Versus Evil’s new mobile game called Guild of Dungeoneering is quite an interesting title, despite its use of the commonly-dropped RPG-centric words “guild” and “dungeon” in the title. This game invites you to become the ultimate Dungeon Master, cajoling, bribing, and doing what it takes to get your heroes behind you and focused on their adventures, as they try to bring the glory back to your guild. There’s also a neat twist to this game, which can be considered its main selling point – you aren’t controlling the hero or heroes per se, but you’re building the dungeon your hero crawls through. And how do you build this dungeon? Simple – use the cards you collect from Guild decks to place rooms, traps, monsters, and that all-important loot.
In terms of the game’s genre, we can consider this title a trading card game RPG, but one that’s so different from your average TCG or RPG. Sure, you’ll have to familiarize yourself with heroes, their statistics, and their traits. But once again, there is no ready-made dungeon; you’ll need to build it yourself with the cards you draw. And if you haven’t done anything similar before, we suggest you read this Guild of Dungeoneering strategy guide, as we talk you through a variety of general tips that can help you to become more successful in the game.
1. Focus On Expanding Your Guild
The main thing you have to do from the start is to upgrade your guild, adding new rooms as you go along. In between dungeon crawls, tap on the Expand Guild button found on the bottom part of the guild screen, and check your options, which can be found on the technology trees.
What do you get when you add a new room to your guild? That’s going to allow you to use a specific adventurer type, based on the room you add. For example, you can unlock the Bruiser class by adding the training yard. Read on for the next tip, as we’ll show you what you need to do to acquire certain kinds of adventurers and make them a part of your team of heroes.
2. About Might, Magic And Loot
As far as acquiring physical, bruising fighters to your team of heroes is concerned, you’ll need Might to do this, and need to upgrade this accordingly. That should allow you to add some skilled melee fighters, or tanks that don’t do as much damage as melee specialists, but have tons of hit points for soaking up damage. In relation to Might, you should also take note that the idols, shrines, and talismans in the game provide some automatic bonuses.
Magic, quite obviously, is what you want to use when acquiring adventurers who specialize in magic. The same deal with talismans, idols, and the like also applies to Magic, same with different rooms making certain characters/character classes available. Lastly, Loot should be upgraded like Might and Magic, as that would allow you to find rarer, better-quality gear in the dungeons.
3. The Basics Of The Dungeon Crawl
We shall now be telling you how the dungeon crawls are like in this game, as they’ve got their share of differences from dungeon crawling features found in other titles. First off, you’ll need one adventurer and one special effect (talisman, idol, or shrine) in order to enter the dungeon; make sure you’re making the right choice, and not fooling around or experimenting. Still, your adventurers won’t get to keep their equipment in between crawls; they won’t be as powerful as they were after finishing the previous crawl, so keep that in mind before starting another one. If it’s any consolation, adventurers earn so-called “battle scars,” which are permanent upgrades or downgrades that are earned when a character survives. Obviously, this is a hit-or-miss proposition that’s somehow another one of the reasons why this game has garnered so much popularity since its release.
4. What Happens To Dungeon Cards You Do Not Play?
As this game can be filed under the TCG category, we shall be moving over to unused dungeon cards for this next tip. Similar, but not as serious as the deal with your adventurers’ equipment in between crawls, you won’t be able to save unused dungeon cards in between turns. Play a dungeon card if you’ve got something big planned, such as a potential new path and treasure you want to place within he dungeon; don’t save it for another turn, because it’s going to be gone by then!
Conversely, unused combat cards do not get lost if you do not play them or discard them during a turn. They’ll remain there unless played or discarded, and that should allow you to do some advance planning. That also means you may eventually have a plethora of cards that you neither need nor want, though that’s why the discard option is there.
5. Different Adventurers Have Different Default Cards
That’s the thing with TCGs – oftentimes, different characters will have different cards in their default deck. For example, magic-based adventurers tend to have tons of magic defenses in their deck, while physical bruiser fighters usually have normal attack cards included in their deck. You can also get new cards for your adventurers/heroes by finding select pieces of equipment and choosing them. Always look toward the top portion of your screen when choosing your reward, so you can see if there’s any catch, and so you can be sure you’re positively impacting an adventurer’s stats.
6. Miscellaneous Cave Management Tips
By default, your adventurers will follow the blue footprints on the path unless you intervene. And that may include using treasure as a lure, one that can motivate a character to go left, right, or any other direction. If you don’t step in during these situations, your heroes may most likely move closer toward the newest dungeon room you laid out. Be sure you always check the quest objective, as seen in the top-left corner of your device’s screen, as you cannot leave the dungeon unless you complete the quest. Lastly, keep in mind that dead adventurers cannot be brought back to life; they will be replaced, however, by other adventurers, with the dead adventurer’s class no longer being usable in the game.
7. Scout Your Enemies
While most of the game revolves around playing cards in order to strengthen your guild or lay out your dungeon, there is a lot of scouting involved as well. Tap on the Check Traits button separating a hero and a monster if you want to find out more about that monster. The Traits section includes the strong points of any given monster, though also notes if they have any weaknesses you can take advantage of.
8. Tips For Winning The Battle
Contrary to what you may have thought right after the game description, you’ll be doing a lot of battling in this game, and with that in mind, here are some miscellaneous tips for battles.
Before doing anything with a card, check the icons that are on them. Double attack symbols means you will attack twice when you play that card, while double shield symbols will give you a double dose of defense. Also remember what the icons mean – spiky icons correspond to attacking, shield icons are for defense, yellow icons to denote which attack will land first. There are also icons that inform you that a card should be drawn or discarded. Another good legend to remember is red for physical and blue for magic; you’ll only be able to block a certain attack with a matching defense (or by playing a card with two colors), and would have to use the other color to penetrate defenses.