Dungeon Twister

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Dungeon Twister is a two-player strategy game where each player controls a group of adventurers trapped in a mechanical labyrinth built by a powerful wizard. The labyrinth is composed of rotating rooms, and players must navigate their characters through, using combat, special abilities, and room rotations to either escape through the opponent’s starting line or eliminate opposing characters. The first player to earn 5 Victory Points wins.

Components

Setup

  1. Shuffle the 8 rooms face-down and arrange them in a 4x2 rectangle.
  2. Each player places their starting line at one end of the labyrinth.
  3. Each player takes their screen, 14 tokens (8 characters + 6 objects), and 16 cards.
  4. Each player secretly chooses 4 of their 8 characters for their starting team and places them face-down on the 4 large dots on their starting line.
  5. Starting with a randomly chosen player, players alternate placing remaining tokens (characters and objects) face-down in rooms (respecting max token capacity per room).
  6. Once all tokens are placed, both players simultaneously reveal their 4 starting characters. Screens become quick-reference guides.
  7. Randomly determine who goes first.

Turn Structure

Each turn has 3 phases:

Phase 1: Play an Action Card

Choose an Action card from your deck and place it face-up. Action cards show 2, 3, 4, or 5 Action Points (AP). During the first turn, the first player must play their “2 Actions” card. During the first Action Card Cycle, each card played must be equal to or at most 1 higher than the highest card played so far. Once a “4 Actions” card is played, any card can be played freely for the rest of the game.

Phase 2: Use Actions

Spend AP (from the card played) on any combination of actions. Unused AP are lost. AP can be split among characters or concentrated on one.

Phase 3: Reclaim Action Cards

If you have no Action cards remaining, reclaim all 4 Action cards (completing an Action Card Cycle).

Actions

Each costs 1 AP unless noted:

Reveal a Room (1 AP)

Turn a face-down room face-up if one of your characters has direct access to it. Place all tokens from the room face-up. The revealing player places all tokens except opponent-colored objects (opponent places those).

Rotate a Room (1 AP per quarter-turn)

A character on a Rotation Gear can rotate that room or its paired room (rooms come in linked, numbered pairs that rotate in opposite directions). 1 AP = quarter turn, 2 AP = half turn, etc. Tokens in the room do not change position during rotation.

Move a Character (1 AP)

Move one character up to its Speed value in squares. Movement rules:

Initiate Combat (1 AP)

Attack an adjacent enemy character (not through walls or closed portcullises). Each player secretly selects a Combat card, both reveal simultaneously. Total = Combat card value + character’s Combat value (black number). Higher total wins; loser is wounded (placed face-down). Tie = nothing happens. Used Combat cards are removed from game (except the “+0” card, always returned).

Group Combat: If multiple characters are adjacent to enemies when combat is initiated, all adjacent unwounded characters must participate. Each side plays one Combat card, adding all participating characters’ Combat values. All losers are wounded.

Use Special Ability (1 AP, unless permanent)

Each character may have special abilities. Permanent abilities are always active; others cost 1 AP.

Use an Object (1 AP for activated objects)

Pick up objects by moving through/onto their square (free). Drop objects during movement (free). Characters can carry 1 object or 1 wounded friendly character. Objects can be traded between friendly characters passing through each other (free).

Golden Rule #1: An action must be fully resolved before starting a new one.

Scoring / Victory Conditions

First to 5 VP wins.

VP Sources:

Special Rules & Edge Cases

Player Reference

Turn: Play Action Card -> Spend AP -> Reclaim if empty

AP Costs: Move (1), Reveal Room (1), Rotate Room (1 per quarter), Combat (1), Special Ability (1), Use Object (1)

Combat: Character Combat value + Combat card vs opponent’s total; higher wins

VP: Kill = 1, Escape = 1, Treasure escape = +1, Goblin escape = 2

Win Condition: First to 5 VP

Golden Rules:

  1. Resolve each action fully before starting the next
  2. Max 2 tokens per square at end of any action