DUNGEON MOUNTAIN

Dungeon Mountain is a tabletop dungeon crawler for two players.

All you need to play is paper, pens and a pal.

Printed edition:

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OR Download FREE:

Pocket Rulebook Template Dungeon Grid

THE BOOK

This is the book V1 that you can order. It makes playing Dungeon Mountain a breeze. The rules are right there at the front, with space for House Rules and there are template dungeons for over 50 games.

The book also features plenty of small illustrations to get players in the dungeon questing zone.

If you'd rather sign up for a preorder of a cheaper version of the book -send me an email. I'll try to put together a bulk order which will take the shipping down a bit. Or do it yourself: club in with a few fellow dungeon mountaineers and place as a single order!

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THE LEGEND

It is said that in some remote land, amid a harsh and rocky mountain chain, there exists a most terrifying peak. It attracts heroes, villains, thieves, adventurers and explorers all hoping to defeat the mountain. At its peak it is rumoured to contain some exquisite treasure. However, when you touch the mountain it swallows you inside to some dungeon. Each dungeon is created by one of the other trapped explorers, and so the mountain makes its victims battle each other. Few have escaped and shared the tale and no one, it is claimed, has reached the summit.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Created by Mateus Domingos and Lyndsay Watts. 2016.

RULES

For two players

OBJECT OF THE GAME

Escape your opponent’s dungeon.

PREPARE THE DUNGEONS

Each player creates a dungeon on an 8x8 grid.
•The dungeon contains a starting point and exit point.
These can be in any square.

start
START
exit
EXIT

•Walls can be drawn along any edge in the grid.
Completely blocking sections of the dungeon is permitted although it is essential that a path from starting point to exit exists.
There is no limit on the amount of walls placed.
You can use the class system to predict the difficulty of a dungeon.

example
EXAMPLE CLASS A DUNGEON
CLASS E D C B A S
WALLS 0-9 10-19 20-29 30-39 40-49 50+

Agree on a class before play begins. This way you can play fairly or else create a handicap when playing with Heroes of different skill and ability.

PLACE ITEMS

There are several items that you can place throughout the dungeon.
Monsters can be placed in any unoccupied square.
2x Small Monster.
1x Big Monster.
They have attack points which are decided when they are placed.
1x Hammers allow a player to open a doorway through a single wall of their choice when they reach it.
2x Traps cannot be crossed and return a player to the starting point.
1x Gems can be used in battle with monsters.
The position of all items does not change once the game begins.

monster3
SMALL MONSTER

monster5
BIG MONSTER

hammer
HAMMER

trap
TRAP

gem
GEM

HOW TO PLAY

Decide who will go first.
Tell your opponent the starting point of your dungeon.
You and your opponent will alternate turns, moving around each other’s dungeon and trying to escape.

EXPLORE

You begin at the starting point set by your opponent.
On your turn you decide a direction to move, calling out North, East, South or West.
If either player loses track of the other, you should confirm position using the coordinates.
When you make a move your opponent will tell you whether you proceed directly to that square, if you encounter any items or if there is a wall making the move impossible.
You can continue your turn until you attempt to move into a wall or reach certain items.
As you explore the dungeon you should mark the route you have taken and items found.
It is also useful to mark your opponents route on your own dungeon.

MONSTERS

When you reach a monster your opponent will tell you what kind it is. If it is small you will attack using a number between 1-3. If it is large you will attack using a number between 1-5. After calling your number your opponent will say whether you have defeated the monster or it has defeated you. To defeat the monster you must select a number different from it’s attack number. Once the monster is defeated you can continue your turn. If you lose, you are returned to the start. Monster’s attack point stay the same so you should always be able to defeat a small monster on the second attempt. If you have found a gem this will remove one monsters attack point. Therefore defeating a small monster instantly or increasing the odds against a larger monster. A gem can only be used once.

TRAPS

If you reach a trap you return instantly to the starting point and your turn ends.

HAMMER

If you pick up a hammer your turn will continue as normal. You can choose to use the hammer whenever you hit a wall. It can only be used once. Using the hammer will destroy the wall and continue your turn. This wall will remain destroyed.

THE WINNER

The winner is the first player to exit the dungeon.
Number of lives used, monsters defeated and items collected can also be counted as points.

HINTS

Of course, new rules and items should be developed and explored. One variation is the ability for a monster that survives an encounter to change their attack number for the next encounter. It is also fun to draw up heroes and give them a reason for being in DUNGEON MOUNTAIN.

Tell a friend!