Overview
Dungeon Fighter is a cooperative dexterity game where players control a party of dimwitted heroes exploring a dungeon filled with monsters. To attack monsters, players must physically bounce dice onto a target board, with the landing zone determining damage dealt. The party navigates through three dungeon levels, fighting monsters in each room, and must ultimately defeat a Final Boss to win. The game combines real dice-throwing skill with adventure and humor.
Components
- 1 four-part target board
- 3 colored hero dice (red, blue, green)
- 9 white bonus dice
- 30 gold coins
- 6 black health tokens (hero figures)
- 1 red health token (monster)
- 9 hero sheets (double-sided: healthy/angelic)
- 1 monster hitpoint board
- 2 double-sided dungeon map boards
- 4 Boss boards (with adventure maps on back)
- 1 hero party marker
- 1 party leader token (defeated/undefeated)
- 1 chest token (treasury)
- 5 tokens for special powers
- 14 scar tokens
- Tower pieces (5 or 6 levels)
- 4 final boss cards
- 53 item cards (weapons, armor, items)
- 53 monster cards (levels I-IV)
Setup
- Assemble the four-piece target board face-up at equal distance from all players.
- Build the dungeon: draw 1 final boss board (final boss side up), then draw 2 dungeon map boards. Line them up with arrows connecting exits to entries (3 levels total).
- Draw 1 final boss card face-down and place it at the exit of the final boss board.
- Each player chooses a hero sheet (healthy side up) and places their health tracker on space IX.
- Choose difficulty level (Easy/Normal/Hellish) and sort monster cards into level piles (I-IV) placed on corresponding tower tiers.
- Place gold coins, scar tokens, chest token, item cards, monster hitpoint board, and special ability markers nearby.
- The party receives 3 hero dice, 2 gold coins, and 1 white bonus die (placed on the chest token as treasury).
- Appoint a party leader who gets the leader token (undefeated side up) and the 3 hero dice.
Turn Structure
Each round has 3 phases:
A) Movement
Move the hero party marker to an adjacent room following corridor arrows. The party always moves forward (never against arrows). If players disagree, the leader decides.
B) Encounter and Fighting
Draw a monster card from the topmost tower tier with cards. Place the monster’s gold on its card, set the health tracker on the hitpoint board, then fight the monster (see Actions).
C) Clean-Up
After defeating the monster:
- Pass hero dice to the next player (new starting player)
- Collect gold from the slain monster into the treasury
- Revive fainted heroes (each gets a scar token covering one special ability and losing 3 max HP; third scar = eliminated)
- Resolve any triggered clean-up abilities
- Flip leader token back to undefeated
- Return used white dice to general supply (not treasury)
- If all 3 hero dice were NOT used, gain 1 white bonus die per unused hero die (only if leader token shows undefeated)
- Discard defeated monster; swap equipment between heroes
Actions
Fighting a Monster
Starting with the starting player, clockwise, each player:
- Chooses one of the 3 colored hero dice (choosing the color also selects a special ability)
- Throws the die at the target board — the die must bounce at least once on the table before hitting the board
- If the die lands on the target board: deal damage equal to the section number (bullseye = 10; hero icon face up on bullseye = instant kill)
- If the die misses the board, lands in a hole, or lands on a bone divider: miss — the hero takes damage equal to the monster’s damage value
When All Hero Dice Are Used (Monster Still Alive)
The next player must choose:
- Option A: Take a white bonus die from the treasury and attack
- Option B: ALL heroes take the monster’s damage, reclaim the 3 hero dice, flip the leader token to defeated, and continue
Special Throws (Weapons, Monsters, Rooms)
Weapons grant damage bonuses but require special throwing techniques (blind shot, spin shot, crossbow shot, behind-the-back, etc.). Dangerous rooms and certain monsters also impose special throw requirements. Multiple requirements combine — the hero must perform all simultaneously.
Equipment
- Weapons: Reusable, grant bonus damage with special throws
- Armor: Defensive bonuses
- Items: Various effects; some are one-time use (marked “1x”)
- Each hero can carry a limited number of each type as shown on their hero sheet
Shops
In shop rooms, after the encounter, draw 3 + (number of heroes) equipment cards. The party can buy cards at printed gold cost. Can also buy: bonus dice (2 gold each) or healing (1 gold heals all heroes 1 HP).
Healing Fountains
After the encounter, all heroes are fully healed.
Scoring / Victory Conditions
Win: Defeat the Final Boss. The Final Boss fight follows normal combat rules except: when hero dice are used up, players must use bonus dice (Option B is unavailable). If bonus dice run out before the boss is defeated, the heroes lose.
Lose: All heroes are knocked unconscious (0 HP) at the same time, OR bonus dice run out during the Final Boss fight.
Score (optional):
- +X based on difficulty level
- +1 per player
- +2 per remaining bonus die
- +1 per 2 remaining gold coins
- +5 if no hero ever fainted
- -1 per scar token
- -5 per eliminated (“leveled up”) hero
Ratings range from “Lame ducks” (0 or less) to “Heroic awesomeness” (40+).
Special Rules & Edge Cases
- Die on section boundary: Die is in the section containing more of it; if tied, the lower-value section.
- Hero icon face up: Triggers the hero’s special ability of that die’s color. Some abilities require landing on the target board; others trigger even on a miss.
- White bonus dice can represent any color (decided after the throw) but are one-time use.
- Scar tokens cover special abilities permanently. A hero receiving a 3rd scar is eliminated (“leveled up”/angelic hero) and removed from the game.
- Impossible situations: If the party unanimously agrees a required throw is impossible, all heroes lose 1 HP, the monster returns to its stack bottom, and a new monster is drawn.
- Damage order of operations: Multiply before add/subtract when combining bonuses.
- Healing Fountain: Full heal occurs during clean-up phase, after the encounter.
Player Reference
Round: Move -> Encounter/Fight -> Clean-up
Throwing Rules:
- Die must bounce on table at least once before target board
- Miss = monster attacks the throwing hero
- Bullseye = 10 damage (hero icon up = instant kill)
After Hero Dice Used: Option A (use white die) or Option B (all take damage, reclaim dice)
Equipment Slots: Per hero sheet (weapons/armor/items)
Shops: Buy equipment, bonus dice (2 gold), or healing (1 gold = 1 HP all heroes)
| Win: Defeat the Final Boss |
Lose: All heroes unconscious or out of bonus dice vs Final Boss |