Guild of Dungeoneering Ultimate Edition

Guild of Dungeoneering Ultimate Edition

81 Bewertungen
A guide to dungeoneering
Von SlackerBoe
A basic guide to the Guild of Dungeoneering
   
Preis verleihen
Favorisieren
Favorisiert
Entfernen
Introduction
Welcome to the guild of dungeoneering a simple, yet fun romp based around the idea of using cards to control game flow. I have found I have fallen in love with the simple yet elegant mechanics and would like to share my experience playing this game with you. These strategies have allowed me to tear me way through the game with relatively little difficulty and should allow you to do the same as well.
Basics of dungeoneering
Each level in the game is presented by a dungeon for you to trek your way through. Though the objectives and enemies are different, each level follows the same progression set-up. Use up to 3 of the 5 cards given to move your adventurer to the objective Let's first look at the three main types of cards.

Card Type A (Blue): Room cards: These cards allow you to add rooms to the dungeon that will allow your traveler to progress. Each card has a different amount of exits to move you in different directions. It is important to remember that when placing a card, all exits must lead somewhere. If the card has a wall where an adjacent tile has a path, you can't place it. If a card has path that would connect to an adjacent tiles walls then you can't place it.

Blue tiles also have the chance to come with shrines in them. When you place the card you either get a positive (yellow) or negative (red) ability that usually kicks in during the next fight. I personally am not a big fan of these cards, but others may enjoy the randomness.

Card Type B (red): Enemy cards: Use these cards to place enemies in your way as you travel from room to room. Defeating enemies allows you to upgrade your equipment and levels .I highly suggest fighting an enemy every turn you can (unless timer constraints force you not to). When looking at these cards there's two important thing to note.

First, each card has a level from 1-3 with 1 being the lowest level. The level of the enemy decides how many hearts it has and how strong it is. Enemies at level 1 will have less hearts and be weaker than enemies at level 3. More importantly, after the battle you'll be able to choose a piece of equipment that is of the same level as the enemy.

Second, each card has a type. Each area has its own sets of enemies and they are usually separated into different types of enemies (magic users/physical/fury etc). We'll look into this closer in the levels section since each area has its own set of basic enemy cards.

Card Type C (yellow): Hope cards: These are your basic treasure cards. They range in value from 1-3 gold and are mainly used to bait your dungeoneer into going where you want.
Battle Basics


So you're in a battle and you want to beat your opponent to a pulp. First things first, you must take a look at the basic screen. You have your deck on one side and you're opponents on the other. These cards represent attacks. When your deck runs out your discard piled gets shuffled a becomes your deck again.

Your goal is to bring the enemies heart total to 0 while keeping your own heart total from being depleted. To figure out the best way to do this we'll need to take a look at the different abilities each card have. We will separate them into damage, blocking and special categories.

Damage: We have three basic types of damage shown on cards. Red fist represent physical damage. Blue fists Represent Magical damage and hearts with a minus (-) next to them represent self inflicted damage.

Blocking: There are three types of basic blocking functions (represented by a shield) A red fist shield blocks physical damage. A blue shield blocks magical damage. A red&blue shield blocks any damage.

Special: There are a few different special icons that we need to look at. An icon with a crossed out shield on it stands for unblockable damage. These cannot be blocked by shield icons. An Icon with a lightning symbol stands for quick damage and will be dealt before enemy damage (Enemy shields will still be taken into damage consideration). A card icon signifies that you get to draw an extra card into your hand. A heart means that you gain a heart.

Once you defeat an enemy you'll be able to choose a pice of equipment equal to it's level
How to sucker bait your Dungeoneer
A basic rule for movement is that your adventurer is going to go after the most valuable thing on the screen. If you hook up to a room with a level 3 chest, you're going to be going to that room. With this concept in mind we can place hope cards to steer our dungeoneer where we want them. Just place a pice of loot the opposite direction of a monster like so...



...and they change directions to go get it.

Once you start getting farther in the game there will be bosses (Mimic Queen, dragon, etc) that chase you through the level. They move at a rate of 2 squares/ turn and start to catch up with you fast. Here's a little trick that makes these enemies simple. Just put an enemy in fornt of them and it stops them at 1 square.


Available Classes
Now To take a look at all the classes available in the game.

Tutorial class: Chump

Hey Hey, you've suckered your first chump into getting you some money. You won't be using this guy very much so just follow the tutorial. Outside of it, there's pretty much no reason to use him.

Group 1: Might

Tier 1



Cat Burglar- Ability: Covetous (Get an extra loot choice at the end of battle)

Holy Cat-puns Batman! The cat burglar uses it's ability to get you the loot you are looking for quicker. With more choices, you're also going to have a easier time specialising through the skills. In the early game this can lead to strong attack and armor cards and take you through the plains with ease.



