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Table of Contents
SUMMARY OF GAMEPLAY ..............................................                        4
Modes of Play..................................................................           4
 Solo Play .........................................................................      4
 Cooperative Mode .........................................................               5
 Competitive Mode .........................................................               5
THE PLAY AREA – A DIAGRAM ........................................                        6
CARD ICON KEY ...........................................................                 7
SUMMARY OF THE RULES ...............................................                      7
Getting Started ................................................................          7
 Taking a Turn ..................................................................         8
 Monster Cards ...............................................................            9
   Combat Cycle .......................................................................   9
   Combat Action: Using a Consumable Magic Item ...............                           9
   Combat Action: Switching an Equipped Magic Item ...........                            10
   Combat Action: Attacking ...................................................           10
    The Adventurer Dice ..........................................................        11
    The Monster Dice ...............................................................      11
   Combat Action: Fleeing .......................................................         12
   Combat Conclusion ..............................................................       12
    Monster Loot ......................................................................   12
   Boss Monsters .....................................................................    13
  Treasure Chest Cards ....................................................               13
  Trap Cards .....................................................................        14
  Dungeon Exit Cards .......................................................              14
   When in Town ......................................................................    14
   Town Option: Getting Healing at the Temple .....................                       15
   Town Option: Deposit/Withdraw Gold from the Bank .......                               15
   Town Option: Buying Magic Items from the Merchant ......                               16
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   Town Option: Selling Magic Items to the Merchant ...........                                  16
   Town Option: Visiting the Trainer to Level-Up ...................                             16
  Ending the Turn .............................................................                  17
ADVENTURERS .................................................................                    17
Adventurer Stats .............................................................                   17
 Attack .....................................................................................    17
 Defense ..................................................................................      18
 Maximum Health ...................................................................              18
 Current Health .......................................................................          18
 On Hand Gold.........................................................................           18
 Deposited Gold ......................................................................           18
 Experience..............................................................................        18
 Special Abilities ......................................................................        19
Adventurer Inventory......................................................                       19
About the Adventurer Professions .................................                               19
 Cleric ......................................................................................   19
 Fighter ....................................................................................    20
 Thief .......................................................................................   20
 Wizard ....................................................................................     21
LEVELING-UP....................................................................                  21
 Experience Milestones ....................................................                      22
 Level Advancement Adjustments ...................................                               23
MONSTERS .......................................................................                 23
Monster Difficulty ...........................................................                   23
Monster Type ..................................................................                  24
DEATH & KNOCKOUTS ....................................................                           24
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Summary of Gameplay
8-Bit Dungeon is a love-letter to the old first-person fantasy
roleplaying video games of the late 1980s and early 1990s. The
game has been designed to be reminiscent of those old retro
games all about delving deep into mysterious dungeons to fight
evil monsters and discover hoards of treasure.
The aesthetic has been designed to reflect the pixel graphics of
the genre during that era.
In 8-Bit Dungeon, you take on the role of one of eight different
adventurers in search of the mysterious artifacts contained
therein. You will face traps and monsters, mini-bosses, and boss
monsters as you gain experience, gather gold, and discover
powerful magic items.
MODES OF PLAY –
8-Bit Dungeon is designed for 1-4 players of 13+ years of age. It
can be played in several modes including solo easy mode, solo
hard mode, multiplayer cooperative mode, and multiplayer
competitive mode.
Due to the random nature of winning the game, play time can
widely range anywhere form 15-minutes to 3-hours, though the
average game of 8-Bit Dungeon lasts roughly 1 hour.
   •   Solo Mode – Played with one player using one
       adventurer, a solo game is won by collecting three (easy
       mode) or all nine (hard mode) of the mysterious
       artifacts. Average game play time in solo mode takes 30-
       45 minutes for easy mode, and 1-1.5 hours for hard
       mode.
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•   Multiplayer Cooperative Mode – Played with 2-4
    players using one adventurer each, the cooperative
    game is won by the group collecting several* of the
    mysterious artifacts (*2 multiplied by the number of
    players). Additionally, a player in a cooperative game
    can choose to skip one turn to instead give one magic
    item from their inventory -or- any amount of their gold
    to one other adventurer if both are in the same location
    (such as both adventurers being in the dungeon or both
    in town). Average game play time in cooperative mode
    is about 1-hour for 2 players + 15-minutes/player for 3-4
    players.
•   Multiplayer Competitive Mode – Played with 2-4
    players using one adventurer each. The race is on! A
    competitive game is won by the first adventurer to
    collect three of the mysterious artifacts. Average game
    play time in competitive mode is 45-minutes to 1 hour.
