Free to Play - No Download

Game Rules

Dungeon Layout

The dungeon is made up of 3 levels, plus the dragon lair. Use the dungeon to gather the weapons and magic you need to slay the dragons. You'll want to use stealth and discretion, at least until you've found better weapons.


Each level is a set of connected rooms. Each room will have a randomly generated set of monsters and loot. Certain rooms, called monster dens, have more monsters and an extra loot item.

The Caverns (Level 1)

The caverns are infested by nasty critters that will rush you with their melee attacks. On the other side of the caverns is a passage down to the mines.

The Mines (Level 2)

The mines are overrun by humanoid-like creatures. In addition to melee monsters, you will also find adversaries that fire arrows and cast spells. On the other side of the mines are passages down to the dragon lair and to the ruins.

The Ruins (Level 3)

The ruins are haunted by undead creatures, which typically have special properties, so be sure to read about the foul things you encounter. You will find powerful weapons in the ruins.


In addition to the normal passages down, there is a one-way set of 3 rooms that leads from the caverns to the mines, and one that leads from the mines to the ruins. The entrances to these tunnels are in different locations each game. Tunnels have extra loot, which is good. Tunnels are infested with slimes, which is bad.

The Dragon Lair

The dragon’s lair is your ultimate destination. Defeat the dragon(s) to win the game and save the village. The lair will consist of one room until you've advanced to 6 dragons. After that the lair will consist of 1 room for every 5 dragons (6-10 dragons = 2 rooms, 11-15 dragons = 3 rooms, etc.) If there is more than one room, the dragons are randomly dispersed, but with a minimum of 2 and maximum of 7 dragons per room. The lair level has a base amount of loot, plus extra loot for each dragon above 4 in a room.


Dungeoneers is a turn-based game. When it's your turn, you may first use a magic scroll (up to one of each type). You then take one of the following actions:

Action Description
Move Move to an adjacent, empty floor tile.
Loot Chest or Rack Take the sword, shield, or bow from an adjacent weapon chest or rack. (You'll only keep it if it's better than what you already have.)
Sword Attack Attack an adjacent monster with your sword.
Bow Attack Use your bow to attack a monster that is either 2 or 3 tiles away. If the monster is 3 tiles away, there is -3 distance penalty.
Guard Skip your action, but gain +2 to your defense for the duration of the round. When melee attacks miss you this round, you get a free counterattack with your sword.
  • With the human swordsman, you do a surprise attack with your +4 sword against a swamp troll (Attack: +2; Defense: +5). You roll 9 on your d12 and the swamp troll rolls 7 on its d10. Your roll of 9, plus 4 from your sword bonus, is 13. The swamp troll's roll of 8 plus 5 from its Defense stat is also 13. Because your attack total is as high as the marsh troll's defense total, it's a hit.
  • A Goblin Champion (Attack: 1; Defense: 2) attacks you, rolling a 4, for an attack total of 5. You roll a 4 and have a +3 shield, so your defense total is 7. Because Goblin Champion's attack total is below your defense total, it's a miss.
  • After you shoot your bow at a Lizardman Warlock, a Lizardman Hulk (Attack: 2; Defense 2) attacks you. It rolls a 2 which, after adding its attack stat of 2, makes for an attack total of 4. You roll a 3, but you do not get a shield bonus because your last action was to shoot your bow. Because the attack total of 4 is higher than your defense total of 3, the Lizardman Hulk hits you.


When you first enter a room (or re-enter from an entrance that is different than from where you left), you will be unseen by the monsters. While you are unseen, the monsters won't do anything until they spot you.

If you move or loot, the chance of being spotted is 10% plus 10% for each adjacent monster turned towards you (facing you directly or one rotation from that) at the end of your turn. [So when sneaking, try to either be behind monsters or a tile away.] If you leap, the chance of being spotted is doubled. If you attack or guard, you will be automatically spotted.

If you attack while unseen, you gain a +3 bonus for surprise.


Your character can use the following items:

Sword You can attack an adjacent monster with your sword, adding your sword’s bonus to your attack roll.
Shield Whenever you are attacked, your shield’s bonus is added to your defense roll. Exception: If your last action was to use your bow, you gain no shield bonus.
Bow You can use your bow to attack a monster that is 2 or 3 tiles away, adding your bow's bonus to your attack roll. If the monster is 3 away, there is a distance penalty of -3. You cannot use your bow against monsters that are adjacent to you or are 4 away. After using your bow, you do not get a shield bonus until your next action.
Health Potion Each time you reach 0 hit points, you automatically use a health potion to stay alive. If you run out of hit points and have no health potions, you will flee the dungeon.
Haste Scroll Use a haste scroll to immediately take an extra action. Hasted sword attacks (including dwarf charges) gain a +1 bonus.
Leap Scroll Use a leap scroll to move to an unoccupied tile up to 2 spaces away (3 if playing the elf).
Flame Scroll Use a flame scroll to block up to 3 adjacent tiles with flame. A 1-tile flame will last 5 rounds. A 2-tile flame will last 4 rounds. And a 3-tile flame will last 3 rounds. A tile with a pit or monster cannot be flamed. (Exception: you can flame a tile that has a floating monster on it, like a gas spore or ghost. Gas spores will explode and ghosts will dematerialize.)
Bolt Scroll (Rare) Use Bolt Scrolls to cast a bolt of lightning along a straight line of hexes to the end of the room. Anything along its path will suffer a d10+10 attack. Gas spores, firebugs, and slimes are automatically hit.
Vanish Scroll (Rare) Use vanish scrolls to enter enhanced stealth mode. While vanished, you will not be caught sneaking and the chance of being caught pilfering is 0% plus 5% for each adjacent monster. You'll automatically un-vanish if you attack, guard, use a scroll, or leave the room.
Mithril Vest (Unique) The mithril vest has a 20% chance of repelling any hits. Once obtained, it lasts through the remainder of the game. The mithril vest will be jealously guarded by dragons.

Scrolls and health potions are found on the floor and are picked up by moving over them. The number of scrolls or amount of health will not be known until they are picked up.

Weapons are found in chests or on racks. If you are adjacent to a chest or rack, you can obtain its contents by taking a turn to loot it. A standard weapon chest/rack has an equal chance of containing a sword, shield, or bow, however its in a chest you won't know what it is until you open it. The bonus of the weapon is random, but the bonuses increase on lower dungeon levels.

NOTE: You can hold an unlimited number of scrolls and health potions. You can only have one sword, shield, and bow at a time. Whenever you find a better one of these items, the new item automatically replaces and upgrades your older item.

Altars: At fame level 50, you will unlock an altar in the ruins (located in a random non-boss room). If next to the altar, you can use a turn to upgrade a weapon of your choice. You may upgrade any item to be +7 at no cost. Upgrading from +7 to +8 requires the sacrifice of 1 health potion. Upgrading from +8 to +9 requires 2 health potions. Only one upgrade may be made at an altar.

Combat - it's hit or miss

The attacker rolls its attack dice and adds its attack modifiers. Then the defender rolls its defense dice and adds its defense modifiers. If the attack total is as high or higher than the defense total, the attack is a hit. Otherwise, it's a miss.

A hit removes one hit point from the target. If a monster goes to 0 hit points, it dies. If your hero goes to 0 hit points, you flee the dungeon. (Monster hit points range from 1-3. Hero hit points range from 2-3.)

The dice used by each hero (d8, d10, or d12) reflect each hero's proficiency with each weapon. Monsters all use d10's for all their rolls.

Attack/defense modifiers

Your attack modifiers consist of the bonus from your sword or bow, plus any extra modifiers such as a surprise bonus or a distance penalty. Your defense modifiers consist of shield bonus (unless your last action was a bow attack), plus any extra modifiers such as a bonus for guarding. A monster's attack/defense modifiers are simply their attack/defense stats, but in some cases these stat can change - if the monster has been enlarged, for instance.


