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RULES

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DUNGEON BLITZ is a fast-playing solo adventure game. In each adventure you
create a character and undertake an exciting and dangerous dungeon crawl with
little more than your trusty weapon and wits. The dungeon is randomly generated
and you will map it as you play. As you discover new locations you might be
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attacked by monsters, set off a trap or find wondrous treasure. Eventually, you
will find the terrible monster at the heart of the dungeon and either defeat it or
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die trying!

What you need


All you need to play a DUNGEON BLITZ adventure is:
• This book
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• 3 six-sided dice
• A pencil & eraser
• A character sheet
• A piece of paper or graph paper
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DICE
D6: A single six-sided die.
2D6: Roll two six-sided dice and add the results together.
D66: Roll two D6, reading one as the “tens” and the other as the “units”. For
example a roll of 5 and 3 would be read as “53”.
D3: Roll a D6 and halve the result (rounding up). This gives a value between
one and three. 1 or 2 = 1 | 3 or 4 = 2 | 5 or 6 = 3.

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YOUR HERO
In DUNGEON BLITZ you portray a bold hero, exploring dangerous dungeons to
earn a little gold or make the world a better place. Create your bold hero by
giving them a cool name and completing the following steps.

Stats
Your hero is defined by three stats, Strength, Wits and Attack. Divide 6 points
between these stats. Each must have a value between 1 and 5.

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• Strength: used for lifting, carrying and breaking things.
• Wits: used for thinking, noticing and doing clever things.
• Attack: used for fighting enemies.

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Talents
You begin with a single special ability, called a talent. Choose one from the
following options. The special rules may not mean much yet, but will soon.
• Archer: you make ranged attacks with advantage.

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Brave: you ignore the penalty for fighting monsters that cause Terror.
• Dodge: waiting enemy make their free attack at disadvantage.
• Lucky: your Luck value increases by +1.
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• Muscles: your carrying capacity is permanently increased by +2.
• Parry: add +1 to your Defense value when using a sword.
• Haggle: each item of gear purchased costs -1 gold coin (to a minimum of 1).
• Thief: roll with advantage when picking a lock.
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• Tough: your wounds value is permanently increased by +3.

Luck
Your character begins with a Luck value of 1. You will spend this during adventures.
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Wounds
You have a number of wounds equal to 15 + your Strength and Wits stats. If either
of these stats ever changes, adjust your wound value accordingly.

Defense
Your Defense value is equal to 4 + your Wits stat, plus any bonus for armour you
are currently wearing.EXPERIENCED HEROES

If you have a hero that survived other DUNGEON BLITZ adventures you can
use them instead. Rules for experience and levelling up are on page 21.

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Gear
Your hero begins with D3 rations, D3 torches, a sword and D6+10 gold coins (gc).
You can purchase equipment from the lists below, before the adventure begins.
Your carrying capacity is equal to 5+ your Strength stat. This is the maximum
number of items you can lug around the dungeon. Rations, torches and gold do
not count towards this total. You can carry up to 5 torches and 5 rations at any
time, and any amount of gc.
Weapons Cost Notes

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A hero can only use one weapon at a time.
Dagger 1 Discard to use for a ranged attack
Sword 3 +1 Damage

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Axe 5 +1 Damage, +1 to bash locked doors
Mace 5 +1 Damage, +1 bonus damage vs skeletons
Two-handed weapon 10 +2 Damage, Cannot use shields in same combat
Bow 3 Ranged
Crossbow 5 +1 Damage, Ranged

Armour
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Cost Notes
A hero can only wear one item of armour at a time. Light armour can be worn
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with other armour. Discard a piece of armour after a monster attacks to negate all
damage from that attack.
Shield 3 Light
Leather armour 6 +1 Defense
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Chainmail 16 +2 Defense
Platemail 32 +3 Defense

Supplies Cost Notes


Torch 2 Use a torch to negate the effects of darkness
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Lantern 6 Darkness has no effect while you have a lantern


Rations 1 Eat at any time to heal 3 lost wounds
Wine skin 2 Drink at the start of a combat phase to ignore the
effects of terror for the duration of the encounter
Healing potion 10 Use at any time to restore half of all lost wounds.
Holy water 5 Use as a non-combat action. A single undead
monster immediately suffers D3 damage

Remove items that are eaten, drunk, used or discarded from your inventory.