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       The Play Area – A Diagram
This is an example of the play area during an in-progress game.
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                  Card Icon Key
Summary of the Rules
GETTING STARTED –
   •   What you need to play: 8-Bit Dungeon card game, two
       six-sided dice (constructable dice provided via cards
       #117-118), equip markers (cutout markers provided via
       card #119), one adventurer record card for each player
       (sold separately) – alternatively a sheet of paper, and
       finally a pencil for each player.
   •   Prepare the play area by placing all the dungeon cards
       face-down into the dungeon stack after shuffling the
       dungeon cards, then place all the loot cards face-down
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        into the loot stack after shuffling the loot cards.
    •   Put at least two six-sided dice in the play area. It’s
        suggested to have dice of different colors. Constructable
        dice are included with the game via cards #117-118.
    •   Place the town card on the play area.
    •   Pull the top three magic item cards from the loot stack.
        Place them face-up under the town card. If any of three
        pulled loot cards is an artifact, shuffle it back into the
        loot stack and draw a replacement loot card. These
        three magic items are the stock of the town’s merchant.
    •   Each player chooses one adventurer to play by selecting
        one of eight available adventurer cards and places it
        face-up in front of them along with an adventurer
        record card (or a piece of paper) to be used to keep
        track of adventurer stats, experience, and gold.
        Adventurer selection can be by player preference or by
        random draw after shuffling all the adventurer cards
        together. See more details about the various
        adventurers the section titled, “Adventurers”.
•   Adventurers start off the first round in town at level 0 with
    current health equal to their maximum health, zero
    experience, zero gold, and no inventory. They can take their
    first turn to enter the dungeon by drawing the top dungeon
    card from the dungeon stack.
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TAKING A TURN –
•   On a player’s turn they pull a dungeon card from the
    dungeon stack and place it face up on the table.
    There are four types of cards found in the dungeon card
    stack: monster cards, treasure chest cards, trap cards,
    and dungeon exit cards.
    o MONSTER CARDS - If the card pulled from the
      dungeon stack is a monster the adventurer enters
      combat.
       There are five difficulties of monster cards: easy,
       normal, hard, mini-boss, and boss. See more
       information about the types of monsters in the
       section titled, “Monsters”.
           COMBAT CYCLE –
       ▪   Combat consists of a repeating series of actions
           that continue until either the monster is
           defeated, or the adventurer flees or is knocked
           out or killed.
       ▪   Options for actions consist of using a
           consumable magic item, switching the equipped
           status on one magic item in the adventurer’s
           inventory, attacking, or fleeing.
              •   Combat Action: Using a Consumable
                  Magic Item – follow the instructions on
                  the card then shuffle the magic item card
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    into the loot stack. Using a consumable
    magic item does not result in a combat
    roll for that action.
•   Combat Action: Switching an Equipped
    Magic Item – Equipped status is only
    applied to magic weapons, magic armor,
    and magic shields. It is noted by placing
    an equip marker on the magic item card
    in the adventurer’s inventory. While an
    adventurer may have multiple magic
    weapons, armors, or shields in their
    inventory, only one of each may be
    equipped at a time and the adventurer
    only gains the benefits of those that have
    been equipped. If an adventurer uses an
    action during combat to switch an
    equipped magic item, then the combat
    roll still occurs, and the adventurer will
    take applicable damage from the
    monster attack but the adventurer will
    deal no damage to the monster for that
    action.
•   Combat Action: Attacking – When an
    adventurer attacks two six-sided dice are
    rolled as the combat roll for that action.
    One is the adventurer dice, the other is
    the monster dice. Which dice each is
    must be defined before rolling. The
    easiest method to do this is have
    different color dice (constructable dice
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provided via cards #117-118).
   o The Adventurer Dice: Add the
     adventurer’s attack score and any
     attack bonus from an equipped
     magic weapon to the roll result of
     the adventurer combat dice, then
     subtract the monsters defense
     score from that total. Reduce the
     monster’s health by that
     calculated amount. If a monster’s
     health is reduced to zero or fewer
     it is defeated.
   o The Monster Dice: Add the
     monster’s attack to the result of
     the monster combat dice roll,
     then subtract the adventurer’s
     defense score (including any
     defense bonus provided by
     equipped magic armor or shield)
     from that total. Reduce the
     adventurer’s current health by
     that amount. If an adventurer’s
     current health is reduced to zero
     or less, then they are knocked
     out. See the section titled, “Death
     & Knockouts” for mor details.
   o If after calculating the combat
     rolls both the adventurer and the
     monster have more than zero
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                   current health at the end of an
                   action, then then the combat
                   cycle repeats until either the
                   monster is defeated or the
                   adventurer flees or is knocked out
                   or killed.
       •   Combat Action: Fleeing – When an
           adventurer uses an action to flee from
           combat, roll the monster combat dice. If
           the dice roll result is 1 then the
           adventurer escapes unharmed, but if the
           roll result is greater than 1 then reduce
           the adventurer’s current health by that
           amount equal to their level. Then shuffle
           the monster card back into the dungeon
           stack, and end that players turn. If an
           adventurer’s current health is reduced to
           zero or less then they are knocked out
           (see section titled, “Death & Knockouts”
           for more details).
▪   Combat Conclusion – If the monster is defeated
    by reducing its health to zero or fewer, then the
    adventurer’s experience and gold are increased
    as indicated on the monster card, and the
    monster card is placed into the dungeon card
    discard stack.
       •   Monster Loot: If the monster card
           indicates either a 1x, 2x, or 3x loot
           reward, then the adventurer also draws
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              1, 2, or 3 loot cards from the loot stack. If
              the loot card is a magic item it may be
              added to the adventurer’s inventory if
              there is an available spot.
          •   Boss Monsters: If the monster card is a
              boss monster, then it is removed from
              the play area after being defeated
              instead of being placed into the dungeon
              card discard stack.
o TREASURE CHEST CARDS – If the card pulled from
  the dungeon stack is a treasure chest card, then the
  player follows the instructions are the card to
  determine whether the treasure chest is trapped. If
  the adventurer avoids a treasure chest trap or is the
  resulting trap damage doesn’t knock out or kill the
  adventurer, then the player draws the number of
  loot cards from the loot stack indicated by the
  treasure chest card. (See the section titled
  “Adventurer Inventory” for more information about
  how many loot cards an adventure may keep). After
  a treasure chest is opened and the relevant loot
  cards drawn from the loot stack, discard the
  treasure chest card into the dungeon discard stack.
  Alternatively, an adventurer can choose to not try to
  open the treasure chest by ignoring it, in which case
  the treasure chest card is shuffled back into the
  dungeon card stack and that adventurer’s draws
  another dungeon card from the dungeon stack.
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o TRAP CARDS - If the card pulled from the dungeon
  stack is a trap the player follows the instructions on
  the card and then shuffles that card and any
  dungeon cards in the dungeon discard stack back in
  the dungeon stack. If this results in an adventurer
  having zero or fewer health they are knocked out
  (see section titled, “Death & Knockouts” for more
  details).
o DUNGEON EXIT CARDS - If the card pulled from the
  dungeon stack is a dungeon exit, the adventurer
  may exit the dungeon and return to town. If they do
  so then shuffle the dungeon exit card back into the
  dungeon stack and the player turn ends, but they
  will start their next turn in town. Optionally, if an
  adventurer does not choose to use a dungeon exit
  card to return to town, they can shuffle the card
  back into the dungeon card stack and draw again.
               WHEN IN TOWN –
           •   There are several options only available
               when an adventurer’s location is in town
               during their turn.
               When in town they can visit the temple
               to get healing in return for a donation of
               gold. They can visit the trainer to advance
               a level if they have the required
               experience. They can sell one or more of
               the magic items in their inventory or buy
               one or more of the magic items in the
               merchant’s stock. They can deposit any
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amount of gold they found in the
dungeon into the bank or withdraw any
amount of gold they have deposited into
the bank.
When an adventurer is in town, their turn
ends when they leave town and return to
the dungeon, denoted by drawing a
dungeon card from the dungeon stack.
•   Town Option: Getting Healing at the
    Temple – The temple will restore +1
    to the adventurer’s current health
    points for the cost of 2 gold. This can
    be applied up to an adventurer’s
    maximum health score. An
    adventurer’s current health can never
    be higher than their maximum health
    score.
•   Town Option:
    Depositing/Withdrawing Gold from
    the Bank – An adventurer may
    deposit any gold they have on hand
    into the town bank. There it will
    remain until it is withdrawn again.
    This is a convenient way for an
    adventurer to prevent losing all their
    gold if they are knocked out in the
    dungeon.
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•   Selling Magic Items to the Merchant
    – An adventurer may sell a magic
    item to the merchant for gold equal
    to the amount of the sell price listed
    on the magic item card. When a
    magic item is sold to the merchant, it
    should be shuffled back into the loot
    stack.