Bruiser- Ability: Spicky (deals 1 damage when incoming damage is completly blocked.

The bruiser ability is centered around blocking, so obviously high armor is going to be important. I try to get a few levels in blades (or crush, or whatever floats your boat) in my weapon slots and then use my other three slots to maximise block cards. The plains feature many low-level monster attacks and even 1 or two blocking cards will trigger spikey.

Tier 2



Ranger- Ability: Ranged (Makes physical damge quick. +1 damage if it was already quick)

A very strong class. Quick damage can save you from many different low health situations. It can give you that extra oomph you need to take down a boss or get by an enemy with fury. Just remember that it only applies to physical attacks.



Barbarian- Ability: Deathwish (gains bonus hearts against higher level enemies)

One of my favorite classes, deathwish gives you bonus hearts when the enemies are a higher level than you. Essesntially this means your first move should be to battle a level 2 enemy and your second move to battle a level 3. This will make you level 3 capeable in 2 turns, giving you a quick boost to greatness.

Tier 3



Troubador- Ability: Spellsword (+1 physical after dealing a magical attack)

A pretty fun class if you enjoy creating a balanced type fighter. Arcane swipe helps you take advantage of this as early as possible and you can mix and match the equipment. I still tended to go a more physical route with only a splash of magical damage.



Most Holy Grail Knight- Ability: Retirbution (deals 1 bonus mag damage when you take 3 or more damge in one turn)

I loved playing this class through the game's end. The life control deck it gets is sick and when fully upgraded it's is nigh unstopable. Screenshot is from my longest living knight hitting 6k in gold and smoking the dragon at the end of the Jungle.

Group 2: Magic

Tier 1



Mime: No Ability

The mime doesn't have an ability, but makes up for it by having attacks that will make the opponent discard when succesful. This allows you to do 2 very important things. It allows you to get rid of an attack for one round and know what the next attack is. This kind of card control can be used effectivly with blocking cards.



Apprentice: A spell casting class with lots of magic attack and defense cards. Ability: Talented (start with Fire 1)

Not a bad class to start out with. Getting a 2 damage card right away is a vey nice perk and there's enough magic using enemies in the early levels to get you geared up before you face most bosses. I enjoyed playing as this class in my Tier 1 time.

Tier 2



Shapeshifter- Ability: Wild (Start with Growth 1)

With the early growth level, this class excels in life gain. The heart control of of the growth tree mixes well with the blocking power of the holy tree and the arcane tree. Even if you're hittting a little at a time, the consitent heart growth keeps you alive to whittle the enemy away.



Alchemist- Ability: Blessed (Gain an extra heart when you heal)

This class relies on life gain to survive. To use it to it's max potential you' want to get holy and growth leveled up as high as possilbe. I would definitly suggest giving holy the priority since level 1 and level 3 holy cards give you life for blocking. This allows for a lot of heart gain with higher level growth attacks.
Available Classes (pt 2)
Tier 3



Cartomancer- Ability: Rules Lawyer (Taking 2+ damage in a turn lets you draw a card)

Excellent Class. Card draw makes it so you can get your hand out fast, allowing you to bomb high level enemies early. As your equipment grows, so does your power. Use card draw and life gain against early enemies and get some strong attacks from equipment. Then you can start really controlling battles.



Mathemagcian- Ability: Bisect (If your opponent has exactly double your hp gain +2 magic)

Bisect is a very situational ability, but the class has a few gimmick cards to make up for it. There's even a card that gives your opponent stupidity. Discard is easily it's best move though and this class relies heavily on your gear abilities. Arcane will give you access to specific cards quicker though, so definitly try to max it.

Group 3: Loot



Artificer- Abilty: Inventive (never finds common loot)

If you plan it out before spending your upgrades this can easily be the strongest class in the game. It's ability means you will only be offered loot that you've purchased through upgrades, so you can plan your upgrades accoridingly. With a small number of purchases it's easy to make it so the class gets the loot you want faster than any other class, giveing it access to stornger attacks earlier.
Equipment basics


After you beat a fight or loot a chest you'll be presented with a choice of equipment. The level of the chest or enemy will determine the level of the loot you can obtain. Loot plays an improtant role in the game, so you'll want to get familair with it. If it seems confusing to you, don't worry about it too much. You'll end up making the same secltions based on your class and objective, so you'll begin to learn combinations and abilities naturally.

The first thing we see when looking at the loot is it card category strength. Each different category will have it's own cards that will give you the advantage in combat. Try mixing and matching them as you keep defeating enemies and test out what you like. Finding your strong equipment boosts is going to help you when you get to the harder areas.

