Video Game / Guild of Dungeoneering
This is the Guild of Dungeoneering!
On a quest but never fearing.
All to be a Dungeoneer,
Swimming in pools of gold.
This is the Guild of Dungeoneering!
The monsters keep appearing.
All to be a Dungeoneer,
Whose stories will be told.
What that sound? I hear a noise!
Something's coming girls and boys.
Run for the hills and far away!
The Guild of Dungeoneering!
Curse and swear but don't despair!
The way out of here must be over there!
I think we're lost but what do we care?
The guild of Dungeoneering!
-Intro Song

Guild of Dungeoneering is a Dungeon Crawler RPG with a twist: Instead of controlling the adventurers in your party, you build the dungeon around them. With cards. It takes a note from Cannon Fodder, with dead characters buried in a graveyard to rub your nose in having a bunch of people dying for your amusement. In practise, it's more like playing an Adventure Board Game on a computer than a computer RPG.

The story goes that your (unnamed) character wanted to join the Ivory League of Explorers Guild, but was immediately rejected. Out of revenge, he stole some money from them, purchased a tumbledown guild house in "the bad part of town", and started recruiting adventurers to show up the Ivory League.

  • Achievements in Ignorance: A Cartomancer may choose to intentionally stack Stupidity cards - which waste a turn when used - to power up their Paper Shield (which shields from physical damage for the amount of cards in your hand) and Card Storm (which does magical damage for the amount of cards in your hand). It's possible to have 4+ blank cards in your hand and then nuke an enemy with a single Card Storm.
  • Adventure Guild: You and your rival, the titular "Guild of Dungeoneering" and "Ivory League of Explorers" respectively.
  • Anti-Grinding: Not that you need to grind since all levels reset upon victory, but a dungeon is locked once cleared. Averted to some degree with the boss rematch available once you clear off the entire region, pitting you against a random boss dungeon.
  • Armor-Piercing Attack: Unblockable skills.
  • Artistic License Economics: Despite the fact that you never pay your dungeoneers and they have the approximate lifespans of houseflies, an endless number are willing to sign up. Justified by Rule of Funny.
  • The Berserker: The Barbarian Class and enemies with the "Irritable" descriptor.
  • Boss Rush: In the Very Definite Final Dungeon. The Bosses themselves are not too thrilled to meet you again; to a point where they will sic The Ivory League - the group that would normally hunt them down - at you.
  • Breaking the Fourth Wall: Every class, but the Cartomancer is really mouthy about it. Dungeoneers complain about you putting down dungeon tiles without monsters or loot in them, for example.
  • Captain Obvious: A tip on the loading screen reads, "Watch out for unblockable attacks! They go straight through your blocks."
  • Cast from Hit Points: Barbarian/Irritable skills damage the user but do huge physical damage. The Most Holy Grail Knight also has, of all things, a healing ability that is used this way. Flagellate costs one heart and heals 6, for a total of 5.
  • Charge Attack: Certain skills add a point of damage to the next ability of the same damage type as themselves. Some can be spammed infefinately until you find yourself doing enough damage to clean out a boss' entire stock of hearts if you're lucky.
  • Class and Level System: Classes dictate what skill deck a character starts with. Levelling up simply increases their HP, and doesn't carry over to the next quest.
  • Classy Cat-Burglar: Averted. Cat burglars look like skinheads and are absolutely in love with cat jokes.
  • Clothes Make the Superman: Shirt and hat equipment grant combat cards and special abilities.
  • Damage Typing: Four: Physical (a fist icon), Magic (a fireball), Self-Inflicted (an empty heart), and Untyped (a star). Skills are basically how much of which type you do and wether or not you defend as well. Untyped damage usually only comes from special statuses (Bruiser "Spikey" passive, the "Decay" debuff, etc), and Self-Inflicted is the Necessary Drawback for berserker (Barbarian and Irritable) skills.
  • Drama-Preserving Handicap: Played for Laughs, of course; you can catch Embro the Firelord right out of the bath, which makes him much easier (if not manageable) to defeat. It does make some sense; he is the Firelord, after all, and having a "Damp" status can't be good for someone with that descriptor. It applies to the (Evil) Lich too; in his case the status says "Half-Baked".
  • The Dead Have Names: Every Dungeineer who dies on your watch gets buried in the guild's Graveyard.
  • Ditto Fighter: The Mime's "Copycat" ability copies an enemy card for use during the battle.