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CHECKS
When your hero does something risky or difficult you will be told to make a
check. To make a check, roll 2D6, add a stat and any other modifiers. If the total is
equal to or greater than the action’s Target Number (TN), the check succeeds. If
the total is less than the TN, the action fails.
Checks are noted with the stat being used and the Target Number required.
Example: “Make a TN7 Wits check” means you roll 2D6, add your Wits stat and
see if you can equal or beat a total of 7. Similarly, the note “Attack (TN9)” means

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you roll 2D6, add your Attack stat and see if you can equal or beat the TN of 9.

Modifiers

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Modifiers affect your chance of success by changing your die roll. They often
come from talents, equipment and tags. Bonuses, indicated with a “+”, are added
to a dice roll and make an action easier. Penalties, denoted with “-”, are subtracted
from a roll and will make an action harder.

Advantage & Disadvantage


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Some rules or encounters indicate you have advantage or disadvantage. When
you have advantage, make a check with 3D6 and discard the lowest die. When
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you have disadvantage on a check, roll 3D6 and discard the highest die.
Advantage and disadvantage cancel each other out - if both apply to a check
just roll 2D6 as normal. You can have advantage and disadvantage from several
different rules but can only ever roll a maximum of 3D6.
Example: If you have three rules that give advantage and one rule that gives you
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disadvantage, the first advantage cancels the disadvantage. The remaining two
advantages simply mean you roll 3D6.

Luck
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Spend 1 Luck point before making a check to roll with advantage.

Margin of success / Margin of failure


The difference between the TN and what you roll is called the margin. If the check
succeeded, this difference is the Margin of Success (MoS). If the check fails, then
the difference is the Margin of Failure (MoF).
Example: If you make a TN9 check and score 11, the MoS is 2.
Example: If you make a TN9 check but only score 3, the MoF is 6.
You can have a MoS of zero.

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EXPLORING THE DUNGEON
The exploration of a dungeon happens in three phases:
• Exploration phase: you discover a new location
• Combat phase: you fight any monsters at the new location
• Search phase: you rest or search for treasure
When the search phase is completed, begin a new exploration phase.

EXPLORATION PHASE

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Choose an unexplored exit in your current location, roll D66 and consult this

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adventure’s Exploration Table to determine what new location you find.

DUNGEON ENTRANCE
Each adventure describes a starting location - draw it on your map. This is
your first location and exploration will proceed from here.

Map the location


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Draw the new location on your map. Locations can be any size, though places
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described as small or large should be obviously smaller or larger than most of your
other locations. The Exploration Table will also tell you how many exits are in this
location. These might be corridors, doors, tunnels, paths, stairs or other ways to
continue your exploration. Draw exits as either a corridor or a small rectangle on
an edge of the location. Note, exits are in addition to the door or entry you used
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to arrive at the location.


If you roll a location that has already been visited, treat the result as the next
highest. If the next highest result has also been encountered before, continue to
move up the results until you reach a new, unexplored location.
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Example: If you roll 43 but have already visited this location, proceed to 44.
Example: You roll 14 but have already been to that location. You have also
already been to 15 and 16. The next un-discovered location is 21 so you read that
entry on the Exploration Table.

TRACKING ENCOUNTER LOCATIONS


Each encounter on the Exploration Table has a small box that you should
tick. This will help you track where you have been as you explore.

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Face the encounter
Each location has a brief description and tells you what you find. This is often a
monster, but could be a trap , character or other situation that must be dealt with.
Follow any special instructions and fight whatever monster(s) you encounter.
Once you have rolled for a location you must proceed with the encounter
described - you cannot choose another exit or perform any search phase action
until the encounter is resolved.

Keywords

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Many locations use one or more of the following keywords.

Keyword

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Entry to this location is locked. You must pick the lock or bash the
door before continuing with the encounter.
Pick the lock: pass a Wits check at the indicated TN to quietly unlock
locked the door. If the check fails, you must bash the door.
Bash the door: pass a Strength check at the indicated TN to beat
the door down. Every attempt (including the first) to bash a door
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adds +1 to the awareness roll at this location.
You suffer -1 to Attack checks in this room, unless you use a torch or
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have a lantern. Monsters are not affected by darkness.
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This location is too small for monsters to effectively gang-up.
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Monsters do not gain +1 bonus for outnumbering the hero.
This location is big enough for you to get a free attack on ready
large
enemy, if you are armed with a ranged weapon.
Any monster(s) at this location will be indicated in the description.
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monster
Monster stats and special rules are provided on the Monster Table.
name
You must fight all monsters at a location before continuing.
Words written in square brackets, like [Assassin] are tags that indicate
some special knowledge, ability or encounter. As you explore a
[Tags]
dungeon you might “collect” tags. Note them on your character
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sheet as some encounters will change based on the tags you have.

