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I liked this enough. I feel like the worker placement aspect could use more work, but the monster invasion puzzle is great. It's too bad the dungeon building aspect isn't more fleshed out.
The standard CGE humor and atypical theme of Dungeon Lords creates an immersive game for players to explore. The action selection mechanic works to both reward late activations, and punish the last activation (potentially). This, along with the locking of use assignment cards, establishes an element of tactics that deviate enough from the standard worker placement / action selection to keep it from feeling mundane. The combat system contrasts well with the bureaucratic nature of the dungeon building, and is filled with a plethora of adventurers to keep strategies nimble. Combat resolution is wide open, which can slow the game down a bit, but also forces the lords to creatively thwart spells, plant traps, and deploy monsters. Don't let its reputation fool you. Being a tyrannical subterranean imp overlord is not as difficult as the internet would lead you to believe (though the expansions offer a myriad of ways to beef up the experience to your own liking).