  • With the human swordsman, you do a surprise attack with your +4 sword against a swamp troll (Attack: +2; Defense: +5). You roll 9 on your d12 and the swamp troll rolls 7 on its d10. Your roll of 9, plus 4 from your sword bonus, is 13. The swamp troll's roll of 8 plus 5 from its Defense stat is also 13. Because your attack total is as high as the marsh troll's defense total, it's a hit.
  • A Goblin Champion (Attack: 1; Defense: 2) attacks you, rolling a 4, for an attack total of 5. You roll a 4 and have a +3 shield, so your defense total is 7. Because Goblin Champion's attack total is below your defense total, it's a miss.
  • After you shoot your bow at a Lizardman Warlock, a Lizardman Hulk (Attack: 2; Defense 2) attacks you. It rolls a 2 which, after adding its attack stat of 2, makes for an attack total of 4. You roll a 3, but you do not get a shield bonus because your last action was to shoot your bow. Because the attack total of 4 is higher than your defense total of 3, the Lizardman Hulk hits you.

Modifier List

  • WEAPON BONUS: When attacking with your sword or bow, the bonus of the weapon you're using is added to your attack roll. When you are attacked, the bonus of your shield is added to your defense roll, unless your last action was to use your bow.
  • SURPRISE: +3 if you attack before the monsters have spotted you.
  • LONG DISTANCE: -3 if you attack from 3 tiles away.
  • GUARD - +2 defense when guarding.
  • FOCUS - You gain a +1 attack bonus each time you miss your target (cumulative). You lose your focus bonus if you do any of these: hit the target, attack a different target, loot a chest, guard, or enter another room. The maximum focus bonus is +10.
  • ADRENALINE - If you have no health potions, +2 to defense and sword attacks (not bow).
  • SPECIAL MONSTERS - Some monsters have special properties that involve attack modifiers. See the Special Monsters section for details.


You will occasionally trigger a feat. A feat is an extra turn where there are some significant tactical advantages.

During a Feat:

  • Take up to 2 actions. Any combat action ends the feat.
  • You gain a 0-X attack bonus against each monster, where X is half your hero's level, rounded up.

Feats are triggered in these ways

  • "Heroic Strike": You roll a 12 with a human sword attack, or a 12 with an elf bow attack, or a 10 with a dwarf sword attack. Against dragons, feats are triggered by rolling within 1 of those numbers.
  • "Massive Hit": Your attack total is at least 8 more than the defender’s maximum defense total (max roll plus modifiers).

Feats are not triggered during scroll use, nor from counterattacks. You cannot do Feats until they are unlocked. See Fame Guide.


There are three heroes: the human swordsman, the elven huntress, and the dwarven brawler. Heroes go up levels by earning experience points (XP) by killing monsters and finding weapons. The human swordsman is included with Basic Dungeoneers. The elf and dwarf, once unlocked, require upgrading to Advanced Dungeoneers.

Each hero starts with two abilities. Additional skills are gained at levels 2, 4, 6, and 8.

The Human Swordsman

The human swordsman is well-rounded, but especially fond of the sword.

  • SWORD - Rolls a d12
  • BOW - Rolls a d8
  • SHIELD - Rolls a d10
  • BULL RUSH: Move into a 1 hp monster's space and shove it backwards, then attack it with your sword (using modifiers based on your new location). Bull rushing requires an unoccupied space behind the monster. You can shove a non-floating monster into a pit to kill it and trigger a feat, but only if there is no space next to the pit into which you could otherwise shove the monster. You cannot bull rush monsters that start with more than 1 hit point or which are larger than humungous in size.
  • CLEAVE: 10% chance of a hit doing 2 damage.
  • FULL SWING: When attacking with your sword, if your target is the only monster next to you, gain +1 attack bonus with 20% chance of cleaving (instead of 10%).
  • PARRY: After choosing to Guard as your action, you will use your sword bonus to defend if it's higher than shield bonus. But this is only against melee attacks. Against ranged attacks you always use your shield.
  • PRESS: +2 to sword attack if your target cannot move away from you.
  • RIPOSTE: When you roll a 10 on your d10 defense roll, counterattack with sword.
  • FULL SWING II: Same as Full Swing, but bonus is +2 and chance of cleave is 40%.
  • PARRY II: Same as Parry, but counterattacks gain +1.
  • PRESS II: Same as Press, but with a +3 bonus.
  • RIPOSTE II: Same as Riposte, but triggered by a 9 or 10 defense roll.

