of extra cards thanks to Rules Lawyer (If you take 2+ damage on a turn, draw a card). If possible, get one or both trees to 4th level. The Cartomancer class has very good synergy with the Swift and Arcane ability trees. Rules Lawyer - If you take 2+ damage on a turn, draw a card.When sufficiently healed to 30+ health points, a Card Storm can be unleashed to defeat most enemies in one hit due to having your entire deck in hand.ġx Card Storm - 1 magic damage for each card in hand (doesn't count itself), discard 4ġx Card Flick - 1 physical damage, unblockable, quickġx Paper Shield - 1 physical block for each card in hand (doesn't count itself)ġx Counterplay - 1 magic damage, 2 magic block In the case that another card must be played, it can be followed on the next turn with Cerebrate to again fill your hand. This makes it very easy to draw a full deck into your hand and spam Cerebrate to heal 3 and draw 2. Arcane cards make it easy to increase your hand size, as does the Cartomancer's ability to draw cards upon taking 2+ damage. Very strong late game with flexible item choice, slightly deck dependence early on.Ī tactic can also be employed using a Cartomancer with the Cerebrate card. Have great synergy with Crone's Shrine upgrade (+1 hand size, Arcane I) and Arcane IV card (heal 3 hp, draw 2 cards). Class strategy involves draw as many card as possible then use class specific card to deal massive damage scaled with number of cards in hand.
0 Comments
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |