The caverns and dungeons of the known world are full of ancient riches and magical treas-
ures waiting for brave heroes and fearless adventurers to retrieve. But the dark places of the
earth are full of dangers and monsters who do not wish to be disturbed. Will you venture into
the depths and risk your life for the promise of all that glitters? Time wasters need not apply.
Nyathalanis, Wizard Extraordinaire
THE GAME most gold, but to succeed players must work together
Dungeoneer is a lads n’ dads game that combines as a team. If not the dangers lurking in the depths of
elements of traditional board games, roleplaying and the world will surely overcome them. .
wargaming to create a game that is simple, easy to use
CARD AND TILES
and most of all fun to play. It’s perfect for two players
but can easily be played with three, four, five or evenIncluded with this game are dungeon tiles, cards and
six players. tokens. To use these in the game print these pages
and stick them to cardboard, using spray mount or
If you only like serious historical wargaming then something similar. Once they’re securely stuck down,
this game will definitely not be for you. But if you cut them out and you’re ready to roll. Talking of
want a quick beer n’ pretzels game or are looking which, a handful of D6’s is also needed along with
for something to play with a younger person then either pencils and paper or mini dice and tokens.
Dungeoneer might just be it.
THE DUNGEONEERS
In Dungeoneer each player takes control The first thing to do to when playing Dungeoneer is
of one or more dungeon explorers for each player to select a dungeoneer. There are six
and moves them through possible dungeoneer characters to choose from and
a randomly generated they need to be divided equally between the players.
tile-based dungeon The dungeoneers are all the typical archetypes:
where their goal Warrior, Dwarf, Elf, Cleric, Thief and Wizard.
is to collect
as much All are roughly balanced in their abilities so that
treasure as each dungeoneer has more or less the same chance of
possible. success, but each performs their role differently in the
party. A Wizard who charges into melee each chance
What makes he gets isn’t going to last long.
Dungeoneer
different from similar If there are not enough players to have one dungeoneer
games is that it is both each, then each player will have more than one to
competitive and co- control. If there are three players they each have two
operative at the same etc. Because of this the game works better with 2, 3
time. Players compete or 6 players. However if you have 5 players then one
with one another dungeoneer each is fine. The game will be slightly
to be the one more difficult with one less dungeoneer but will still
who finishes the be possible to complete. With just 4 players however
dungeon with the things are going to be tough, so it’s worth including
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the other 2 dungeoneers with the party, and have you need to do is find out how many doors lead out
players take it in turns to control them. of the corridor.
You can either choose which dungeoneer(s) each Doors
player uses, taking it in turns, or do so randomly. At the start of the game and whenever a new tile
Doing it randomly is probably best because it cuts is placed down you need to roll on the Doors table
on the squabbling and makes the repeat value of the to determine how many doors lead out of the tile.
game better as players won’t always get to use their The first door is always placed in the middle of the
preferred dungeoneers. opposite wall from the door which the dungeoneer
came through. The second door is placed in the middle
To select them randomly turn all the dungeoneer of the right wall and the third in the middle of the left
cards face down, lay them out and shuffle them wall. When you place doors you put them down next
around. Then the players can take turns to pick cards to the tile in question, so that they will form a mini
until all the dungeoneer are gone. Use whatever corridor of sorts between the current tile and the next
appropriate miniatures you have for each dungeoneer. one.
Once this has been decided then you are ready to get
adventuring. D6 Doors
THE RULES 1 1 (Double Door)
Below are the rules to play Dungeoneer. They are 2-3 1
extremely simple but easy to use and provide a solid 4-5 2
framework to expand upon with special rules if you 6 3
want to widen the spectrum of the game.
Opening doors
Who goes first? When a dungeoneer moves into the door’s square he
At the start of the game you need to determine the is said to have opened the door and the next tile is
order of play. Each player rolls a D6 with the highest placed down immediately and any monsters placed
roll going first, the second highest next and so on. onto it (see below for details). The dungeoneer does
Players that roll the same number then roll again not have to continue his move into the room if he
between themselves. doesn’t want to, but unless it is a double
door then no other dungeoneer will
For example: Four players roll to see who goes first. be able to move past him.
Player One rolls a 6, Player Two a 3 and Player’s
Three and Four each roll a 5. Player One goes first E x p l o r a t i o n Tokens
and Player Two goes last while Player’s Three and Each time a dungeoneer goes
Four roll again to see who goes second and third. through a door you need to draw an
exploration token. Each
The turn exploration token
The game is played out in turns and in each turn all refers to a dungeon
the player’s get to control their dungeoneers. They tile, and whenever
can move, shoot, fight and cast spells. As soon as a you draw a token, the
dungeoneer has finished fighting or shooting or run appropriate tile is then
out of squares to move his go is finished and the next placed down. Before teh
dungeoneer acts. When they have run out of things start of a game, for each
to do whoever is the Monster Player (described later) dungeon tile you use,
then controls any monsters on the board. Then the pladce its corresponding
process begins again. token into a cup and shake
the cup eac time you draw a
Starting the game token.
Place a short corridor tile down. This is where the
dungeon starts. Place a double door at one end. The Monsters
dungeoneer start behind the door, ready to charge into Whenever a new tile is placed
the dungeon in search of gold and glory. Now what down you need to
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determine whether or not there are any monsters level 3 monsters and one level 4 monster.
waiting in the room in that particular room or corridor.
Monsters are categorised by levels between 1 and 5, When the number and levels of the monsters are
so that a level 1 monster is very weak and a level 5 determined they need to be placed on the tile in
monster is very dangerous. A single dungeoneer can question. This is done by the player who opened the
kill lots of level 1 monsters on his own, but it will take door. Place the first monster in the centre of the tile
a whole group to kill a single level 5 monster. and the others adjacent to it and so on. You won’t
always be able to place the first monster in the exact
When each new tile has been placed down roll 2D6 certain, but that doesn’t matter, place the first one as
and refer to the below table to see what level of close to the centre as possible.
monster is in the location, and how many monsters
of that type there are. For each tile on the board after The other monsters must be placed directly adjacent to
the first you add +1 to the dice roll, so that if there are the first, if possible, until all the neighbouring squares
5 tiles on the board (or 6 with the first corridor) you are filled. Then you may place any other monsters on
would roll 2D6+5. any square so long as it is next to one of the monster
already on the tile. If there are more monsters than
Result Monsters there is space on the tile then any other monsters are
discarded. A horde can only be so big.
2-4 No monsters
5-6 1D3 level 1 Moving
7-8 1D6 level 1 Each dungeoneer can move a number of squares equal
9-10 1D3 level 2 to his Move ability. With doors, you can move to and
11-12 1D6 level 2 from a door tile from any square that is in contact with
13-14 1D3 level 3 it. These can be in any direction, including diagonal. A
15-16 1D6 level 3 dungeoneer can move adjacent to other dungeoneers
17-18 1D3 level 4 and past them, but a dungeoneer may only do this to
19+ One Level 5 a monster if that monster is already fighting another
dungeoneer. A dungeoneer who moves next to a
If you roll a double number on the dice then monster has to fight that monster.
there are two separate groups of monsters in that
location. Immediately roll again to determine Fighting
the second group, if that roll is a double, Fighting is divided into three segments, hitting,
roll again and so on. wounding and saving. When you fight your dungeoneer
rolls a number of dice equal to his Fighting ability.
For example: The dungeoneers Each time he equals or beats the monster’s Defence
open a door into the seventh ability, he scores a wound. The monster can save the
tile of the game (excluding wounds by making an Armour roll for each wound
the first) so roll 2D6+7 they take. If the number of wounds taken equals or
to determine what beats the monster’s Health, it is killed, if not the
monsters are in the monster survives. Dungeoneers and monsters who are
room. A 6 is rolled on killed are removed from the board.
the dice so with a total
of 13 there are 1D3 For example: The Warrior fights an orc. The Warrior
level 3 monsters in has Fighting 5, so he rolls 5D6. The orc has Defence
the room. 3, so the Warrior scores hits on a roll of 3, 4, 5 or 6.