•   Buying Magic Items from the
    Merchant – An adventurer may buy a
    magic item from the merchant for
    gold equal to the amount of the buy
    price listed on the magic item card if
    they have an available inventory spot
    to place it in. When a magic item is
    bought from the merchant, a
    replacement magic item card should
    be pulled from the loot stack and
    added to the merchant inventory. If
    the pulled loot card is an artifact,
    shuffle it back into the loot stack and
    draw a replacement loot card.
•   Visiting the Trainer to Level-Up – If
    an adventurer has earned enough
    experience to advance to the next
    level they may do so while in town.
    (See the section title, “Leveling Up”
    for more information).
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       o ENDING THE TURN
            ▪ Once the turn process is completed for an
               adventurer, it is the turn of the next player.
               Player order is determined in a
               counterclockwise direction around the play
               area. The process of taking turns repeats until
               either the game is won by collecting the
               appropriate number of mysterious artifacts or
               when all the adventurers have died. (See the
               section titled “Modes of Play” for more
               information).
Adventurers
There are a total of eight adventurer cards. Two of each
adventurer profession. There are four adventure professions,
including: cleric, fighter, thief, and wizard. A player selects one
available adventurer to play for the game. The youngest player
chooses their adventurer first, followed by each player
choosing an adventurer in a counterclockwise fashion around
the tabletop.
ADVENTURER STATS
Each adventurer has seven stats. At the beginning of the game,
an adventurer starts at level 0, but can advance in levels during
the game by earning experience points. See the section titled
“Leveling Up” for more information.
   •   Attack – this is the number added to an adventurer’s
       combat roll. An adventurer has a base attack, but attack
       may be increased with magic weapons.
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•   Defense – this is the number subtracted from the
    monster’s combat roll. An adventurer has a base
    defense determined by their level, but defense may be
    increased with magic armors and magic shields.
•   Maximum Health – this number reflects the most
    health an adventurer can have at once. If the maximum
    health of an adventurer becomes 0 or less, they die and
    the game is over for the player of that adventurer (see
    the section titled “Death & Knockouts” for more
    information).
•   Current Health – this number reflects the health an
    adventurer currently has. If the current health of an
    adventurer 0 or less they are knocked out (see the
    section titled “Death & Knockouts” for more
    information).
•   On Hand Gold – an adventurer will gain gold as reward
    for defeating monsters in the dungeon or by selling
    magic items they find to the merchant. Gold can be
    used in the town to pay for healing or to buy magic
    items from the merchant (see the section titled “While
    in Town” for more information).
•   Deposited Gold – When an adventurer is in town they
    have the option of depositing their on hand gold into
    the town bank. This keeps it safe from being lost if the
    adventurer is knocked out in the dungeon.
•   Experience – an adventurer begins with zero
    experience. They will gain experience points from
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         defeating monsters in the dungeon and may advance in
         levels as various experience milestones are reached.
   •     Special Abilities – each adventurer profession has one
         or more special abilities (or restrictions). See details
         about each profession in the section titled, “About the
         Adventurer Professions”.
ADVENTURER INVENTORY
Each adventurer has six inventory spots, each spot may be
occupied by one magic item. An adventurer may gain a magic
item by drawing a card from the loot stack when applicable. If
an adventurer has no available inventory spots when a magic
item card is pulled from the loot stack the player may choose to
either forfeit the new magic item by shuffling the pulled magic
item card back into the loot stack or they may choose to free
up an inventory spot to keep the pulled magic item card by
giving up one magic item currently in their inventory by
shuffling it back into the loot stack.
Artifact cards do not require an adventurer inventory spot for
an adventurer to keep them. They are stored in the
adventurer’s artifact stash (see the “Play Area Diagram” for
more information.)
ABOUT THE ADVENTURER PROFESSIONS
CLERIC
         Level 0 Maximum Health: 25
         Level 0 Attack: 2
         Level 0 Defense: 2
         Cleric Special Abilities
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            •   Healing in town is free for the cleric.
            •   The cleric gains +5 additional current health
                when using a lesser or greater potion of healing
                or a potion of restoration.
            •   The cleric gains +5 attack on combat rolls against
                undead monsters.
FIGHTER
   Level 0 Maximum Health: 30
   Level 0 Attack: 3
   Level 0 Defense: 3
   Fighter Special Abilities
        •   The fighter may equip two magic weapons instead
            of just one. They add the appropriate adjustment to
            attack for both magic weapons to their combat rolls
            as well as activating any special abilities of both
            magic weapons.