Next we see a box containg an ability name. When a piece of loot has this it will give your charcter that ability when equipped. Fury, Tenacious, Retirbution, and Ferocious and many more are available. These will allow you to take your strategies and charracters to new levels. Want to regularlly hit for brittle damage? Wnat to die at the same time as an enemy, but live? Abilities will make these things possible and give you a little extra oomph in Combat.

Under this is sometimes a plus one heart that means the equipment will give you an extra heart in combat. It's great to use these when you're starting a level to help you saty alive while you build a deadly arsenal. There's a little bit of flavor text below that, just to liven things up I guess! :)
Starting Area Enemies
Abilities: Different enemies have different abilities. Here is a useful list

Loner (-1hp if in a dead end)
Frail (+1 to all physical attacks)
Fury (+1 to physical attacks if at 1/2 hp or less.)
Brittle (Taking 4+ damage in one turn adds 2 extra damage)
Tenacious (Can only be killed if on 1 hp)
Night Owl (-1hp if surrounded by 5+ rooms)
Decay (Taking 2+ damage in one turn adds 1 extra damage)
Burn (each fighter takes 1 damage/rd)
Leader (+1hp for each surrounding minion)
Predictable (Can see opponents next card)
Skilled (Doesn't draw level 1 or 2 cards)
Mundane (+1 to all magical attacks)
Half-Baked (- hp determined by rounds left when you interrupt Lich summoning)

Area 1: Starting Area

Level 1 Enemies

Nasty Rat (mainly physical, no abilities)
Giant Bat (lots of drain magic, Ability: Loner)
Goblin (mainly physical, no abilities)
Scary Spider (lots of magic, ability: Frail)
Fire Imp (lots of magic, Ability: Night Owl)
Gray Ooze (lots of magic, Ability: Mundane)

Level 2 Enemies

Ratman (mainly physical, no abilities)
Gnoll (mainly Physical, Ability: Fury)
Skeleton (mainly physical, Ability: Brittle)
Ghost (lots of magic, Ability: Tenacious, Ability: Night Owl)
Zombie (Mix of magic+phys, Ability: Decay)
Mimic (mainly physical, no abilities)
Snake (mix, no abilities)

Level 3 Enemies

Bear Owl (mainly Physical, Ability: Fury)
Scorpion (mainly Physical, no abilities)
Bandito (mainly physical, Ability: Loner)
Fire Elemental (lots of magic, Ability:Burn)
Minotaur (mainly physical, Ability: Fury, Ability: Decay)
Shade (lots of magic, Ability: Tenacious, Ability: Night Owl)
Sorceress (lots of magic, no abilities)

Bosses

Rat King (mainly physical, Ability: Leader)
Orc Warlord (Mainly Physical, Ability: Predictable)
Embro (Mainly physical, Ability:Skilled)
Mimic Queen (Physical+mag discard, Ability:Brittle)
Black Knight (mix of types, Ability: Mundane)
Lich ( lots of magic, Ability: Frail, Albility: Half-baked)
Eye Beast (lots of magic, Ability: Frail)

Jungle Area Enemies
Ability list:

Loner (-1hp if in a dead end)
Frail (+1 to all physical attacks)
Fury (+1 to physical attacks if at 1/2 hp or less.)
Brittle (Taking 4+ damage in one turn adds 2 extra damage)
Tenacious (Can only be killed if on 1 hp)
Night Owl (-1hp if surrounded by 5+ rooms)
Decay (Taking 2+ damage in one turn adds 1 extra damage)
Burn (each fighter takes 1 damage/rd)
Leader (+1hp for each surrounding minion)
Predictable (Can see opponents next card)
Skilled (Doesn't draw level 1 or 2 cards)
Mundane (+1 to all magical attacks)
Half-Baked (- hp determined by rounds left when you interrupt Lich summoning)
Wandering (Move a random space every turn)
Theif (Moves towards treasure)
Bulwark (Negates damage if it's a single hp)
Agressive (Moves toward your dungeoneer)
Sluggish (Your blocks block 1 extra damage)

Level 1 Enemies:

Bloodstarved Bat (mostly physical, Ability: Predictable)
Pixies (Mix of types, Abiltiy: Tenacious, Ability: Theif)
Leggy Spider (Mix of types, Ability: Frail)
Jungle Warrior (Mostly physical, Ability:Leader)
Frenzied Goblin (mostly physicial, Ability: Agressive, Ability:Fury)
Plauge Rat (Mostly physical, Ability: Loner)

Level 2 Enemies:

Poisonous Snake (mostly phyical, Ability: Wandering)
Lizardman (Mix of Types, Ability: Night Owl)
Man Eating Plant (Mostly physical, No Ability)
Hilly Gnoll (Mostly physical, Ability: Fury)
Harpy (Lots of Magic, No ability)

Level 3 Enemies:

