HOW TO WIN
Get in, find the Ring and get out alive!
Your quest is to get into the dungeon (that’s the easy part), find the Ring of Creation and get out alive. Your only chance of escape is to reach the dungeon exit (M12 tile) with the Ring. The fearsome Red Dragon guards the exit and must be defeated before you can escape. Once the Ring leaves the dungeon, all adventurers still inside have one turn to reach the exit before the dungeon collapses and they are lost forever in the ruins.
VIDEO: Quick-start set-up, moving and combat
4-minute quick-start guide to setting up Bag of Dungeon, moving your adventurer and fighting monsters
VIDEO: Solo rules and detailed gameplay
Introducing solo play and a longer play demo showing how Bag of Dungeon plays out over several turns
If you’re new to dungeon-crawler games, you may not be familiar with some of the terminology used in the game. Here are the main terms for movement, using items and fighting, and what they mean.
Number of six-sided dice (D) to be rolled, e.g. 2D6 means roll two dice
COMBAT (aka CBT)
The number of dice and modifiers used to attack (e.g. 2D6+3)
DAMAGE (aka DMG)
The amount of health lost from a successful attack
Action Points (aka APs)
What you use to move and perform actions in the game
RANGE (aka RNG)
The min-max distance a weapon can be fired or an item thrown (e.g. RNG: 1-3)
SPECIAL DUNGEON TILES
If you’re lucky, you may find a weapon or armour left by a previous adventurer, or a hidden magical item. When an Item dungeon tile is laid, the first adventurer on the tile may draw one token from the Items bag. The Item tile is then empty and yields no further equipment.
The Healing Pool is a place to relax, take in some volcanic fumes and heal up. When laid, place one red token for each adventurer still in the game. When an adventurer is at the Healing Pool, they can remove one red token and regain full health. When the red tokens are gone, the Healing Pool is empty and no further heals are possible.
USING RANGED WEAPONS
Ranged weapons, like bows, allow you to fire at opponents from a distance without getting your armour dirty and covered in nasty monster sweat. To calculate whether your attack can reach its target, check the range of the weapon (e.g. 1-3), then count from the tile next to you to your opponent’s tile (exception: some items, such as the bomb (range 0-4), are counted from the tile you are on, as they can be detonated where you stand, e.g. to take out a weaker opponent while taking damage yourself). If the distance is within the range of the weapon, fire away and apply the damage direct to your opponent. They don’t get to fight back on your turn.
A TEN-POINT GUIDE TO SURVIVING A DUNGEON
It costs 1 Action Point (AP) to move or lay a dungeon tile.
When you turn over an ‘M’ dungeon tile (e.g. M2), place a red token on the tile to show the presence of a monster. The monster is drawn and revealed when an adventurer moves on to the tile. M tiles spawn a single monster. If you return to an empty M tile later, do not draw another monster. If you don’t kill the monster on your turn, it regenerates to full health.
3. After a fight
Your turn ends after a fight and your APs are reset to maximum.
4. Some items use APs
Some items cost APs to use (see Tile Guide below)
Other adventurers can help in a fight, adding an extra dice to your combat (see Tagging in the rules).
6. The Ring appears
The player who lays the last dungeon tile rolls 2D6 and places the Ring on that M tile, e.g. they roll 7 so place the Ring on tile M7. The exit can only be opened by an adventurer holding the Ring on the Exit tile.
7. The Ring spawns a monster
The Ring will always be guarded by a monster. If there is no monster where the Ring appears, draw and place one, face down, on the Ring tile.
8. Healing Pool
When the Healing Pool is drawn, place one red token for each adventurer still in the game. Any adventurer at the Healing Pool may remove one of the red tokens and restore their health to maximum.
9. Spells can only be used once
All spells used are discarded from the game once used. That’s all the tiles with this symbol…
10. Escaping (running away)
You can spend 1 AP, if you have one available, to escape to an existing dungeon tile, taking 1 damage as you retreat, or you can spend 2 APs to run past and lay a new dungeon tile, taking 2 damage. Armour or shields offer no protection when escaping.
SEARCHING DEAD MONSTERS FOR ITEMS
Items are sometimes found in the dungeon but are most commonly acquired by searching dead monsters after a fight. You collect zero, one or two items depending on the starting health of the dead monster:
10+: draw two items
6-9: draw one item
This Acme Insurance magic scroll activates when you lose a life. You respawn at the Start tile with all your gear. Does not restore your last life. If so, drop it with your other items (can be used again if found). Discard and redraw if playing a solo game.
