With 9 classes, 48 possible encounters, and 40 Treasure cards, Blizzard themselves aren't sure how many combinations are possible in the Dungeon Run, and it has been described as Hearthstone's most replayable single-player content ever. Ĭompleting a full Dungeon Run with all nine classes will reward the Candle King card back. If the player is defeated by one of the bosses, they will need to start over on a different run using a new deck. The player will need to defeat all 8 encounters to clear the run. Over the course of the run, the player will obtain 2 passive Treasure cards that provide a permanent benefit, such as buffing the player's minions or causing their opponents' cards to cost more mana, as well 2 extremely powerful active Treasure spells. Occasionally, the player will also be able to pick from a selection of three Treasure cards - a total of 40 non-collectible cards and abilities created exclusively for the Dungeon Run and which would be too powerful for normal play. The loot piles don't respect normal deckbuilding rules, meaning the player can choose to acquire more than two copies of a single card. These "loot piles" have synergistic themes and consist of cards pulled from all of Hearthstone's history, and since they are offered after every single encounter, it gives the player an almost unlimited amount of opportunity to customize their deck. Every time the player defeats a Dungeon Run encounter, they are given the opportunity to "level up" their deck by choosing one of three themed sets of three cards appropriate for their class. Īs the player progresses through the dungeon, they will acquire new cards to add to their decks along the way. Some encounters are rarer than others and will only occasionally appear. The player will use their deck to defeat 8 increasingly difficult encounters chosen randomly from a pool of 48 possible encounters. Each class has slightly different deckbuilding options, and the deckbuilding is a completely self-contained experience the player doesn't need to already own any cards outside of the Dungeon Run. At the start of a Dungeon Run, the player chooses a class and receives a starting deck consisting of 10 cards, while their hero starts at 15 Health. You remember the innkeeper’s warnings: In their mad quest for the treasures of the earth, the kobolds and their reckless digging have awakened terrifying, powerful… Wait, did you hear that? ĭungeon Runs are a new type of free single-player experience reminiscent of games from the " roguelike" genre. But try as you might, you find yourselves stumbling ever deeper down the endless mineshafts. You press on through the dark, eager to find your way back to the surface.
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