Dire Scorpion (Mostly Physical, Ability: Bulwark)
Jungle Shaman (Lots of Magic, Ability: Leader)
OwlBear (Mostly Physical, Ability:Fury)
Air Elemental (Lots of Magic, Ability:Bulwark, Ability: Wandering)
Worm (Mix of Types, Ability:Tenacious, Ability: Night Owl)
Gargoyle (Lots of Magic, Ability:brittle)

Bosses:

Medusa (Lots of magic, Ability:Night Owl)
Ogre (Physical Recharge, Ability: Predictiable)
Ettin (Mix of types, Ability: Sluggish)
Chimera (Mostly physical, Ability: Fury)
Dragon (Lots of Magic, No Ability)
Adventures (overview)
Ah the best part of the game, the gameplay. Our dungeoneers set off on dangerous quests in order to bring us fame and fortune. This section will be broken down into areas for easy navigation.
Adventures (Starting Area)
Welcome to the game! We start out in our area, tutorial dungeon ahead of us, so let's go exploring!

Tutorial Adventure


Quest 1: Squeak Squeak

Objective: Beat 3 enemies

Time Limit: None

A nice simple tutorial dungeon. The first move is made for you and plenty of level 1 enemies are avaialble. Get used to the battle cards system as you guide your chump through the dungeon. I always have 50+gold after this dungeon, so a tier 1 character lays ahead.



Quest 2: Rat Pack

Objective: Defeat The Rat King!

Time Limit: None

Ahhh, now that we got that shiny new t-1 character, we get to take it out for a stroll with a boss. Luckily, there is no time limit here, so take your time getting to the rat king. Fight plenty of enemies and upgrade your gear as high as you want. Every minion killed is less HP for the boss. Once your ready prepare for...

Boss: Rat King. The first boss in the game! If you've killed off all the enemies on the screen and upgraded your gear, he should pose no trouble. Enjoy whooping some butt! Make sure to upgrade some loot after this battle to unlock level 3 gear!

Adventure: Gobliiins



Quest 1: Goblin Menace

Objective: Defeat 3 monsters

Time Limit: None

Tons of Level 1 monsters abound as well as the ability to add your own. Just defeat 3 level 1 creatures. Good thing they never specified it had to be a fair fight. Die Goblins!!!!!!



Quest 2: Orcs!

Objective: Defeat Orc Warlord

Time Limit: None

Once again the lack of time limit makes this level about gearing up. Don't connect to the boss room until you're ready to face him. Work your way up through the different levels of enemies. If you've unlocked some loot upgrades you should be able to get to full level 3 gear before facing the boss...

Boss: Orc Warlord. The predictable ability means you can see his next move. Be awre he has some triple physical attacks. If you've upgraded gear you should have access to plenty of block though and can beat your way through him!

Adventure: Fire Lord



Quest 1: Fiery Foray

Objective: Defeat 3 enemies.

Time Limit: None

Once again we get a easy starter mission. Level 1 enemies do just fine for counting towards the acheivement and you get more gold from completion than dungeoneering so just smash your way through. This is the time to get acquainted with the different early gear options available for your class.



Quest 2:Scorching Spoils

Objective: Loot 3 Large Chests

Time Limit: None

A new type of objective. It looks like the chests are blocked, by a level 2 ghost, a level 2 zombie, and a level 3 fire elemental. I strongly suggest grabbing the chests in that order. Use enemies in between fights to gear up for the level 3.



Quest 3: Bath Bomb

Objective: Defeat Embro!

Time Limit: Attacks in 12 turns.

Our first boss with a time limit. You have 12 turns before he comes after you and I suggest you use them to gear up. Make your way for the chest space and don't worry about the fountain. The main focus is getting geared up, especially with things that block 2 or three physical damage. Shield wall is an excellent option as well as the triple shiled block shields give. Tenacious can also give you an edge in close battles. After 12 turns you are attacked by...

Boss: Embro. This is the toughest boss so far. His skilled ability means he only draws strong cards and so you'll encounter high amounts of physical damge. With a good amount of gear added block cards you can keep in damage control mode to gain the dge on him. Remember that quick damage always makes for a great finishing move.

Adventure: A Victimless Crime



Quest 1: Lovely Loot

Objective: Collect 2 Chests

Time Limit: None

The chests are protected by a level 2 zombie and a level 3 Bear Owl. Nothing to difficult, though remember the zombie does get a lot of hit points. As always, with no timelimit feel free to not connect to the objectives and grind up some gear. Once you're comfortable take those guys down and score some chests.



Quest 2: Terrible Truth

Objective: Defeat Mimic Queen

Time Limit: None

Alright, if you haven't already please check out the second part of the How to Suckerbait your dungeoneer section. This is the introduction to chase bosses, so knowing how to stop them until you're ready is a great trick to know. Level up until your good and ready for a mix of damage (both magical and physical) and get ready for a fight!

