Dungeon Maker: Dark Lord is easy to pick up but the game contains a surprising level of depth. While it would be tempting to purchase the upgrades with real money, it is possible to do well in this game as long you plan ahead of time and understand how the game mechanics work. Here are some tips and strategies you will want to keep in mind to do well.
Begin the day, and of the seven different types of card choices available to you, three are selectable.
Battle
Most of the cards are standard battle ones where you face off against a hero raid. After winning you are rewarded with gifts ranging from facilities to monster eggs.
Elite Battle
This is similar to Battle cards, with the exception of it being somewhat harder. Clear these and you will be given an additional reward in the shape of Relic.
Dungeon
Here, you get to either rest your Dark Lord, improve your Traps and Facilities or train your monsters. There are no best options here, so decide what is best for you.
Merchant
For every battles cleared you will be rewarded gold which can be spent at merchants to acquire things such as new facilities or monster eggs. This is the quickest way to power up so drop by everytime you have enough money.
Event
These are self-explanatory in that they are encounters which can either provide bonuses and cripple your run. What the outcomes are tend be RNG-based, so best of luck.
Treasure Chest
You are given a random Relic here, so these are the best cards to land on.
Boss Battle
You will land on these every 20 days, so be sure you are ready at least two or three days ahead. Enemies here are a lot tougher, but the rewards will be better too.
Now that you are familiar with the card types, let us delve into the core of the game, namely the rooms. As mentioned earlier, you are able to upgrade rooms by playing the Dungeon card. Enhancing them with other room cards are also possible. As far as rooms go, there are four variants in play:
Battle Room
You will be able to deploy up to three monsters in these room (unless it is the Gigantify room where you can only field one, although that monster will be getting twice the health and attack). These rooms either buff your monsters or debuff heroes that enter them. Some also do a bit of both.
Trap
No monsters can be deployed here, and the rooms themselves perform tasks such as dealing significant levels of damage or inflict status effects on heroes. Placing these at the start of your dungeon is the way to go.
Facility
These rooms serve as buffs to your other rooms or provide other forms of bonuses. For example, some rooms level up your monster eggs while other enhances the damage potential of your trap rooms. You would want to place these way back, since they do nothing on their own.
Altar
These are like facilities, except the buff the heroes. You can usually avoid having these placed but sometimes they are there when you land on event cards. Thankfully there are ways to remove these, so be sure to do so as soon as you can.