ORDER OF ACTIONS
There is no hard and fast rule on the order in which you should draw you
map and complete actions, but the following is a clear process;
• Read the location entry & draw the new location (with exits) on your map
• Deal with any lock
• Apply any other special rules for the location
• If monsters are present, check their awareness and fight
• Tick the box to indicate you have completed the location

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Troubleshooting your map
Drawing your map is a lot of fun, but sometimes you might run into a few
problems. The most important thing to remember is you should do what feels
most fun. If that doesn’t solve the problem, the following might.
Location size: the size of encounter locations is purposely vague so you can
use blank paper or any size of graph paper. If using graph paper, however, a
grid about 20 squares by 30 squares looks quite pleasing. Make most rooms 4-5
squares in size, small rooms 2-3 squares and large rooms 6-8 squares.

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Location doesn’t fit: if a new location doesn’t fit neatly next to an exit, try
adding a corridor or tunnel to give you the space needed. Also, locations don’t
have to be squares or rectangles and it is okay to have oddly shaped rooms.

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No space for exits: Try to avoid drawing locations that are completely “boxed
in”. If you do find it impossible to draw an exit where one is needed increase the
size of the room until there is space for the exits. In the unlikely event that you
draw a room that cannot fit any exit, your hero has hit a dead-end and will need
to backtrack to a different location at the end of the search phase.
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Out of space: if you completely run out of space on your page, turn an exit into
a stairwell that descends deeper into the dungeon. Start a new sheet of paper
and mark the location of the stairs. Alternatively, you can decide the adventure
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is over; your hero has missed some vital clue or evidence and must return to the
local village or outpost without finishing the dungeon. They can return another
day, starting at the entrance and drawing a new map. If you do this, make sure
you keep note of all the previously discovered locations.
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Tracking movement: if you have trouble remembering which location on the


map your hero is currently in, mark it with an asterix (*). Remember to erase it
and draw a new one each time you move. Alternatively, you might like to use a
miniature figure or cardboard standee to represent your hero.
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COMBAT PHASE
Combat happens when you enter a location with a monster. Combat proceeds in
a simple sequence as follows.

Awareness
When an encounter begins determine whether the monster has noticed you by
rolling a D6 and checking the following chart.

Roll Awareness

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Unaware monsters have not noticed you (yet). You get a free attack
1-2
before combat begins. This may be made with a melee or ranged weapon.

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Ready monsters have noticed you and are prepared to fight. If the
3-4 encounter happens in a large location you may take a free attack with a
ranged weapon before combat begins.
Waiting monsters are expecting you and attack without warning. The
5-6
monster gets a free attack before the combat begins.
Free attacks are made like any other, as described below.

Fight
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After any free attack is made, the combat begins in earnest. Your hero and the
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monster will take it in turns to strike at each other until one is reduced to zero
wounds and defeated.
After the free attack round, choose which weapon your hero will use and
prepare to fight. All combat is melee, unless noted in the encounter description.
Ranged weapons can only be used for free attacks, before the combat begins.
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• The hero attacks: make an Attack check with a TN equal to the monster’s
Defense. The monster loses wounds equal to the MoS, plus any bonus for the
weapon used. If the monster survives, it will attack back.
• The monster attacks: make an Attack check for the monster, using its Attack
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value as a modifier and your hero’s Defense as the TN. The hero will lose
wounds equal to the MoS. If the hero is still alive you get to attack again.
Example: you attack a skeleton (Defense 7), rolling 2d6 and scoring 6. You add
your Attack stat of 2 for a total of 8. This is a hit with a MoS of 1. You add your
sword’s damage bonus of +1 and inflict a total of 2 wounds on the monster.
The skeleton survived your attack so gets to strike back. You roll 2D6 add the
monster’s Attack value of +1 and get a total of 10! Your hero’s Defense is only 9 so
you lose one wound (the skeleton’s MoS was 1).
Repeat this process until either the hero or monster’s wound value has been
reduced to zero. If a monster loses all its wounds it has been defeated. If the hero’s
wound value drops to zero they have been killed and their adventure is over.

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