Boss: Mimic Queen

If you're unprepared this one fixing to kill you. This mimic queen has ohysical attacks and a 2 damage mag discard attack. If your class happens to have magic block available get it! At this point if you haven't been expirementing with loot combinations and abilities you should. Shields can give you tenacious and combine with armor to create shield block. Spickey helmets can give you fury (+1 physical after 1/2 health) and that will make you capable of combining a 3 damage physical attack with the ability to hit for 4 which will trigger brittle for a total of 6 hp of damage in 1 hit. Magic users can look towards some of the stronger combinations with the wolf helm (and possibly other triggers, I don't quite get the combo's, but selecting the same gear has given me consistent card access) will create a 3 life gain, 2 card draw spell. Mix with some quick cards from accesories and the staff from the currio shop. Quick cards have won me a lot of fights.
Adventures (Starting Area PT. 2)
Adventure: None Shall Pass



Quest 1: Test Your Mettle

Objective: Defeat 1 Skeleton

Time Limit: None

There's a level 2 skeleton you can make your way to. I personally fight my way there and a skeleton card usually shows up before I get there. you don't have a time limit, so gear up as much as you need, you'll get him easy peasy.



Quest 2: Flee!

Objective: Defeat Minotaur

Time limt: None

Another chase fight, this time against a level 3 enemy. this guy uses high physical. He also has decay so remember to grab 2 damage card adding loot as you gear up as well as physical block. Even something like bash will give you the win in damage against high physical beserker attack. Activating decay (hitting for 2+) is essential if he has the heart advantage.



Quest 3: Dark Duel

Objective: Defeat the Black Knight

Time Limit: 8 Turns

8 turns might not seem like much, but there is 2 mega chests. I usually just choose one and fight my way to it. By the time you get there, you should be ready for level 3 opponents and have 3 or 4 shots at level 3 equipment before he attacks. He has a mix of damage types, so prepare for both to be thrown at you...

Boss Fight- Black Knight

The Black Knight isn't too tough. If you have magic damage cards, he is mundane so blast him with them as much as possible for the extra damage. If you're a physical class as you're having trouble remember Tenacious is a great way to get an extra turn or 2 in battle. Quick magic damage that triggers mundane will add a quick bonus, boosting something like flamelash into a 3 damage first strike. That's a great finisher for close matches.

Adventure: Evil Lich



Quest 1: Curious Crypt

Objective: Reach the Ritual Chamber

Time Limit: 10 Turns

The time limit may scare you, but it's not to big of a pressure here. You should checking your room cards every turn and connecting yourself a quick path to the chamber every turn you can. Your only threat is the elvel 3 fire elemental in your way of the exit. Fight your way to him and you should be nice a geared up by the time you reach him. Once he's outta the way the win is all yours.



Quest 2: Shady Summoning

Objective: Defeat Evil Lich

Time Limit: Ritual Completes in 10 turns.

If you've been paying attention to the screen shops, I went tier 2 a while ago. At this point 10 turns is more than enough to make a good boss deck. I make a play for the initial chest if I get a lucky draw, otherwise I just go for the closest corner and loop up to the top chest and come at him. Physical damage or magic block should be what you're focusing on here as you gear up. The boss losses HP the faster you get to him, but I've never ran out the turn counter on this level.

Boss- Evil Lich

This guy is a magician, but has frail to make up for physical classes. Either slow play with magic blocking or give him an all out physical assault. The reduced hearts should allow you to take him down pretty quickly.

Adventure: Nosy Eye



Quest 1: Occular Rift

Objective: Reach the Marked room

Time Limit: None

You have a level three minotaur in your way. Luckily these guy still have decay, so phys block and 2+ damage dealers will obliterate him. Considering we just took one of these guys out a few objectives ago, this one shouldn't be a problem.



Quest 2: Staring Contest

Objective: Collect Orb of Nosiness

Time Limit: 8 Turns

I usually like to make a play for the chest bwelow the holder on my way to him. Just make sure to build up a backup path in case rooms go wrong. Start building up your cards just like you did for the Lich.

Boss Fight: Eye Beast

Another magic user with frail, but this time we don't get a decreased heart bar. :( Just like the last boss, you're strategy should involve pounding physical attack or blocking magical attack. A mix of both is preferable. I usually find the blacksmith loot tree best for warrior classes and curio shoppe loot tree for magic users. If you don't have at least one upgrade in your classes option + leatherwork I would suggest it if you're hacing troubles. These are going to give you the edges you need to overtake the boss. Once you've defeated the beholder eye beast, you have finished Area 1! Woot!
Adventures (Jungle Area)
Advetnure: Snakes on a Plain



Quest 1: Why'd it have to be snakes?

