Each dungeon-based mission comes with explicit objectives and most are fairly difficult; characters (who always start each adventure at level one) must be equipped with loot taken from low-level enemies before engaging the boss. The dungeon layout is expanded each turn by playing cards to add rooms, enemies, or loot. There is no direct control over the heroes, so they must be enticed to move in the optimal direction. Thus, luck plays a big part in getting the “right” cards to slowly build up the hero. Card-based battles resolve conflicts: there is a good variety of cards to play that deal or block magical and physical damage, with some other special properties. The guild can be expanded by using gold to purchase new rooms that unlock additional adventurers and items. Overall, Guild of Dungeoneering is a unique, though repetitive, take on the dungeon crawler.