This is a game that interconnects several different game genres and combines them in a very successful way. The core premise of the game is a RPG and CCG rolled up into one. The RPG aspect stems from gaining abilities and equipment. Each move/step you make on the board takes food; without food, you lose health as you move each space. This is where the CCG aspect takes over. The dungeon floor is made up of individual cards from an event deck that you build, all placed face down. You earn tokens as you play which unlock new cards for you to use. If you are not the deck building type, you can have the computer automatically assemble the decks that you need. As for the gameplay, every move you make with your figure from one card to the next flips the card face up and triggers an event, either combat or non-combat. The non-combat events can range from a multiple choice event with a "four card monte" mini game that decides if you pass or fail (sometimes epically), or travelers like merchants and healers. Some of these events can be skipped to reduce risk. The combat events are the most straight-forward, and unfortunately where most of the game faults lie. Combat works very similar to the most recent Batman series of games. The problem is that there isn't nearly the level of precision that you find in the Arkham series. You often find yourself rolling in the wrong direction and/or swinging at air. Your equipment also plays a role in how combat works: no shield, no counter. This makes the event deck building both a critical and fun piece as it sprinkles in the dynamic aspect of a rouge-like game. The masked man (Think D&D Dungeon Master and Card Dealer) also throws in some of his own cards to keep things interesting and avoids min/maxing decks. Overall a fun game with replay value, slightly hampered by a less than stellar combat experience. Combat flaws aside, I do highly recommend picking up a copy of this RPG/CCG/Action Brawler/Rogue-like mashup game.