If the items you draw aren't improvements, or are duplicates, it's best to pick the gold pouch. Those items, in turn, determine which cards are available in your battle deck. Instead, you earn new attacks, passive buffs, defensive items, and other doodads by equipping the armor and weapons you find on your travels. There are no stats or skill trees in the traditional sense. It's all based around choosing equipment." You come by that equipment by beating monsters in battle, or by opening treasure chests. You don't get to open the deck and go, 'I want this card, and this card, and this card'-it's all automatic. As Larkin tells me, "You don't get to do it by hand. Guild of Dungeoneering doesn"t let you customize your deck like a collectible card game. When combat begins, you draw three battle cards, as well as a new one after each turn to replace the one you played. But guiding Mera through the dungeon means not just admiring the art, but also facing monsters, and when it's time to face your foes, a different deck of cards comes into play. It's a lovely aesthetic, not one you would call beautiful at first glance, but loaded with charm and detail when you take a closer look. I'm delighted by the way rooms are drawn into place as I drag cards onto the playing grid, as if they are sketched quickly into place by an invisible artist. You get them from the tavern and send them to their deaths."īy clicking 'enter', you agree to GameSpot's You can hire heroes, which are totally expendable, like interns, essentially. Says Larkin, "You, the player, are running a guild. Besides, heroes are a dime a dozen, as it turns out. "So there's a bit of that frustrating silliness, which I'm OK with," Larkin says. "They often went one by one to their deaths," he says about Majesty's heroes, and tells me that Guild of Dungeoneering's recruits exercise their own form of free will-which means that things may not always go as you plan. I am reminded of 2000's Majesty, a strategy game in which you had no direct control of the heroes you sent into the wild unknown, and Larkin is clearly familiar with the game. Other cards represent creatures and treasures, which you drag into slots in the rooms and corridors-one slot per dungeon module. Should I lead Mera to him within a certain number of turns by connecting the dungeon to his lair, he won't be as powerful as he will be if he leaves his lair and comes after Mera when the turn countdown expires. In the demo's case, my ultimate destination is the fire demon that serves as the dungeon’s boss. Some of these cards represent new rooms and hallways, and you attach them to your dungeon-in-progress by dragging them into place. Here's how it works: with each turn, you draw multiple cards from your adventuring deck, and choose three to play or discard. Mera can only look so threatening when she's got a cooking pot on her head. Instead, you create the dungeon, placing corridors, rooms, and enemies on the gameplay grid, hoping to lure Mera-or whomever might be seeking fame and fortune-with promises of powerful equipment and vast riches. Yet even the word "playable" seems a bit of a misnomer in this case, for you do not directly control the adventurers that explore these dungeons. That honor belongs to a wizard named Mera, who is one of several heroes who will be playable when the game is released later this year. It is not the center of the short Guild of Dungeoneering demo I recently played in Larkin's company, however. "My artist Fred, I had him do an owlbear, and for a laugh, he did the bearowl, which is the body of an owl and the head of a bear."Īn owlbear is a scary beast Guild of Dungeoneering's bearowl, on the other hand, is adorable in its awkwardness, appearing as a small ink drawing on a tiny paper token that looks to be ripped from the corner of whatever notebook happened to be laying around. "Do you know the classic D&D Owlbear?" Larkin asks me. This unusual role-playing/card-battling game not only uses its graph-paper art style in order to evoke those halcyon days of tabletop gaming, but even draws inspiration from D&D’s monsters. This is the first thing I notice about Guild of Dungeoneering when I sit down to play it, and game designer Colm Larkin tells me the similarity is no accident. It resembles the graph-paper drawings I scribbled when crafting Dungeons & Dragons scenarios during my childhood, though is far more attractive.
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