Send in the high explosives! The bomb can be dropped or thrown, causing 2D6 damage to any monster or adventurer where it lands and any within two tiles in a straight line from the blast point. See here for diagram.
The trusty bow is a ranged weapon capable of inflicting damage from a distance, though it cannot be used when fighting an opponent on the same tile (melee). The elf characters get a bonus when using a bow.
The Dragonlance is your best hope of defeating the Red Dragon that guards the exit. Use it to perform a ranged attack, then move in on the same turn for melee combat and hope you kill her before she strikes back.
The finely crafted elven bow fires further than the standard bow and costs fewer APs to use. Fancy. The elf characters get a bonus when using a bow.
They don’t build dungeons like they used to. Falling rocks will cause 1D6 of instant damage to any adventurer on this tile. Armour and shields will reduce the damage.
The fireball is every monster’s least favourite visitor. This ranged spell can be fired past other adventurers to cause real problems to anything on its target tile.
They may sound like the kind of amateur rock band you find in the Wasted Wizard on a Friday night, but the flying daggers spell can turn the carnage up to 11, even around corners.
A healer in a bottle. Use the health potion anytime you need some health back, including during a fight, then discard. If you’re not feeling better in a week, you probably didn’t make it out.
Is it me or is it cold in here? The ice staff is a permanent ranged weapon that will send deadly shivers down the spine of any opponent one or two tiles away. One-handed frosty firepower.
The magical imp’s teeth allows you to swap places with another adventurer, even during a battle. Discard after use.
Discard and redraw if playing a solo game.
To use the invisibility cloak, you’ll need to spend APs and roll 1D6 to sneak past monsters (including the Red Dragon at the exit). On a roll of 5 or 6, you’re detected and must fight.
The sturdy iron axe is the melee weapon of choice for many adventurers. They are a particular favourite of dwarves, who get an additional combat advantage when using an axe.
There be treasure! Where be fingers? This large chest may be armed with a violent trap. Pay 1AP and roll 1D6. If you take damage, you can keep trying to empty (and discard) the chest while you still have hands an AP to spare. A chest never leaves its tile.
Bigger and nastier than its iron counterpart, you’ll need two hands to wield the deadly large steel axe and fell your opponents. The dwarf character gets an additional bonus when wielding an axe.
The loyal bear befriends you, seeking protection. It will remain with you and fight beside you, giving an extra dice in combat. Place beside your character card as a companion. When you lose a life, return the loyal bear to the Items bag.
The magic armour offers extra protection from 99% of all known baddies, or your money back. You will take less damage when fighting, but it does not protect you when escaping (the magic only works when you’re brave enough to fight).
These speedy magic boots will enable you to escape from an opponent without taking damage. You can also move one extra space to an existing tile without paying an AP. Nifty.
The magic shield is enchanted for extra protection, reducing the damage you take. For a powerful magic combo, try pairing it with a magic sword. Does not protect when escaping (like the magic armour, its magic is tuned to combat).
Part deadly weapon, part sneaky peeker, the magic sword gives you a +2 to your combat roll and allows you to reveal any face-down monster (or draw a monster to replace a red token) on an adjacent tile.
The magic vine spell is a ranged attack that, once cast, will entwine and harm any monster or adventurer (including the caster) that enters the tile where it now writhes menacingly, awaiting its next victim. It remains in play for the rest of the game.
Put some serious swing into your fighting. The morningstar delivers +2 to your combat roll while keeping one hand free. Pair with a shield or another one-handed weapon for full combat readiness.
Fast and deadly, the poisoned darts trap is a real pain in the bum, causing 1D6 of instant damage to all adventurers on the tile. Can be deadly to those who are already weak of health.
The rusty armour may have been lying around for a few decades but it can still withstand a whack from a goblin’s sword. Can be used once for a whole fight. When you win, lose a life or escape, your trusty rusty protector falls apart and is discarded.
The small axe can be worn discretely in any tavern, but its lightness and ease of handling means it punches above its weight when used in combat. The dwarf character gets an additional bonus when wielding an axe.
A small chest with a small trap that may yet cause enough damage to kill you if you’re already weak. Pay 1AP and roll 1D6. If you take damage, you can keep trying to gain the riches inside (and discard the chest) while you remain alive and have an AP to spare. A chest never leaves its tile.
Use the sorcerer’s skull to give a life to another adventurer anywhere in the dungeon, or take one from them if you have fewer than three lives left. Will not increase the number of lives beyond their maximum and you can’t take the last life of an adventurer. Discard or redraw if playing a solo game.