Objective: Defeat 3 monsters

Time Limit: None

Easy first objective in the jungle, the enemies have been buffed a bit to keep you on your game. This area introduces movement ability for enemies so if you don't want to face level 2 enemies right away don't connect to the snake cove. They'll wander from square to square if they have a path. Just make your own route and start with some level 1 creatures.



Quest 2: Stony Stare

Objective: Defeat Medusa

Time Limit: 10 Turns

This is a death time limit level so make sure you're building paths forward every turn. At this point I usually try to hit treasure chests if I can onthe way to the boss. With 10 turns you can hit Level 4 before starting the fight

Boss Fight- Medusa

Medusa is a magic user and should be approached with either high powered offense or magic blocking. Physical decks should be using fury at this point and I have the tenacious shield with my mage in the screenshot. As long as you have more than one heart, you and the boss can kill each other on the same turn and you'll get the win.

Adventure: The Sapphire of Tlaloc



Quest 1: Grab

Objective: Collect 1 Massive Gem

Time Limit: None

There's a gem on the screen already, I don't usually have trouble getting to it, but there no time limit so go at your own pace. You can even fight your way to your own massive gem loot card and collect that one. I've tried it and they count as well.



Quest 2: Run

Objective: Reach the objective Room

Time Limit: 9 Turns

There's a time limit on this one, but no boss to be found. There is a level 3 owlbear standing in front of the exit. They do have fury so bring some stronger physical block with you as you move to the exit. As always with these kinds of level, be sure to build towards the exit whenever you can.

Adventure: Ogre Menace



Quest 1: Assassaination

Objectvie: Defeat Ogre

Time Limit: 10 turns

The Ogre wakes in 10 turns, but if you get to him before that he'll have less hitpoints. This guy has an annoying physical block attack, so a few magic cards will be helpful when you face him and I'de definitly get to level 4 before you faced him. Physical classes should bring there own phys block and magic users should bring some heal cards. Fury and Tenacious should give little boost to physical classes as well.

Boss Fight- Ogre

This guy is a tough one. He has a 2 physical block, 2 heart card that will allow him to recharge. I like to pound him with unblockable damage/magic when he uses it. Physical classes are going to have a especially tough time with this boss and should come equpied with a tenacious shield and a fury spiked helmet. Magic users are going to have a easier time with plenty of moves that will break through his recharge.

Adventure: Double Trouble



Quest 1: Venture Deeper

Objective: Defeat 2 Jungle Shaman

Time Limit: None

Jungle Shaman are a level 3 enemy, but there's no time limit so you have opportunity to gear up. There's 3 of them placed on the screen for you, but they are a possible enemy card as well. Take your time and you should have no problems, just prepare for a magic user.



Quest 2: Eatin' Ettin

Objective: Defeat Ettin

Time Limit: 6 turns

It seems like a short time limit, but you have two chest in near by proximity and some time to battle a few enemies. When you're selecting your gear for the boss fight there's two important things to remember. 1. There's going to be both types of damge coming at you. 2. Blocks are going to be more effective in this fight.

Boss Fight- Ettin

This boss has the ability sluggish so all blocking will give you an extra 1 block. I like to exploit this with things like counter that do mid-damge with low block. It helps to negate his attack while still getting a good hit on him. if you've broughten a good selction of block cards, Ettin should fall in no time!

Adventure: All Mixed Up



Quest 1: Wild Life

Objective: Defeat 3 Monsters

Time Limit: None

The last kill monster mission in the jungle so enjoy it while your here. As always there is no specifications, so you could go after 3 level 1 monsters if you feel like it. I usually like to battle progressivly stronger enemies still, but it's really not all that important



Quest 2: Awakened

Objective: Defeat Chimera

Time Limit: None

It's a chase fight! Put monsters blocking the chimera while you keep moving and gearing up. This guy is going to be coming at you hard with physical damage. Shields/heavy armors that grant shield wall or life gain cards are recommended. He also has some 3 damage attacks, so tier 3's can get some ability activation off of him.

Boss Fight- Chimera

This guy is going to attack hard and fury will give him an extra boost of physical damage at the end of the fight. Block as much as you can before fury activates. If you have unlocked spiky helmets bring your own fury as well. If you're a mage you should focus on mixing a combination of physical block and magical quick/unblockable damage.
Adventure (Jungle Area Final Dungeon)
Adventure: Dragon's Hoard



Quest 1: Heist

Objective: Collect 3 large chests

Time Limit: None

We've reached the last dungeon of the Jungle and are going out in style. Time to steal treasure from a dragon! The good news is that there's 4 chests and the even better news is that you can get three without having to face anything stronger than level 2. I personally start with the pixies, but the order is up to you. Remmber if you need to back track, you can move through an empty, unfogged room and get 2 squares a turn.



