Dungeon!

Tutorial · version 1.4.0 · solo edition

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

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

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.

CallingIIIIIIIVVVIGoalMove
Elf4+6+7+9+10+11+10,0005
Hero4+5+7+9+11+12+10,0005
Superhero3+4+5+6+7+9+20,0005
Wizard7+8+10+11+12+—20,0005
Rogue4+6+8+10+11+12+10,0006
Cleric4+5+7+8+10+11+13,0005

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.