The spear trap is yet another fiendish device of the dunegon defenders to harry your progress, or better still, kill you. Causes 1D6 of instant damage to any adventurer on the tile when drawn.
Standard apparel for any self-respecting dungeoneer, steel armour is light yet strong enough to help save your skin in a tight spot. Designed for forward-facing combat, so will not protect you when escaping.
The humble steel shield may be considered a basic defensive item, but you’ll treasure it forever if it protects you from that killer blow. Does not prevent damage when you are escaping.
The steel sword looks good and sounds good when you hit things with it. A solid one-handed weapon that will give most opponents an extra short, sharp shock to their health.
Drink a strength potion in a fight and it won’t be a good day in the dungeon for your opponent. You add an extra dice to your combat roll, which could prove decisive against more powerful adversaries. One use then discard.
The magical teleport crystal lets you move up to five spaces or travel through one solid wall to an existing space. It might be just what you need to head off the ring carrier or leave a monster scratching its head. Cannot be used to travel through the exit.
Have you seen the light? No? Try this. A torch allows you to lay another dungeon tile adjacent to one you’ve just placed, without moving from your current tile (you can see further into the dungeon). You still have to spend APs to move towards or onto it.
The tornado spell will allow you to whisk up any adventure from their current tile and place them safely five tiles away in any direction. It’s the perfect spell for quickly moving an adventurer out of (or into) harm’s way.
Vampire teeth are for taking down suckers who may want to kill you. This spell steals five health from any adventurer in the dungeon and gives it to you. If your victim has fewer than five health, take the remainder from their next life (if they’re on their last life, take the maximum possible). Discard or redraw if playing a solo game.
The witch’s claw is sleight-of-hand magic that allows you to steal an item (including the Ring) from an adventurer anywhere in the dungeon. Use it when your need is greater than theirs, or you just don’t like them. Discard or redraw if playing a solo game.
The Red Dragon
The Red Dragon guards the only exit from the dungeon. She knows you are coming and is ready to make sure you never leave. She will be your toughest challenge. The Dragonlance is the only weapon she fears. You will still need the Ring to open the exit, but you can defeat the dragon as soon as the Exit tile is laid and she appears, even before you have the Ring.
The giant snake has grown unnaturally large on a diet of adventurers. Your party could be its next meal deal. Its size belies its lightning speed, making it one of the toughest monsters in the dungeon. Ranged weapons and spells will help defeat it.
Goblins appear frequently and are fearless, but they are weak and should be easily despatched by most adventurers. Only halflings gain an item from killing a goblin (see PnP downloads).
The minotaur is a powerful, intelligent beast that will test the fighting skills of even the most experienced, well equipped adventurer. Approach with caution.
The mirror monster is a wretched spirit seeking to consume its victims. Its combat and starting health match your combat (without item bonuses) and current health . If you win the fight, take items according to your health at the start of the fight.
The mud monster is a suffocating lifeform that can be hard to fight. A fetid oozing mass that can easily overwhelm any adventurer. Don’t wear your best outfit.
The ancient mummy wanders the dungeon seeking to kill any who challenge its once godly status. Alas, it is now more putrefaction than power.
The only sign you’ve been attacked by the silent, deadly monk may be a light breeze blowing through the hair of your now severed head. Get it before it gets you.
The reacher is one of the most dangerous dungeon predators. During combat, its powerful stinging tentacles will lash at any adventurers who are 1 to 4 tiles away (even round corners) in all directions, inflicting half damage to each (rounded down).
Skeletons are formidable former warriors, strong and quick. Underestimate their seemingly fragile stature at your peril.
What it lacks in chess mastery, the troll makes up for in crushing skulls. It’s a big, bad dungeon dweller that should not be taken on lightly. Gear up and get stuck in is as good a plan as any.
A legendary foe, the werewolf is smart, agile and ferocious, gaining its power from the magic of the moon. It can inflict considerable damage in a single attack.
Zombies are relentless creatures that will wear you down, strike after strike. Hit first and hit hard, but expect others to follow.
FAQs (frequently asked questions)
Does my character have a starting weapon?
Characters begin with a basic weapon, not shown in their inventory. The character silhouette shows which weapon they specialise in (apart from the healer) and from which they gain combat advantages, so aim to grab that weapon type among the dungeon items as soon as you can.
How does the healer’s ability work?
The healer has three healing spells they can cast during a game (represented by three red tokens). Each healing spell costs the healer 3 APs, but will heal 2D6 of health to all adventurers on the same tile as the healer (one roll for all adventurers). Group hug!
