Dungeon Rollers is a roll and write style game for 1-6 players. To play you will need a set of 6 polyhedral dice, a white d4, yellow d6, purple d8, green d10, red d12, and a blue d20. The object of the game is to gatheris gather the most gold by the end of the last round.
At the start of the game, each player fills in his or her choice of any 2 dots among the Attributes section of their sheet. Filling in a dot increases your score in the accompanying Attribute. When scoring a die you may adjust the final result up or down up to the score in that Attribute. For example, if a player has a 2 in Charisma, if they roll a result of a 6 on the green d10, they may choose to adjust thatadjust the that number to 4, 5, 6, 7, or 8 when scoring it on their sheet. While players may choose to increase or decrease their results, decreasing a number rolled is usually only beneficial in the Charisma, Intelligence, and Equipment parts of the score sheet. Players may also choose to increase a result to higher than a die could produce, such as a 13 or 14 on a d12, but in the Charisma and Intelligence areas of the score sheet, this is not useful as there is no way to score a number higher than the natural die roll.
How to Play:
Players each take turns one at a time, once each player has finished their turn, a round is complete and the Monster Attack phase begins. Then players begin taking turns again.
During the active player’s turn they follow these steps:
Roll all 6 dice. Chose one of the dice to keep and score. The kept die’s scored total can be adjusted up or down with your appropriate Attribute score. For instance on a d10 roll of a 6, a player with a 2 in Charisma can adjust the score to 4, 5, 7, or 8 or choose to keep it as a 6. Mark the score in one of the appropriate areas, each die has its own scoring area of the sheet or any die can be used to craft equipment on a result of a 1.
Put aside the die you kept and roll the remaining 5. Keep and score one of the five remaining dice the same way as step 1.
Put aside the second kept die and roll the remaining 4 dice. Keep and score one.
Players with the Quickened Healing or Two-Dice Fighting feats that have completed the required action for their turn, roll the remaining 3 dice and keep and score a 4th die.
All non-active players look at the kept dice for the turn and choose one to score on their own sheets. Non-active players do not get the active player’s Attribute modified results, but can use their own Attribute to modify the result they score.
The turn’s Monster Attack occurs.
Sections of the score sheet:
The Attributes section of the sheet starts with 2 bubbles of your choice filled in. You gain more Attribute points by leveling up, and filling in other sections of the sheet. You can adjust a die result up or down by an amount up to your score in that Attribute.
The large bubbles are inherent Attributes, you may increase each Attribute up to 2, but may not go beyond that from Attribute bonuses. Equipment Bonuses can increase Attributes further using the smaller bubbles.
Clearing the Dungeon and Telling the Tale:
These two sections of the sheet can be checked off in any order but each box requires the exact number to check it off. Rewards are gained by completely checking off entire rows or columns.
Clearing the Dungeon is scored using Intelligence d20 rolls. You can find a variety of rewards in the dungeon and work towards specific ones you want, though it is very hard to complete the entire section. Gold for the dungeon is equal to all the room numbers you’ve checked off added together, which can make it very lucrative even if you only go to a few of the high number rooms.
Telling the Tale is scored using Charisma d10 rolls. Gold for this section is rewarded by taking the total number of boxes checked off and squaring the number. So 8 boxes cleared off would become 64 gold. If you have the feat Epic Storyteller, this final gold result is doubled.
Pick Pocket, Heal Allies, and Kill Goblins:
These three sections of the score sheet are all scored from left to right with rewards for some scoring some boxes shown underneath them.
Pick Pocket is filled in by using Dexterity d6 rolls. Any roll may be scored in these boxes, and at the end of the game, this section scores gold equal to all the numbers scored totaled together. Some boxes on Pick Pocket give multipliers to the result. In these boxes, multiply the number you are scoring by the number given and write down the final result. Pick Pocket is very lucrative for racking up large amounts of gold, but does not reward any experience, making it hard to gain levels.
Heal Allies is filled by using Wisdom d8 rolls. When scoring in this area, each box has a minimum amount required to check it off. Whenever any player checks off a box in the Heal Allies section of their sheet, all players gain 1 Hit Point on their score sheets. At the end of the game, gold is awarded for this section equal to the gold noted at the bottom of the box furthest to the right the player managed to check off. Healing Allies gives better and better rewards the further into it a player goes, but it also helps your allies stay alive in the game longer, which you may or may not want.
Kill Goblins is filled by using Strength d12 rolls. To kill each goblin you need 9 total damage. Each time you score a strength roll in this section, mark off one of the smaller squares in each box for each single point of damage you dealt. If you deal less than 9 damage to a goblin, it is still alive, but you can kill it in a future turn by scoring another strength die. Normally 9 is the maximum amount of damage you can deal in this section, but with the Cleave feat, you score the total damage you dealt no matter how high it is putting damage beyond the first goblin’s health into the next goblin’s health track. Gold for this section is equal to 10 times the amount of goblins you killed at the end of the game. Killing Goblins offers earlier rewards and more XP at the beginning of the game, but the XP and gold rewards do not increase at the same rate as the other sections.
Hit Points represent the amount of damage your character can take over the course of a game. Players begin with 10 Hit Points, and gain 1 Hit Point when any player checks off a box in the Heal Allies section of their sheet. Additionally, players may score a Constitution d4 roll to gain Hit Points equal to twice the result. When gaining a Hit Point, mark one of the boxes with a / to indicate your gained Hit Points. When taking damage, mark each box with a \ making an X. If you ever have no more / boxes and only X’s left, you have run out of Hit Points and are unconscious, your friends will carry you back to town, but you won’t earn more gold. Total up your gold, you will not take any more turns for the rest of the game. The Hit Points section does not offer any additional rewards to players, except allowing them to continue playing until the end of the game. Each player that survives the final Monster Attack with at least 1 Hit Point gets a bonus amount of gold determined at the end of the game.