From the 5 dice rolled he scores 3 hits. The orc has
However, because the Armour 6+ and so rolls 3 dice, 1 for each hit, saving
6 was as a result of only on a roll of 6. He makes 1 save, and so takes 2
two 3’s, a second wounds. As he only Health 1 he is killed.
roll is made, this
time resulting in a Dungeoneers and monsters who receive wounds keep
total of 17. So, inside them for the rest of the game until they are either
the other room are 1D3 dead or healed. Make a note on a piece of paper how
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many wounds your dungeoneer receives. It is up to For example: The Warrior and the Elf have managed
the monster player to keep track of monster wounds. to kill an ogre chief, which is a level 4 monster. To
Alternatively use tokens or mini dice to record determine how much gold it is carrying 4D6 are rolled,
wounds. resulting in 15 gold. The ogre chief had 4 wounds, of
which three were caused by the Warrior and one by
Shooting the Elf.
Some dungeoneers have ranged weapons with
which they can attack enemies on the same tile as Therefore the Warrior receives three quarters of the
them. However, you cannot shoot through other gold and the left one quarter. Because 15 cannot be
models or around corners. Shooting works just like divided equally, the closest number that can is 12,
fighting, except you roll a number of dice equal to so the Warrior takes 9 gold and the Elf 3. Then there
the dungeoneer’s Shooting. Hits and wounds are then is 3 gold left over, of which 1 goes to each and the
determined as described above.. You can only shoot in remaining one is lost.
straight lines, either straight forward or diagonally.
THE MONSTER PLAYER
Magic Players take it in turns to play the monsters in the
The Cleric and Wizard dungeoneers both can cast game. Whichever player’s go it is when a door is
spells during their respective goes. On each playing opened and monsters placed on the board becomes
card it states which spells these dungeoneers can cast the Monster Player at the end of the turn. Next turn,
and the difficulty number necessary to cast the spell. whichever player is next in the order or play becomes
To cast a spell roll a D6, if the number rolled is equal the Monster Player and so on until all the monsters
or higher than the difficulty of the spell, the spell has are dead.
been successfully cast.
As the Monster Player you make all the dice rolls and
Refer to the spell list for what the effects of the spells moves for the monsters on the board, but you can’t
are. Only one spell can be attempted per player per just do anything you want. When it is your go you can
turn. If it fails, the dungeoneer cannot cast another move and fight with your monsters, but you must use
or try again. However, if a player is really desperate them fairly. Well, reasonably fairly. Monsters who
for a spell to be cast he can voluntarily lose 1 wound are next to a dungeoneer must fight the dungeoneer
to be able to cast the spell automatically after the roll who fought them, or if several did the monster but
has failed. fight the dungeoneer who wounded them. If several
dungeoneers fought, but failed to wound, the Monster
Treasure Player can choose who to attack.
When your dungeoneer kills a monster he immediately
gains the treasure it was carrying. Refer to the table Monster will always move and attack the closest
below determine how much gold the dungeoneer target. You can’t move them away f r o m
receives. The higher the level of monster the more your dungeoneer and make them fight
gold it is worth. other dungeoneer. However,
because you can choose in
Monster Gold which order the monsters
act, you can be sly and
1 1 have your weaker
2 1D6 monsters move up
3 2D6 and fight the closest
4 4D6 dungeoneers,
5 8D6 a l l o w i n g
your tougher
If more than one dungeoneer was involved in the m o n s t e r s
kill, then the gold is divided up evenly according to to move
wounds caused. With numbers that cannot be split, past those
find the closest divisible number and split that. Then dungeoneers
any remainder is split evenly until the remaining gold already fighting,
cannot be divided and is lost. and fight players
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at the back of the group. expand upon the rules to customise the game to your
own particular tastes. If you want to create your own
This is also a great way to get revenge on a player spells, dungeoneers or monsters then go for it.
who is beating you collecting gold.
There are no hard and fast rules as to what you can
If there is a dungeoneer fighting another monster and can’t do, just try to be fair. So no Barbarian
then you must move any other monsters to fight dungeoneers with more Fighting than a Warrior, more
dungeoneers not fighting. So you can’t have all your Wounds than the Dwarf and better with a bow than the
monsters attack one poor dungeoneer. However, f Elf. If you’re a sci-fi fan then why not do dungeoneer
there are no other dungeoneers on the tile then you in space?
can choose to have the monsters all attack whichever
dungeoneers are in the room or have your monsters As for dungeon tiles there are plenty of games out
leave the room to attack other dungeoneers. It’s your there that use them which you could instead of the
choice. ones we’ve provided, or you can make your own.
