
- BGG rank
- BGG #12,426
- BGG rating
- 8.0
Heropath: Dragon Roar
- 1–4 players
- 60–120 min
- Complexity 2.9/5
- 2018

Rules assistance for Dungeon Dice: Guilds
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Dungeon Dice: Guilds is an expansion for Dungeon Dice released in 2014 for 2–4 players, 20 minutes per game, and ages 6 and up. It was designed by Sam Coates and its main mechanics are Dice Rolling and Deck, Bag, and Pool Building.
The Story Continues: To prevent themselves from being slaughtered, warriors vying for the throne begin to band into guilds... This expansion for Dungeon Dice features a host of new monsters and a veritable armory of new weapons and artifacts, but most significantly it features the entirely new Guild mechanism. When drawing from the Encounter Bag, heroes will have a random chance of being invited into a guild. Each guild give you new powers and abilities that take your adventuring to a whole new level, but each guild has its own requirements which you must meet to use these abilities. These requirements are usually that you must have certain types of equipment equipped to benefit from being in the guild. This adds a new level of strategy when choosing what you will go into battle with. You may want to forgo using your awesome artifact sword to gain an extra die by using your Monk ability, or weild two axes with your Barbarian ability.
Dungeon Dice: Guilds supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Dungeon Dice: Guilds is 20 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Dungeon Dice: Guilds for ages 6 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Dungeon Dice: Guilds has a complexity rating of 2.5 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Dungeon Dice: Guilds belongs to these categories: Dice, Adventure, and Medieval. Its main mechanics are Dice Rolling and Deck, Bag, and Pool Building. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Dungeon Dice: Guilds are: Sam Coates. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Dungeon Dice: Guilds as an expansion for Dungeon Dice. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Dungeon Dice to use it. Check that your edition of Dungeon Dice is compatible, as some expansions were revised between editions.