Armor Class tells players how hard it will be for Monster Attacks to hit and damage them. Players all start with a base 10 Armor Class, but may increase it by increasing their Dexterity Attribute and marking off Equipment. During Monster Attacks, if the attack roll is lower than your Armor Class, you take no damage. If the attack rolls meets or exceeds your Armor Class, you take the indicated damage.
The Equipment section of the sheet is filled in by keeping a result of a 1 on any die. Players may mark off one bonus in each of the 6 areas, but only 1 of the offered bonuses. Each type of equipment offers 1, 2, or 3 different possible benefits either increasing Armor or increasing an Attribute.
Leveling Up is a section of the sheet where you mark your progress from gaining XP. XP can be gained by Telling the Tale, Healing Allies, or Killing Goblins. Progress goes from lowest to highest, with level 1 requiring only 1 XP, and level 10 requiring 10 XP to finish. Once every box has been filled in for a level, you gain the noted bonus.
This key gives a brief description of each type of bonus you can receive over the game. The majority of the rewards are scored immediately upon receiving them. You can put an X through the reward box to remind yourself your already took that reward.
The only rewards you can keep and score at a later point in the game are the Reroll and Keep actions. When you earn one of these, you can circle it to remind yourself to take it later. Once you use that action mark it with an X so you do not use it again by accident.
Quests do not count until the end of the game, so you can circle them or ignore them once earned and score them at the end of the game.
Feats can only be gained by leveling up through gained XP. When you gain a feat, mark off whichever feat you would like to take and gain the benefit.
Blood Magic – When scoring any die, before you adjust the final result with your Attribute, you may take damage to increase the die. For each 2 damage you take, you may increase the die result by 1, but you may not increase the die beyond its normal max using this method. Attributes may increase results further.
Cleave – When scoring in the Killing Goblins section of the sheet, you may mark down all damage dealt going into the next box if you kill a goblin instead of stopping once you kill a single goblin.
Dungeon Expert – When scoring a room in the dungeon, you may use the same die roll to score a second room by adjusting the roll to a different number using your Intelligence Attribute.
Epic Story Teller – Double any XP rewards from Telling the tale and double your final gold value for Telling the Tale.
Quickened Healing – If you checked off a box in the Heal Allies section during your turn, you may roll and keep a 4th die this turn. This can’t be combined with Two-Dice Fighting.
Sticky Fingers – When scoring for Pick Pocket, multiply your score by 2 or in boxes that already have a multiplier, increase the multiplier by 1 so x2 becomes x3 for instance.
Toughness – Gain 2 Hit Points for each level you have completed and gain 2 more Hit Points each time you gain another level.
Two-Dice Fighting – If you killed a goblin during your turn, you may roll and keep a 4th die this turn. This can’t be combined with Quickened Heal.
Versatile Adventurer – You have one free reroll during each of your turns. Additionally, when choosing which die to keep during your opponent's turns, you may keep one of the dice they kept, or one of the dice they did not keep from their final roll.
Monster Attacks keep track of how many rounds have gone by and can deal damage to players if they are hit with an attack. The final part of each player’s turn is to roll the Monster’s attack roll. Compare the roll to all the player’s Armor Classes. Any player that has an Armor Class equal to or lower than the total Attack Roll result, takes the indicated damage. If a player takes more damage then they have hit points, that player is knocked unconscious and cannot participate in future rounds. Unconscious players can still win the game if they have gathered more gold than surviving players.
After the final Monster Attack at the end of round 7, surviving players get the Dragon’s hoard gold equal to the dragon’s hoard. Roll all 6 dice three times and add them together, surviving players score that much bonus gold.
When Playing with larger groups of people, you will skip some rounds:
With 1 player, play 9 rounds, enjoying 2 extra surprise rounds from being extra sneaky alone.
With 2 players, play all 7 rounds.
With 3 players, skip round 1 and play the remaining 6 rounds. The monster’s now hear your party coming and you do not surprise them.
With 4 players, skip round 1 and 2 and play the remaining 5 rounds. 4 mighty heroes is too many for one lowly goblin, he runs away and informs his friends of your arrival.
With 5 players, skip round 1, 2, and 3 and play the remaining 4 rounds. Such a large party of heroes should make quick work of this adventure.
With 6 players, skip round 1, 2, 3, and 4 and play the remaining 3 rounds. Such a large party of heroes should make quick work of this adventure.
Once the final round is complete, or all players are unconscious, score each individual area of your sheet and then add all the gold together to find out who won. Quests are a special bonus that appears in Clearing the Dungeon, Telling the Tale, Pick Pockets, Heal Allies, and Kill Goblins. For each quest bonus you have won, you receive gold equal to your lowest scoring section from those 5 sections of the sheet. For instance, if a player has gained 3 quest rewards, and their lowest scoring section is Killing Goblins for 50 gold, they will receive 150 gold in Quests. Quests make it important to evenly fill out your sheet as much as you can. If you have a section that is extremely neglected, your Quests will not score as much gold as they could and it could cost you the game.
Hoard Gold is from surviving the dragon attack in round 7. Roll all 6 dice three times and total them. All surviving players score that much gold.