Quest 2: Revenge

Objective: Defeat Dragon

Time Limit: None

First things first, notice the coins in the rooms by the dragon. If you try to place pixies in the way they might move towards them, so I use other monsters to feed him while I'm gearing up. This is another magic user so I suggest a strong offense. Abilities like Arcane Barrage will give Tier 3's three damage unblockable attacks and stronger swords will give you a 2, 3 vs unblockable attack.

Boss Fight- Dragon

My biggest disappointment with this fight was that the dragon was all hearts and no abilities, but it does make it a straight up brawl. The dragon has plenty of magic at your disposal so magic users should bring some block while physical warriors should concentrate on high damage. After the Ogre and his recharging card, this fight doesn't quite compare. Keep up your attack pressure and send this dragon packing.
Adventure (Mines pt.1)
Adventure: Mine Troll



Quest 1: Tools down

Objective: Defeat Miners

Time Limit: None

Welcome to the mines. Enjoy the new class of enemy. These guys are physical attackers with fury and a little bit of life gain. I try to start out easy maintaining heart advantage until the enemy is 1 heart away from triggering fury then bombing them with my strongest cards to spend the shortest amount of time against them when they're hitting for +1.



Quest 2: Troll Attack

Objective: Defeat the Troll

Time Limit: Chase

As always feed enemies to the chasing boss to stop his progress and give yourself time to gear up. Once you have a tier 3 character and blessing, get some max level gear. You'll find yourself getting all 4 levels of the different abilities early and it will allow you to gain more powerful abilities. Focus on blocking physical damage and high magical damage. I went in with Armour 3/Fire4

Boss: Troll (Fury, Mundane)

I am Troll. Troll smash! This guy has alot of physical damage as well as some recharge. If you've come in armed magically you can more than keep up with him. As usual save your biggest hitters for right before fury triggers so you can end things quickly. I enjoy Fire 2 for it's 2 damage (3 with mundane) quick strike.

Adventure: Target Aquired



Quest 1: Steal It All!

Objective: Collect 3 Gold Ores

Time Limit: None

You don't really have to fight anything over level 2 in this one. If you want to gear up, connect to the level 1 and it will start chasing you! No matter what you do, just grab three treasures. There's even 4 on the map!



Quest 2: Get Out Alive

Objective: Defeat Dwarven Sentry

Time Limit: 9 Turns

Alright This guy is going to be a little tough. You should be trying to gear to tier 4 abilities ASAP. He apcks a mix of attacks, so any block will help. There's a couple level 3 chests to grab quickly so you'll be able to get a good selection of level 3 items before you hit the boss...

Boss: Dwarven Sentry

Like I siad, this guys tough. He has 2 to 3 damage spells of both damage types and some recharge. I found 4 tiers of armour cards to be essential for him. The block all damage of armor 3 allows you a little more wiggle room. Remember that if you do more than 2 damage he'll do 1 more magic damage to you and plan accordingly.

Adventure: Mrvelous Masterpiece



Quest 1: Workshop Infiltration

Objective: Reach the highlighted room

Time Limit: None

You're going to start seeing alot of enemies with brittle. With Tier 3 fighters/ and higher battle cards hitting for 4 damage is soemthing you'll be able to do and brittle will tack on an extra 2 points of damage. ANyways, take your time and use gold to bait yourself into the objective room.



Quest 2: Demolition

Objective: Defeat Dwarven Masterpiece

Time Limit: 10 Turns

Alright. It's time for another boss. As you make your way through the level focus on getting higher tier cards. The boss has some pretty high damage attacks so we'll want to be triggering brittle as much as we can. Magic block would be helpful as well.

Boss: Dwarven Masterpiece

I don't know if you hate this enemy type, I do though, very much. This guy has high dmage magical attacks and some physical attacks as well. Remember once youh it 4 damage, you skyrocket to 6 and it's makes a great finishing move. If you find yourself having troubles try some more magic block or some life gain.

Adventure: Deep in the Mines



Quest 1: Mine Patrol

Objective: Defeat Cyclops

Time limit: None

Hey, there's no time limit on this fight. That suprised me. Well, take the time to gear up. The boss is going to have some strong physical attack so gear up some physical defense. If you haven't gotten a 2000 gold level equipment upgrade, do it ASAP. More advanced armors give better cards......

Boss: Cyclops

Alright. This guy is a breeze after the last few fights. He does have some pretty high physical attacks, but he also has sluggish (every block you use will block 2 damage instead of 1). Using sluggish you can fully block even his 4 dmaage attacks pretty easily. Just keep on punding him when you can and he should fall pretty easily.

