Dungeon Guilds
2013
Cooperate or compete as guilds explore perilous dungeons, defeat monsters, and claim the most money.
30
minutes
3 - 6
player(s)
12+
Light
About this board game
Dungeon Guilds is a competitive dungeon-raiding board game for 3–6 players, with games lasting about 30 minutes. Players lead adventurers from different professional guilds on quests for fame and fortune, competing to become the richest guild leader.
Each round creates a new dungeon using face-down room cards equal to the number of players. The rooms are arranged by threat level, with Level 1 rooms at the top and Level 3 rooms at the bottom. Players take turns placing their adventurers in rooms with available spaces.
Every placement has a cost, and players can pay a fee to steal a space from another player. Adventurers continue to enter the dungeon until everyone has placed two, with exactly two adventurers assigned to each room. This creates tense choices as players decide whether to share risks and rewards or try to claim a room’s loot alone.
- Place two adventurers each round across the dungeon.
- Pay fees to take spaces from rival players.
- Reveal rooms in order from the dungeon’s top.
- Split successful room rewards between the adventurers’ owners.
- Pay healing costs when an excursion fails.
When rooms are revealed, the adventurers must defeat the monsters within them. If they succeed, the money in the room is divided evenly among the players who own the adventurers there. If they fail, the current room and every room below it count as failed excursions, and players must pay healing costs for all of their adventurers.
Dungeon Guilds lasts for a fixed number of dungeons. After the final dungeon, the player with the most money wins, making every placement, fee, alliance, and risk part of the race for wealth.