Dungeon!
How to begin
Open the game and the setup sheet appears over a sample dungeon. Seat one is you: pick your calling and name. Seats two to four are computer adventurers or empty. Choose a dungeon (a fresh one, today's dungeon, or one by number), a game length and how boldly the computer players fight, then press Enter the dungeon. Everyone starts in the Great Hall at the centre of the map.
New to the game? Press H on each turn. A cyan route appears on the map and a sentence on the left explains the move a steady player would make. Press H again to take it.
Controls
- Mouse or touch: click or tap a lit corridor square or an outlined room to move there. Drag to pan; use the wheel or pinch to zoom. Click the minimap to jump the view.
- N / B step through every place you can reach; Enter goes there.
- Space ends your turn without moving. H suggests a move, and H again follows it.
- 1 and 2 cast Fireball and Lightning Bolt from a doorway; T casts Teleport (Wizards).
- + − zoom, F fits the map, arrow keys pan, C finds your adventurer, Esc closes the rules and bestiary.
Turn order
Seats take turns in order: you first, then each computer adventurer. A round ends when every seat has moved. A wounded adventurer loses their next turn (two turns against life-draining undead), unless they are a Cleric, who heals at once.
Movement
- Move up to 5 squares along corridors (Rogues move 6; Boots of Striding add one).
- Entering a room or chamber ends your move. Doors are the gold bars on room walls.
- A secret door (dashed violet) needs a die roll each time you pass: 1–2 on one die for Hero, Superhero, Wizard, Cleric; 1–4 on one die for Elf; 1–5 on one die for Rogue. Fail and you stop in front of it.
Combat and scoring
Each room holds one monster guarding one treasure. Walk in and you fight: roll two dice and meet the number on your odds card. Each monster shifts it by a point or so, and its traits can shift it more.
| Calling | I | II | III | IV | V | VI | Goal | Move |
|---|---|---|---|---|---|---|---|---|
| Elf | 4+ | 6+ | 7+ | 9+ | 10+ | 11+ | 10,000 | 5 |
| Hero | 4+ | 5+ | 7+ | 9+ | 11+ | 12+ | 10,000 | 5 |
| Superhero | 3+ | 4+ | 5+ | 6+ | 7+ | 9+ | 20,000 | 5 |
| Wizard | 7+ | 8+ | 10+ | 11+ | 12+ | — | 20,000 | 5 |
| Rogue | 4+ | 6+ | 8+ | 10+ | 11+ | 12+ | 10,000 | 6 |
| Cleric | 4+ | 5+ | 7+ | 8+ | 10+ | 11+ | 13,000 | 5 |
Miss, and the monster strikes back with two dice (plus your armour, minus a point for every two levels below the first). On 2 or less you are slain and drop everything; 3–4 wounds you (drop a treasure, lose a turn); 5–6 makes you drop a treasure; 7 or more simply drives you back into the corridor.
Chambers (hatched floors) spawn a new monster every visit and pay a treasure for each kill. About one room in six from the Second Level down hides a trapped chest: Pit Trap, Poison Gas, Trapdoor, Teleporter Rune.
Score is the value of the treasure you carry. Dropped treasure stays where it fell for anyone to collect.
Winning
Walk back into the Great Hall carrying treasure worth your calling's goal (shown in the left sidebar). The first adventurer to do so wins. Short games scale every goal to 60%, long games to 150%.
Losing
You lose if a computer adventurer reaches the Great Hall with their goal before you do. Being slain does not end your game: a fresh adventurer of your calling sets out from the Great Hall, but everything you carried stays in the room where you fell.
Saving and restarting
The game saves automatically at the end of every turn in this browser. Reopen it and choose Resume saved game on the setup sheet. Press New game in the right sidebar to start over; a finished game clears its save. Saves stay in this browser only; clearing site data removes them.