Additional Rules for the DUNGEON! Fantasy Board Game

And now for something completely different…

Not long ago I picked up the most recent iteration of the DUNGEON! board game. My wife and I played together and it was pretty fun. The rules are simple and straightforward. Roll the dice. Beat the monster. Take the stuff.

dungeon

But it has some rough edges. The four classes are imbalanced, or rather they’re balanced by moving the goal post. Rogues and Clerics need to gather 10,000 gp, Fighters need 20,000 gp, and Wizards 30,000 gp. It works, but it’s inelegant, and not as fun as the alternative. I mean, who wants to only face off against kobolds, dire rats, and giant bats when there are dragons and liches in the dungeon?

So I homebrewed some simple rules to equalize the classes. Now you can play a Rogue, Cleric, or Fighter and still have just as much of a chance of surviving those beastly sixth level baddies as the Wizard.

The DM Pastor’s DUNGEON! House Rules

All classes require the same amount of treasure to win the game: 30,000 gp. Alternatively, you can mutually agree upon a lower total for a shorter game.

Dungeon! Board Game

FIGHTER

  • You have three Action Points. (represented by three stones, chits, jewels, or whatever.)
    • You can use one action point per turn to make one additional attack against a monster. Make this attack before the Monster fights back.
    • You regain one spent Action Point whenever you roll doubles, but you can never have more than the three Action Points you started with.

ROGUE

  • You gain the ability to Sneak.
    • When entering a room or chamber, roll 1 die. If you roll a 3 to 6, you are Sneaking and the Monster does not see you.
    • Draw a Monster card (and a Treasure card if you are in a room). Do not show the Monster or Treasure card to other players. Put the card(s) in the first open number slot, but keep them face down. Put the matching Number token in the room or chamber.
    • If you fail your Sneak roll, the Monster sees you and attacks as normal.
  • While you are Sneaking, you gain three additional options in the encounter.
    • Steal – You can swap the room’s Treasure card or one of the dropped Treasures in the room (if there are any) with one of the Treasure cards from your stash. Your turn ends.
    • Sneak Attack – Attack the Monster with Advantage. Roll 2 dice twice and take the higher result.
    • Pass Through – If you have not moved your full 5 spaces, you can complete your movement by passing through the room without engaging.

CLERIC

  • Protection – Your proficiency in defense and the graces of your god protect you in battle. The results of a Monster’s attack are one step less severe than they would normally be.
    • Crushed! becomes Seriously Hurt.
    • Seriously Hurt becomes Hurt.
    • Hurt becomes Stunned.
    • Stunned becomes Miss!
  • Spellcasting – Your devotion grants you divine magical power. You prepare spells before the game begins. Roll 1 die and add 6 to the result. This is the number of Spells you have prepared. Use the same Spell cards as the Wizard. If there are multiple spell casters, take turns selecting 1 Spell card at a time. You can regain Spells following the same steps as the Wizard. Clerics can know two spells: Hold Monster and Lance of Faith.
    • Hold Monster (use the Teleport Spell card)
      • If you have enough movement left to enter a room or chamber, you may use this spell on a Monster inside. First, stop at the door of the room or in the space next to the chamber. Say that you’re casting Hold Monster. If the Monster is not already revealed, you must decide to cast the Spell before drawing a Monster card.
      • When cast, the Monster is paralyzed for 1 turn. Move into the room and make an attack, adding an additional +2 to your result. If you miss, the Monster cannot counterattack you this turn.
    • Lance of Faith (use the Lightning Bolt Spell card)
      • You attack with radiant energy! Use the same mechanics as the Wizard’s Lightning Bolt Spell to resolve the attack.
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