
- BGG rank
- BGG #13,639
- BGG rating
- 5.9
Mighty Monsters
- 3–6 players
- 20–35 min
- Complexity 1.2/5
- 2016

2013
Rules assistance for Dungeon Guilds
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 3 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Dungeon Guilds is a board game released in 2013 for 3–6 players, 20–30 minutes per game, and ages 12 and up. It was designed by Desnet Amane and its main mechanics are Push Your Luck and Worker Placement.
Game description from the publisher: In this realm, adventurers join different guilds by profession and go on quests for fame and fortune — but the most luxurious treasures are hidden deep down in perilous dungeons that must be raided by multiple guilds together... Will you cooperate and split the money with others, or will you try to seize a room full of loot by yourselves? Use your skill to become the greatest and richest guild leader! Each round in Dungeon Guilds, a new dungeon is created with face-down room cards equal to the number of players. The rooms are initially sorted by the threat level of the room, with Lv 1 rooms on top and Lv 3 on the bottom. Players take turns placing their adventurers in any dungeon room with a free space, by paying a fee, they can steal a space from other players. They keep placing until everyone has placed two adventurers, and each room has exactly two adventurers placed on it. Players then reveal the rooms starting from the top of the dungeon and check whether the players can defeat the monsters in that room. If they succeed, then the owners of those adventurers split the money in that room evenly; if not, then excursions to the current room and all rooms below it are consider failed, and players must pay a healing cost for all adventurers. Dungeon Guilds lasts for a fixed amount of dungeons, and the player with the most money at the end of the game wins.
Dungeon Guilds supports 3–6 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 Guilds is 20–30 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 Guilds for ages 12 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 Guilds has a complexity rating of 1.5 out of 5 from BoardGameGeek players, which makes it a 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 Guilds belongs to these categories: Card Game and Fantasy. Its main mechanics are Push Your Luck and Worker Placement. 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 Guilds are: Desnet Amane. 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 Guilds as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.