
“Fire” or “Blade”) adds one unique card to your deck up to level 4 in that ability. One exception to this could be if you know the monster’s next attack may otherwise discard your quick attack and it’s the most powerful card in your hand… but this also depends on how the fight is going overall (see playing at an advantage/disadvantage further up).Įach level in an attribute (e.g. Save your quick attacks until the finishing blow if you don’t have a very good reason to do otherwise. So (almost) never pick loot that will give you cards that don’t synergize with your hero. Remember the first rule of deck building: The fewer cards you have in your deck, the quicker you’ll get to your deck’s game changing cards. The more your cards and abilities feed off each other the more powerful your character generally is. Related to that: Always focus on synergy. blocking with the Bruiser or heavy physical attacks with the Ranger) is generally more powerful than trying to adapt to a certain enemy’s weakness. Picking loot that synergizes with your hero’s preferred play style (e.g. More cards in hand also mean you’re less affected by “Stupidity” which may affect your choice of loot. The more cards you can to pick from the better you can mitigate bad luck and the better you can plan ahead.

Exceptions are for instance if you need the block for a stronger nuke, have a huge hand already or have no valuable cards on hand anyway.

If you can, always block an attack that forces you to discard.play a weaker “draw card” card over a damaging attack when you’re at a big advantage since this will mitigate the risk of bad luck later in the fight. The same is true the other way around, e.g. Some examples might be to waste that strong shield against a weak attack in the hopes of the enemy not getting their nuke ready before the fight is over or you get another big shield. The more of a disadvantage you have against your opponent (higher level monster, a boss or simply having less health) the more you need to take chances and play in a way that relies on you getting the right cards in the right order from both your own and the monster’s future draws. This might affect how you use shields or heals when nearing this threshold. tank a few hits while saving that “shield all” for the monster’s ma*sive nuke that’ll come eventually).ĭo your best to stay above 2 (later 3 or even 4) HP as in this position your options for which card to play is very limited and one unblockable attack can end the fight.

Health is king as many monsters have multiple (strong) unblockable attacks and it overall allows you to use your cards to their fullest potential (e.g.
#Guild of dungeoneering favor how to#
It covers game mechanics, using unlocks effectively, how to avoid getting stuck on levels, card advantage, why health is king and a lot more.Ī lot of this information is either directly or indirectly gathered from the Guild of Dungeoneering wiki () – or the forums here at Steam. This is a comprehensive strategy guide for Guild of Dungeoneering Ultimate Edition.
