Overview
Dungeon! is a classic dungeon-crawling board game where players explore a multi-level dungeon, fighting monsters and collecting treasure. Each player chooses a Hero class (Cleric, Rogue, Fighter, or Wizard) with different combat abilities and treasure requirements. The first player to return to the Great Hall with the required amount of gold wins.
Components
- Game board (multi-level dungeon with Great Hall, rooms, chambers, corridors)
- Hero standees (Cleric, Rogue, Fighter, Wizard)
- Monster cards (by level)
- Treasure cards (by level)
- Spell cards (Fireball, Lightning Bolt, Teleport)
- Cleared tokens, Number tokens, Lose a Turn tokens
- Magic Sword tokens (+1, +2)
- 2 dice
Setup
- Each player chooses a Hero class and places their standee in the Great Hall.
- Sort Monster and Treasure cards into piles by Level (face down).
- Wizards start with a set number of Spell cards.
Turn Structure
On your turn, follow these steps in order:
- Move — Move up to 5 spaces
- Encounter — Check for monsters in the room/chamber
- Combat — Fight the monster if present
- Loot — Collect treasure if victorious
Actions
Step 1: Move
- Move up to 5 spaces (corridors, rooms, chambers each count as 1 space).
- Cannot cross walls unless a door connects spaces.
- Must stop when entering an uncleared room or chamber.
- Cannot stop in a space with another Hero (exception: chambers can hold multiple Heroes).
- Lose a Turn tokens: Discard 1 token instead of moving; turn ends immediately.
Doors
- Normal doors: Any Hero can pass through.
- Secret doors: Roll 1 die; find on 5-6 (Rogues find on 3-6). Must have at least 1 movement remaining. Once found, remembered for the rest of the game.
Step 2: Encounter
- Cleared space (has required Cleared tokens): No encounter, turn ends.
- Monster present: Fight that Monster.
- No monster, uncleared: Draw top Monster card matching the room’s Level.
Step 3: Combat
A. Fight the Monster: Find the colored icon for your Hero class on the Monster card. The number below it is the target. Roll 2 dice; if you roll at or above the target, you destroy the Monster. Place a Cleared token (rooms need 1; chambers need 3).
B. Monster Strikes Back (if not destroyed): Roll 2 dice:
| Roll |
Result |
| 12+ |
Killed! Drop all Treasure. Choose a new Hero; place in Great Hall. |
| 11 |
Seriously Wounded: Drop half your Treasure (round up, random). Return to Great Hall. |
| 8-10 |
Wounded: Drop 1 random Treasure. Move back 1 space. Take 1 Lose a Turn token. |
| 6-7 |
Stunned: Drop 1 random Treasure. |
| 5 or lower |
Miss! No effect. |
Step 4: Loot
- In a room: Draw 1 Treasure card from matching Level pile. Also collect any Treasures previously dropped there.
- In a chamber: Do not draw a random Treasure but collect any dropped Treasures.
Traps
- Cage Trap: Collect treasure (rooms only), then roll 1 die: 1-3 = 1 Lose a Turn token; 4-6 = 2 Lose a Turn tokens.
- Slide Trap: Collect treasure (rooms only), then move Hero to any chamber 1 Level deeper.
Scoring / Victory Conditions
Return to the Great Hall with the required treasure value for your class:
| Class |
Treasure to Win |
| Cleric |
10,000 gp |
| Rogue |
10,000 gp |
| Fighter |
20,000 gp |
| Wizard |
30,000 gp |
Special Rules & Edge Cases
Wizard Spells
- Play only 1 Spell per turn (discard after use).
- Fireball / Lightning Bolt: Attack from adjacent space (before entering room). Use the Monster’s spell-specific icon number. If you miss, Monster does not strike back.
- Teleport: Cast only in a chamber, before combat. Move to any chamber on same Level +/- 1. Skip combat in starting chamber but must fight in destination.
- Regaining Spells: Spend entire turn in Great Hall to recover 1 Spell card.
Magic Swords
- Adds +1 or +2 (determined by rolling 2 dice on acquisition) to all attack rolls.
- Only 1 Magic Sword in play at a time; extras kept in hand for gp value.
- Wizards cannot use Magic Swords (keep for gp value only).
- A Magic Sword lets you attack Monsters otherwise unhittable (treat impossible target as 13).
Special Treasure Cards
- Secret Door Card: Find and move through secret doors automatically.
- ESP Medallion: From adjacent space, peek at a room’s Monster card (once per turn).
- Crystal Ball: Skip your move/attack to peek at any room’s Monster and Treasure (once per turn).
Dropped Treasure
When you drop Treasure, place cards face up under the Monster card that hit you.
Player Reference
Turn: Move (up to 5) -> Encounter -> Combat -> Loot
Combat: Roll 2d6 >= target number on Monster card
| Treasure Goals: Cleric/Rogue: 10,000 gp |
Fighter: 20,000 gp |
Wizard: 30,000 gp |
Secret Doors: Roll 1d6: 5-6 (Rogue: 3-6)
| Clearing: Rooms: 1 token |
Chambers: 3 tokens |