![]() This offers a welcome challenge that balances your freedom as a sort-of dungeon master while still limiting your power. The dungeon-building in some quests demands careful decision making and even risk taking, since you never know what the next hand of tiles holds. ![]() On one adventure you might need to get your hero from one side of the dungeon to the other in a limited number of moves, and in another you might need to grind against lower-level enemies until your hero is strong enough to take on the dungeon’s overlord. 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. 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. ![]()
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