

Treasure Azeroth’s rat-like, candle-loving cave folk-the kobolds-have been digging deep beneath the surface for millennia. Guarding the treasures of the catacombs are a variety of deadly traps. The dungeons are rife with enormous, ancient dragons guarding hoards of treasure.Īncient, powerful, and volatile, a number of elementals also call the catacombs home.Ī number of oozes and slimes have found their way down into the dungeons. No dungeon is complete without its wandering denizens of the deep, and as adventurers head further into the depths they'll find increasingly monstrous opponents.

If you venture into the catacombs, remember the refrain: You no take candle! They all wear a lit candle on their heads, and while they might jealously defend the piles of gold, jewels, and magical artifacts that can be found in their domain, every kobold’s most treasured possession is that bit of wax and wick. Despite living nearly their whole lives underground, kobolds don’t like the dark. Kobolds Kobolds are key figures in Kobolds & Catacombs after all, they were the ones who dug all these miles of tunnels and chambers with their endless excavations.

Some cards recruit minions that match certain conditions others recruit randomly chosen minions. Cards with the Recruit keyword immediately summon minions from your deck and put them into play. Recruit introduces some interesting deckbuilding decisions, and because it sometimes comes with key limitations, such as mana cost, you’ll need to make careful choices about how many minions-and which ones-you include in your deck. Recruit Recruit summons a random minion from your deck, and it shows up only on cards associated with the adventurer characters in Kobolds & Catacombs. With the promise of treasure and riches, the Catacombs attract a wide variety of fortune-seeking adventurers, all part of an organization known as the Guild. Themes Adventurers Treasure is the glittering heart of Kobolds & Catacombs, but to truly capture the fantasy of delving into dungeons, you need Adventurers to go after the shiny stuff! 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.
#Rogue glitch kobalds and catacombs full#
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.
#Rogue glitch kobalds and catacombs free#
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.
