I've played enough now to get my characters to 7. Overall: Polished game, it is attractive, consistently runs well, and is responsive Fun, I like the concept and itemization overall. I like the effect of RNG on encounters with the deck and dice rolls. I can't say enough about the itemization. Negative cards combined with powerful cards is a really great idea. It makes the choice between items a blast. It's a pretty difficult game, but I think that's a plus. Also, it was never too difficult. It wasn't aggravating, but I was forced to adapt strategies (and often ended with my mage kiting a final guy). Solid AI, good variety and does interesting things. Things that frustrated me: My cards aren't good enough or don't have enough synergy between decks to build a strategy and then play an encounter. I play an encounter, then alter my deck to counter my enemies decks (counter block/ranged/armored). Having my strategy dictated by my opponent just isn't as fun. Maybe I'm just doing it wrong. Side effect: I do keep all my equipment to build a counter deck to anything. Being locked out of dungeons. That only makes me play less. I was a bit frustrated with the movement of my dwarf, but I couldn't restart with a level 1 human because I was locked out of early dungeons. I thought about a 2 cleric team, but I couldn't. I couldn't grind anything, I couldn't experiment, but I could stop for the day. Boo! Things that worked awesome: Showing me the club reward I would have gotten. Heck yeah I signed up for pizza! Itemization, diversity of items, filtering of items, how chests work. All these things were great. Variety in opponents, and their tactics. Difficulty progression inside a dungeon. Thanks for letting me in the beta, I really enjoyed the game. I'll continue to play the beta. I have many suggestions, but I imagine you've already got a large backlog. I don't build games, but I'm not sure keeping people from playing more CH is a good idea. I would be more incentivized to join the CHC to play old dungeons than to get an extra item. One suggestion that I think would make the game more approachable: when a player loses a fight, maybe have the DM give a simple hint.