Dungeon Dice: Guilds
BGG rating
7.2

Expansion for Dungeon Dice

Dungeon Dice: Guilds

2014

Rules assistance for Dungeon Dice: Guilds

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2–4 players
  • 20 min
  • 6+
  • Complexity 2.5/5

Rules assistant for Dungeon Dice: Guilds

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.

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About the game

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.

Questions and answers

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.