  • Equipment-Based Progression: Your adventurers start out with six class skills and get new ones based on what loot they find.
  • Everyone Hates Mimes: The Mime class is considered annoying In-Universe; in combat they're magical powerhouses nearly as good as Apprentices.
  • Experience Points: Averted. Defeating enemies at or above a dungeoneers own level is what makes them level up.
  • Fight Like a Card Player: Characters have a deck of cards that dictates what skills they can use.
    • In universe, the Cartomancer class, which gains attack and defense boni depending on how many cards are in their hand.
  • Food Slap: The "Cuppa" off-hand gives you the Flame Strike ability, presumably by letting you splash a monster with hot tea.
  • Hat of Power: Hats grant new abilities. Some are downright weird, like wearing a bird's nest on your head to gain the "Growth" deck.
  • Have a Nice Death: Whenever a dungeoneer dies, the bard sings about it.
  • Horrible Judge of Character: The Grail Knights think the guild is a charity organization, when in reality its a horde of greedy bastards mostly in it for bragging rights presided over by a vengeful jerk.
  • Joke Character: Chumps, who are little more than sword and spell fodder after you get access to anyone else. Naturally, there's an achievement for winning 10 quests with the same Chump.
  • Lethal Joke Item: No matter how odd an equip, it's useful.
  • Luck-Based Mission: You can only choose one skill out of three per turn (before playing cards that grant extras). Skills are randomly chosen from your skill deck.
  • Luckily, My Shield Will Protect Me: Shields usually grant a defensive skill.
  • Magic Knight: Fighters can find items that give them magic attacks. Conversely, mages can find items that give them physical attacks.
  • My Rules Are Not Your Rules: For once, in the human's favour. The player gets to draw three cards to an enemy's one.
  • No-Sell: Doomplate Armor allows you to block any attack that deals or would deal 1 damage. The same applies to "Bulwark" ability that some enemies have.
  • Our Werewolves Are Different: the Shapeshifter class.
  • The Paladin: Called the "Most Holy Grail Knights."
  • Player Mooks
  • Punny Name: Heater Shield, apart from being a shield, does actually provide you with fire attacks.
  • Possession Implies Mastery: A character who obtains an item will be able to use it perfectly, even if they're a fighter using a talisman or a wizard using a sword.
  • Reinventing the Wheel: Levels reset after dungeons.
  • Schizo Tech: The dwarves have mining robots (including a security turret), a Humongous Mecha, and a Drill Tank. Everyone else is Medieval European Fantasy or lower.
  • Sequel Hook: "There is no way this could bite me in the ass, like some young upstart making his own guild to challenge me."
  • Slave Mooks: Dungeoneers don't get paid, or get paid in turnips if they do.
  • Spam Attack: Arcane Barrage which launches three unblockable magic attacks.
    • Likewise, physical skills like "Pummel" and "Maul", but they're blockable.
    • The Cartomancer has several abilities that add a card to his hand, and a skill that turns every card in his hand into Magic damage. This gets to the point where you have his entire deck in-hand, and trading them all for a huge swarm of little blue fireballs.
  • Spikes of Villainy: Bruisers and characters with a Spike Shield or Vest of Spikes have the "Spikey" passive, which causes them to do one untyped damage when they completely block an enemy attack.
  • Spoony Bard: The narrator.
    • The "Troubador" class. Mechanically, they act like Musical Assassins and are gained from the "Might" tree despite using magic.
  • Start My Own: Can't join 'em? Beat 'em.
  • Stock British Phrases: The "Cuppa" shield is a cup of tea. It grants the Flame Strike ability, presumably by letting you throw hot tea in an opponents face.
  • Stupidity Is the Only Option: Enemies will sometimes use self-damaging or miss-a-turn (actually called "stupidity") cards on a turn where they have only one heart left. This is because they can only draw one card at a time.
  • Stylistic Suck: Pencil on graph paper backgrounds and chibi-like character sprites that make it look like South Parks goth cousin.
  • Underground Monkey: Better variants of enemies show up in latter dungeons.
  • Violent Glaswegian: Bruisers talk like Neds (Think the Scottish version of trailer trash.)
  • Wrong Genre Savvy: Rangers think they should get pets and be able to dual wield. There is one pet available to every class (an owl familliar) and no dual wielding option.
  • Wrong Side of the Tracks: Your guildhouse is in "the bad part of town".
  • Your Mime Makes It Real: Mimes start off with the skill "Imaginary Cannon", which presumably involves miming shooting a monster.