What is the ‘monster health’ track on my character card?
You use that to track a monster’s health during combat. Ask another player to roll for the monster, and place a cube on their monster health track. They then roll for the monster and manage its health for the duration of the fight.
Can I continue my turn after fighting a monster if I have APs remaining?
Your turn ends after a fight and your APs return to full for your next turn. If you escape from combat, you may continue your turn if you have APs remaining (but if you re-engage the same monster in that turn, their health is magically restored to full by the power of the Ring).
Can I take a healing potion just after a damage result, and therefore not take the damage?
No. That would be cheating. Whatever happens in the dungeon, there should always be honour at the table.
Does fighting a monster use APs?
No, combat does not cost APs (though you will need to spend APs if you decide to use an item while fighting, or wish to escape).
What happens if a player and the monster get the same combat score?
Clang! You have both defended against your opponent. No damage inflicted.
Can I tag more than one adventurer to help me in a fight?
You can only have one tag partner in the fight with you. If that tag partner dies before you, you may spend an AP to ask another adventurer to join as your tag partner.
Can I add my tag partner’s combat bonuses to the extra dice roll they give me?
No, they only give you 1D6 of additional combat. Also, tag partners may not spend APs to use items in the fight, as it is not their turn.
Can tag partners stay out of the fight and fire ranged weapons from a distance?
Tag partners must be in the same tile as the fight, fighting hand-to-hand beside you.
Can you score a critical hit in a tagged fight?
Yes, if all three dice show the same number, you have inflicted a critical hit on the monster. Add up the three numbers and double the result, e.g. three 4s = 12 x 2 = 24 damage. Monsters do not score critical hits.
If I take more damage than I have health, does the extra damage get taken off the health of my next life?
No, you simply go back to the Start tile and re-enter the dungeon with full health minus one life. An exception is when you cast the vampire teeth (item) spell on another adventurer. You can steal five health from their current life and, if they have fewer than five health remaining, the extra is taken from their next life.
Can you swap items with other adventurers?
Yes, you can swap items with other players on the same tile, even during a fight.
Can I change weapons and use items during a fight?
Yes, you can switch items around on your character card at any time, and switch between ranged and melee weapons while fighting. For example, you could fire your bow into a tile containing a monster, then swap to your sword and move (if you have APs left) to engage the monster in hand-to-hand combat. You can also use items, such as the healing potion or teleport crystal, at the start of any combat round.
Do I need two inventory spaces to stash my two-handed weapon when I’m not using it?
A two-handed weapon can be stashed in one clear (no symbol) space in your inventory when not in use, freeing up the ‘hand’ spaces. If the two-handed weapon is in one of your hand spaces, even if you’re not fighting, you cannot place another item in the other hand space (i.e. you’re holding the weapon).
Can I use the invisibility cloak to sneak past the dragon and leave the dungeon?
Yes, if you are lucky enough to find the cloak and don’t fumble your roll, you can sneak past the dragon provided you or another adventurer on the Exit tile is holding the Ring.
Can I pick up a chest and carry it with me to disarm later?
No. Chests always remain on the tile where they were discovered. You can attempt to disarm a chest as many times in the same turn as you have APs left.
Tornado, witch’s claw, vampire teeth, sorcerer’s skull… do these only affect characters on my tile?
These spells work on any character, anywhere in the dungeon. For the solo game, if you draw any of these items you may discard them and redraw.
Can I use a spell item more than once?
Spell items are single use and the item token is then discarded.
My adventurer is wounded and has only 8 health when they encounter a mirror monster. Does the mirror monster start with 8 health or my maximum health, e.g. 11?
The mirror monster has the same stats as you at the time you encounter it, so it would start with 8 health. Don’t forget, the mirror monster only adopts your base combat stats, so does not get any of the weapon or armour bonuses you may have.
Why do monsters regain their full health if I leave the fight before killing them?
The presence of the Ring of Creation in the dungeon confers its own magic on the guardians that protect it and its dungeon from invaders. When you leave a fight unfinished, the power of the Ring emanating through the dungeon heals any monsters when they are no longer fighting. When the Ring is taken through the exit, its power no longer protects the monsters and the dungeon collapses on the next turn.
Can you steal the Ring of Creation from another adventurer?
Yes, the Ring can be stolen if you kill the holder (they will drop the Ring) or by using the witch’s claw spell item.
Does the Ring take up an inventory slot?
No. Place the ring under your adventurer figure so that everyone can see who the current holder is.