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Dungeoneer Fantasy RPG
Dungeoneer Fantasy RPG
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
Dungeoneer is a lads n dads game that combines
elements of traditional board games, roleplaying and
wargaming to create a game that is simple, easy to use
and most of all fun to play. Its perfect for two players
but can easily be played with three, four, ve or even
six players.
Doors
At the start of the game and whenever a new tile
is placed down you need to roll on the Doors table
to determine how many doors lead out of the tile.
The rst door is always placed in the middle of the
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 shufe 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
You can either choose which dungeoneer(s) each
player uses, taking it in turns, or do so randomly.
Doing it randomly is probably best because it cuts
on the squabbling and makes the repeat value of the
game better as players wont always get to use their
preferred dungeoneers.
THE RULES
Below are the rules to play Dungeoneer. They are
extremely simple but easy to use and provide a solid
framework to expand upon with special rules if you
want to widen the spectrum of the game.
1
2-3
4-5
6
1 (Double Door)
1
2
3
Opening doors
Who goes rst?
When a dungeoneer moves into the doors 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 rst, 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.
doesnt want to, but
unless it is a double
door then no
other dungeoneer will
For example: Four players roll to see who goes rst. be able to move
past him.
Player One rolls a 6, Player Two a 3 and Players
Three and Four each roll a 5. Player One goes rst E x p l o r a t i o n
Tokens
and Player Two goes last while Players 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 players get to control their dungeoneers. They tile, and whenever
can move, shoot, ght and cast spells. As soon as a you draw a token, the
dungeoneer has nished ghting or shooting or run appropriate tile is then
out of squares to move his go is nished 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
101
Result
Monsters
2-4
5-6
7-8
9-10
11-12
13-14
15-16
17-18
19+
No monsters
1D3 level 1
1D6 level 1
1D3 level 2
1D6 level 2
1D3 level 3
1D6 level 3
1D3 level 4
One Level 5
Monster Level
Example
1
2
3
4
5
APPENDICES
Below is a list of abilities for the various dungeoneers and monsters and the spell list.
Monsters and Dungeoneer List
Warrior
Dwarf
Elf
Wizard
Cleric
Thief
M. Level 1
M. Level 2
M. Level 3
M. Level 4
M. Level 5
Move
Fighting
5
4
7
5
5
6
5
5
5
5
5
5D6
4D6
4D6
2D6
4D6
4D6
1D6
2D6
3D6
4D6
5D6
Shooting
5D6
4D6
-
Defence
Armour
5+
4+
5+
3+
4+
5+
2+
3+
4+
5+
5+
4+
4+
5+
6+
4+
5+
6+
6+
5+
4+
3+
Health
5
6
5
4
5
5
1
1
2
4
8
WIZARDS SPELLS
CLERICS SPELLS
Fireball (4+)
Select a square on same tile as the Wizard. This is
where he sends a ball of re that explodes, blasting the
hapless creature in the square and everything adjacent
to it for 1 wound that can be saved as normal. You
cannot pick a square that has a dungeoneer adjacent
to it or actually on the square.
Smite (3+)
The Cleric sends a force of holy energy to smite a
single foe. Choose a monster on the same tile. You
can ght it as if you were adjacent to it.
Heal (3+)
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 re 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 eld 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 difcult and powerful spell in the Wizards
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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