Adventure: Mechanical Menace



Quest 1: Deeper and Deeper

Objective: Defeat 2 Vampires

Time Limit: None

Alright. We get a level before the boss this time. Vampires are a level 3 enemy that seem to favor mag damage. They also have leader so keeping the board clear of enemies can only help you. Level up until you're comfortable smashing through some level 3 monsters and take them out.



Quest 2: Caught

Objective: Defeat Mecha

Time Limit: Chase

Alright so the boss ocming up is going to be lobbing everything at you. So bring a mix of defense. I'd suggest gearing up armor and physical famage, becuase this guys going to have frail, so some strong physical attacks will do nice damage. Anyway, feed the boss monsters until your ready to face him and get ready.......

Boss: Mecha

I'm pretty sure dearven in this game just mean annoying. He's got som high physical damage and some high magical damage as well as a recharge card. I try to block damage when I can and then hit hard when I don't have a block. With predictable active make sure to look at the next card if he hits you with conceal so you still know what's coming. Kinf of a dumb combination mecha!


Adventure (Mines Final Area)
Adventure: Magnate Mogul



Quest 1: Security

Objective: Beat Three Monsters

Time Limt: None

There's three monsters straight ahead of you. You could also pull yourself backwards using treasure to face something other than a level 3 troll if you want. I fought a level 1- level-2-level 1 and it was super simple. Any kind of gold will switch your path backwards so try it out if you have troll problems.



Quest 2: Get Inside

Objective: Reach the traget room

Time Limit: None

There's no time, so don't worry about getting there any faster than you need to. At this point I'm sure you're finding tons of different gear combinations that work for you so, devaite from my suggestions if you find something you like. Remember you can alwas put gold in the objective.



Quest 3: Win Big

Objective: Defeat Magnate

Time Limit: 10 Turns

Alright, we've got 10 turns to make it to the boss. That's plenty of time to get geared up. Make sure your placing a path to the boss whenever you can. If you plan ahead of time it's less likely you'll get RNG screwed. Anyway, prepare for some strong magic. Higher tiers of armor include all block and holy had some nice late tier block as well. Get prepared and get ready to take on the boss.......

Boss: Dwarf Magnate

Alright, this guy is going to come at you with some strong magic, but luckily he doesn't have many hearts at all. Hit hard when you can't block and as always slow play until right before you tirgger the enemies fury. After the last boss this one is pretty easy, though! Once this si done we are on to the boss levels.
Adventure (Boss levels)
Adventure: The Big Plan



Quest 1: Rough Them up

Objective: Defeat the three bosses

Time Limit: 10 Turns

The first thing you may notice is that the black knisght, the beholder, and medusa have all returned to challenge you. As idfficult as it may sound, they aren't really anything new. We've already faced them, We've already trashed them and they haven't gotten much stronger. Gear up and find you'll find that your higher tier character tiers through these past bosses.



Quest 2: Operation: Ivy League Sucks

Objective: Reach the marked square

Time Limit: 10 Turns

Once again you'll be punding your way through some bosses on the way to the the objective. Like usual the old bosses aren't able to compete on your tier anymore so treat them like any other level 3 enemy. The noly challenge is going to be the final boss, whom has a nice mix of attacks and the skilled ability to make sure they are strong. You're going to want to gear up with your best combinations before going into the final. I personally went in with fire 4, Arcane 4, sword 3, and armour 3.Now it's only fitting that a game that begins with a duck ends with.......

Boss: Angry Bunny

All that's standing in between you and your ultimate revenege agianst the ivory guild is a bunny. Unfortunatly for you this isn't just any bunny. Skilled make sure all it's cards are a minimum of tier 3 so it's going to be packing a punch. It also has fury. We already know what we do against fury eneimies right. Start off slowly using block and healthg ain to get and maintain the heart advantage while building a hand full of strong attacks. Once you're about to trigger fury, blast away with the strongest cards you've got. There's been playthroughs where it's been nothing and playthroughs where it's been infuriating.



Once the bunny is defeated, grab some gold and put it in the objective square if you're already going there. Once you reach it you will have completed the game and earned a nice chunk (10k+) of gold. Unlock everything you can and wait for replayable levels.
Future Updates
As I play through more classes and collect more screenshots I plan on including:

A class section: A look at the classes and their powers

An upgrade section: A look at the different upgrades available.

A level section: A look at the current quests

2 Kommentare
Amber 1. Nov. 2016 um 10:57 
nice basic guide but may i suggest in the 'luring' section that I think the fog/unexplored area concept is important when luring with treasure. I've had heroes ignore treasure because a higher treasure/monster was in sight.
Yellow Panda 5. Okt. 2015 um 14:23 
Hi, please can you complete the adventure part (the mines) ? I really want a fully strategy guide for this game...