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Guild of dungeoneering original author
Guild of dungeoneering original author










Some of the unpredictability is a good thing, such as how different quest types change up your goal so you’re not always doing the same thing with the same tiles. With a limited number of tiles to play per turn and just three types (represented by loot, land, and enemy cards), comes a surprising amount of strategic depth – when it wasn’t bogged down by an unbalanced sense of unpredictability. Figuring out the proper way to coax my hero through the dungeon by connecting the rooms on the board was a neat puzzle system in itself. Each quest starts your chosen hero out on a single tile, with some parts of the level already mapped out in small patches. What grabbed me instead was my role in building the actual dungeons as I played them.

guild of dungeoneering original author

This setup establishes a playful tone early on, though all the tongue-in-cheek bard’s tunes were a bit overly cutesy for my tastes. Your goal of rounding up a ragtag team of disposable adventurers and sending them out in search of loot adds some light-hearted justification for the harsh amounts of permadeath in store, making the fact that your guild’s cemetery will largely outweigh the trophy room darkly comic. A humorous take on turn-based dungeon crawling puts you not in the role of a single, glory-seeking hero, but a rejected thrillseeker-turned-guild master looking to steal some glory from those who doubted you.












Guild of dungeoneering original author