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You can’t directly tell your dungeoneer where to walk.
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You’re a victim of randomness and luck here, but there is a level of strategy to using the cards you’re given. You can choose up to three cards per turn and place them on the map, which will have some rooms, gold and monsters on there already. You’re given a few random cards at a time - dungeon rooms, monsters, or gold. You choose a dungeoneer for a mission and off he goes! Cards are central here again, as you use them to build and explore each dungeon.
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They vary from opening a certain number of chests to defeating a boss, or even reaching the exit in a specified number of moves. The game itself is broken up into quests. There’s also a trophy room and graveyard where you can see the names of all your fallen dungeoneers, which is a nice little addition. But it’s just a small part of the game, so no big deal. Perhaps some more strategy in placement would have made it feel more meaningful. There also aren’t that many rooms to buy, and they all look pretty much the same. This aspect of the game could have used more fleshing out, as the locations don’t seem to matter all that much.
GUILD OF DUNGEONEERING IOS UPGRADE
When you buy an upgrade for your guild, you’re given a card to drag to wherever you desire, building a new room. The gold allows you to expand your guild, attracting new classes and equipping them with better, well, equipment.Įverything is card-based. Their lives are worthless outside of the gold they bring to you and the dungeons they manage to clear out. The main idea is that you run a guild of dungeoneers. While it was originally created for PC, the game translates really well to mobile and touch screens.
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Even after breaks for a couple of walkthroughs, I didn’t forget about it and came back to finish it. Dungeoneering is a bit like a puzzle game in some some ways and I chipped away at it alongside the brain-melting Snakebird, as both can be played in small chunks.
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