        •   When attacking a monster, the fighter may add a +1
            attack at the cost of -1 current health (up to a
            maximum bonus of +5) on one combat roll. This
            bonus can be applied either before or after the
            relevant combat roll.
THIEF
        Level 0 Maximum Health: 25
        Level 0 Attack: 1
        Level 0 Defense: 3
        Thief Special Abilities
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          •   The thief ignores all damage caused by traps and
              can automatically open treasure chest cards
              without risk of setting off a treasure chest trap.
          •   If the thief rolls a 1, 2, or 3 when fleeing combat
              then they take no damage for running away.
WIZARD
       Level 0 Maximum Health: 20
       Level 0 Attack: 1
       Level 0 Defense: 1
       Wizard Special Abilities
              •   The wizard rolls 1 dice when they use a
                  consumable magic item. If the roll result is
                  not a 1 or 2 then the consumable magic item
                  remains in the wizard’s inventory rather than
                  being shuffled back into the loot card stack.
              •   Wizards get an automatic +5 defense bonus
                  against attacks from magic monsters.
              •   Wizards cannot equip weapons, armors or
                  shields.
Leveling Up
When an adventurer defeats a monster in the dungeon, they
gain the amount of experience indicated on the monster card.
When the adventurer has gained enough experience to reach
experience milestones as indicated in the table on the next
page, they can advance a level and gain all applicable
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adjustments to their maximum health, attack, and defense
based on the adventurer’s profession.
When an adventurer visits the trainer in town and advances a
level their current health becomes equal to their new maximum
health.
Once an adventurer has enough experience to advance a level,
they must first return to town to visit the trainer. This can be
done if they draw a dungeon exit card from the dungeon card
stack on their turn. If an adventurer has enough experience to
advance multiple levels when they visit the trainer they may
choose to do so.
There are six levels including level zero with five experience
milestones when adventurers may level-up. There is no
milestone beyond the fifth.
Experience accumulates throughout the game and does not
reset at each level-up. Meaning that to reach the level 1
milestone, a level 0 adventurer must collect 50 experience, and
then they must collect another 100 experience (150 total
experience) before reaching the milestone for advancement to
level 2.
Experience Milestones –
Level          Experience Milestone
0 (Start)      None
1              50
2              150
3              300
4              500
5              750
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Level Advancement Adjustments by Adventurer Profession –
                 Max Health   Attack          Defense
Profession       Increase     Increase        Increase
Cleric           +10             +2             +2
Fighter          +15             +3             +1
Thief            +10             +1             +2
Wizard           +10             +1             +1
Monsters
Monsters are encountered as adventurers explore the
dungeon. This happens when a player pulls a dungeon card
from the dungeon stack and it is a monster card.
There are significant differences in monsters and the rewards
for defeating them are balanced based on difficulty.
MONSTER DIFFICULTY –
There are six levels of monster difficulty including
   •      Easy Monsters (balanced for levels 0-1)
   •      Normal Monsters (balanced for levels 1-2)
   •      Hard Monsters (balanced for levels 2-3)
   •      Mini-Boss & Boss Monsters (balanced for levels 3+)
When an adventurer is lower level some of the monster they
encounter will be challenging or nearly impossible to defeat. In
those cases the player must make a decision whether to
attempt to defeat the monster anyway or flee combat.
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MONSTER TYPES –
Each monster also has at least one defined type. Monster type
is utilized by some magic items to trigger additional abilities for
an adventurer when in combat with a specific type of monster.
Monster types include humanoid, insectoid, plant, outsider,
beast, undead, flying, demon, magic, elemental, dragon, slime,
construct.
A monster can have multiple types. A magic item that affects
one type will affect any monster with that type listed.
Death & Knockouts
An adventurer is knocked out If their current health reduced to
zero or lower in the dungeon.
When an adventurer is knocked out in the dungeon their turn
ends. On their next turn they will wake up in the town and
their maximum health is permanently reduced by the number
equal to their level. Their current health is automatically healed
to their new maximum health. They may not take any action on
the turn they wake up.
When an adventurer wakes up from being knocked out they
keep any artifacts in their artifact stash and magic items they
have in their inventory, but lose all on hand gold.
If an adventurer’s maximum health is ever reduced to zero then
they die and the game is over for the player of that adventurer.
In the instance when an adventurer is knocked out as the result
of the same combat roll that defeats a monster, the adventurer
gains applicable experience points for defeating that monster
but does not gain any gold or loot.
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