Caverns, chasms, ice caves, underground streams,
ENDING THE GAME stalagmite chambers, bridges are all potential tiles
The game ends in one of two ways, either when all that you could use just for the aesthetics or create
of the monsters on the final dungeon tile are dead, or special rules for them.
after you have fought and killed the level 5 monster.
Once either of these two things occur the player who Maybe in the ice cave you have to roll a D6 for each
has collected the most gold wins the game. square you move, on a roll of a 1 you fall over and
can’t move for the rest of the turn. Whatever you
Only live dungeoneers count here, so if your brave decide to do ...just have fun!
Dwarf dies in the final battle it doesn’t matter how
much gold you have collected. If all the dungeoneer
have died before this point is reached then everyone
has lost and all the players should bow their heads in
shame!
MONSTER MINIATURES
Because the monsters are described only by
levels you can use any miniatures you have
in your collection to represent them. Below
are some examples of what monsters to
use for the respective levels, but these are
nothing more than examples.
You can use most models to represent most
monsters, within reason. So, if you decided
to play an all undead dungeon, you could use a
skeleton model as an easy level 1 skeleton guard,
or use it has an level 5 undead lich lord.
Monster Level Example
1 Goblin, giant rat,
2 Orc, brigand, wolf
3 Ogre, werewolf, minotaur
4 Giant, golem, huge spider
5 Demon, dragon, lich
EXPANDING THE GAME
Dungeon is so ridiculously simple that its very easy to
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APPENDICES
Below is a list of abilities for the various dungeoneers and monsters and the spell list.
Monsters and Dungeoneer List
Move Fighting Shooting Defence Armour Health
Warrior 5 5D6 - 5+ 4+ 5
Dwarf 4 4D6 - 4+ 4+ 6
Elf 7 4D6 5D6 5+ 5+ 5
Wizard 5 2D6 - 3+ 6+ 4
Cleric 5 4D6 - 4+ 4+ 5
Thief 6 4D6 4D6 5+ 5+ 5
M. Level 1 5 1D6 - 2+ 6+ 1
M. Level 2 5 2D6 - 3+ 6+ 1
M. Level 3 5 3D6 - 4+ 5+ 2
M. Level 4 5 4D6 - 5+ 4+ 4
M. Level 5 5 5D6 - 5+ 3+ 8
WIZARDS SPELLS CLERICS SPELLS
Fireball (4+) Smite (3+)
Select a square on same tile as the Wizard. This is The Cleric sends a force of holy energy to smite a
where he sends a ball of fire that explodes, blasting the single foe. Choose a monster on the same tile. You
hapless creature in the square and everything adjacent can fight it as if you were adjacent to it.
to it for 1 wound that can be saved as normal. You
cannot pick a square that has a dungeoneer adjacent Heal (3+)
to it or actually on the square. Calling upon his goodly powers the cleric can heal
a friend or himself. You can heal 1 wound to either
Lightning Bolt (4+) yourself or a dungeoneer adjacent but the dungeoneer
You fire a holt of lightning that passes through each must pay you 1 gold each time you heal. If you heal
square in a line either diagonally or straight head of yourself you must discard 1 gold.
the Wizard until it runs out of energy or hits a wall.
The lightning bolt starts with 5D6 of energy, and loses Holy Shield (5+)
1D6 for every two squares it travels. When it hits a A magical field surrounds you, blocking enemy
monster roll a number of D6 equal to its remaining attacks. You receive an extra save against wounds that
energy, for each roll of 4+ the monster takes a wound works on a 5+. Any wounds not saved by your armour
(saved as normal). The bolt continues, but after passing can be saved by the Holy Shield, but once a wound
through the monster loses another D6 of energy. The has been caused the spell is dispelled.
bolt cannot pass through a dungeoneer.
Summoning (4+)
Teleport (5+) The Cleric calls upon his god to bring a helper to his
Select any not occupied square on the board. The side. The Cleric summons either 1 level 2 monster or
Wizard instantly is moved to the new square, 1D3 level 1 monsters. These are placed adjacent to
regardless of whether he was next to a monaster. He the Cleric and he controls them on his go. The Cleric
can now continue his go. can never have more than 1 summoning spell in effect
at the same time.
Disintegrate (5+)
The most difficult and powerful spell in the Wizard’s
arsenal can destroy most creatures and leave them
as ash. Pick a monster on the same tile to take 1D3
wounds with no saves.
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