Guild of Dungeoneering is a scrapbook made up of maps, RPG elements, and humorous humor also reminiscent of the stoned Munchkin company Steve Jackson Games, though in a rather loose form. The path to wealth begins from scratch, and by fostering money slowly new opportunities are opened for the construction of the ancestral hedgehog infrastructure.
The extensions are divided into three categories: might, magic, and loot, which, besides improving their stats, also bring new items or cards to your spit, as well as new class heroes. Items that are unlocked by the expansion of the limbs do not fit directly, they are “thrown” during the adventures in a dungeon (only if you go west), after which you need to pick them up again.
Each hero goes to the dungeon with his own set of cards inherent in his class, while the spit is filled with intense gathering of others during the same adventure. By joining the cards on the playfield you create new rooms, pass through the halls, infiltrate the enemies and plenum, so you create a dungeon yourself and direct the action flow, and your hero moves toward the room where you have thrown a plague or enemy map.
In addition to these, there are also maps that use the room to create a magic fountain that gives a positive or negative random effect during the first fight. According to the humor on which the game is based, and the items that you can equip are twisted to the board: the cup of tea as an offensive weapon, a sheriff instead of a chess, an offensive kitten projectile, a crazy shirt giving a health bonus.
It’s the same with enemies, so do not expect too many dragons and save yourself to a nasty skirmish with rubber ducks. As far as combat is concerned, it is a classic confrontation of two jewels of cards. During one move you can perform a magical or physical attack, block an opponent, and even steal a map from an opponent’s spit. Suparnik always takes the map first, so it is relatively easy to answer any challenge.
The source of human resources is inexhaustible because as soon as a hero dies the new one will automatically replace it in an appropriate building. After successful advent of an adventure end, the heroes automatically lose all the experiential levels and the complete equipment they have acquired.
Too much in this game is subordinated to the random principle and the misery, so there is little room for tactics. Gaining extra sympathy for a toy audience, the Guild of Dungeoneering plays a spectacular visual presentation card.
The music podium boasts great numbers with the Celtic reverie and humor that reminds of Bard’s Tale. Almost every card you earn is printed with a unique music number. It’s about a Flash game, it can be played on any configuration that does not load tape programs.