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Game description from the publisher:
In this realm, adventurers join different guilds by profession and go on quests for fame and fortune — but the most luxurious treasures are hidden deep down in perilous dungeons that must be raided by multiple guilds together... Will you cooperate and split the money with others, or will you try to seize a room full of loot by yourselves? Use your skill to become the greatest and richest guild leader!
Each round in Dungeon Guilds, a new dungeon is created with face-down room cards equal to the number of players. The rooms are initially sorted by the threat level of the room, with Lv 1 rooms on top and Lv 3 on the bottom. Players take turns placing their adventurers in any dungeon room with a free space, by paying a fee, they can steal a space from other players. They keep placing until everyone has placed two adventurers, and each room has exactly two adventurers placed on it.
Players then reveal the rooms starting from the top of the dungeon and check whether the players can defeat the monsters in that room. If they succeed, then the owners of those adventurers split the money in that room evenly; if not, then excursions to the current room and all rooms below it are consider failed, and players must pay a healing cost for all adventurers.
Dungeon Guilds lasts for a fixed amount of dungeons, and the player with the most money at the end of the game wins.
In this realm, adventurers join different guilds by profession and go on quests for fame and fortune — but the most luxurious treasures are hidden deep down in perilous dungeons that must be raided by multiple guilds together... Will you cooperate and split the money with others, or will you try to seize a room full of loot by yourselves? Use your skill to become the greatest and richest guild leader!
Each round in Dungeon Guilds, a new dungeon is created with face-down room cards equal to the number of players. The rooms are initially sorted by the threat level of the room, with Lv 1 rooms on top and Lv 3 on the bottom. Players take turns placing their adventurers in any dungeon room with a free space, by paying a fee, they can steal a space from other players. They keep placing until everyone has placed two adventurers, and each room has exactly two adventurers placed on it.
Players then reveal the rooms starting from the top of the dungeon and check whether the players can defeat the monsters in that room. If they succeed, then the owners of those adventurers split the money in that room evenly; if not, then excursions to the current room and all rooms below it are consider failed, and players must pay a healing cost for all adventurers.
Dungeon Guilds lasts for a fixed amount of dungeons, and the player with the most money at the end of the game wins.
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