The Elven Huntress

Preferring her bow, the elven huntress does best when she can keep some distance from those who would harm her.

  • SWORD - Rolls a d10
  • BOW - Rolls a d12
  • SHIELD - Rolls a d8
  • LEAP: For your action, leap to any open tile that's 2 away. If you are still unseen, the chance of being spotted when jumping is twice what it would be if you had moved normally into that space. When using a leap scroll, you can leap to a tile that is 2 or 3 away.
  • DODGE: Roll a 6, 7, or 8 on defense (with d8 defense dice) to avoid any hit.
  • LEAP ATTACK: Free sword attack against adjacent monsters you leap over. (Does not apply to stealth leaps.) Surviving monsters have 25% chance of losing next turn from disorientation. The bonuses (haste, adrenaline, etc.) for a leap attack are the same as for a standard sword attack. Leap attacks do not generate focus.
  • EVADE: When guarding as your action, you counterattack melee misses with your sword and missile misses with your bow. And you only need to roll a 5 or more to dodge.
  • LONG SHOT: The distance penalty on range 3 bow shots is -1 instead of -3.
  • FLAME SHOT: +1 when firing over an adjacent flame.
  • LEAP ATTACK II: Same as Leap Attack, but 50% chance of disorientation.
  • EVADE II: Same as Evade, but counterattacks gain +1.
  • LONG SHOT II: No distance penalty on range 3 bow shots.
  • FLAME SHOT II: Same as Flaming Shot, but with a +2 bonus.

The Dwarven Brawler

With his trusty shield and deadly fist, the dwarven brawler is always a threat in close quarters.

  • SWORD - Rolls a d10
  • BOW - Rolls a d8
  • SHIELD - Rolls a d12
  • CHARGE: For your action, move towards and attack a target 2 away, at +3.
  • RESILIENCE: Fireballs, gas spore explosions, slimes, and dragon breaths that hit you have a 15% chance of doing no harm.
  • UPPERCUT: Sword attacks always hit against defense rolls or 3 or less.
  • HUNKER: After choosing to Guard as your action, gain an extra +1 to defense. (This is in addition to the normal +2 bonus for guarding.)
  • FRENZY: Gain +2 to sword attack if you are next to 3 or more monsters.
  • BELLOW: As an action, can call a purple worm (if any left) to emerge from a pit of your choice at the end of the round.
  • UPPERCUT II: Sword attacks always hit against defense rolls or 4 or less.
  • HUNKER II: Same as Hunker, but counterattacks gain +1.
  • FRENZY II: Same as Frenzy, but gain +3 to sword instead of +2.
  • BELLOW II: Same as Bellow, but the called worm is enraged and attacks at +2.

When you start a game, you choose the hero with which to enter the dungeon. With enough fame, you can also swap heroes from within the dungeon - as long as you have access to the dungeon entrance.

Monster Types

A list of all monsters by name is found here.


Melee monsters can attack from 1 space away. If a melee monster is adjacent to you, it will attack. If it is not adjacent to you, it will advance along the shortest, unblocked path toward you.

[If there is no unblocked path, the monster will advance along the path it would take if all non-adjacent monsters were ignored. If ignoring non-adjacent monsters does not result in a path to you, the monster will wait and do nothing that turn. If there are multiple path options that are equidistant to you, the monster will eliminate any option that requires backtracking and, if still more than one choice remains, choose randomly which path to take.]


Missile monsters can attack from 2 away, or 3 way with an attack penalty. A missile monster will behave as follows:

  • If adjacent to you, it will withdraw to a space that is 2 tiles away. If it has no way to do that, it is “cornered” and can take no action.
  • If 2 tiles away, it will attack.
  • If 3 tiles away: it will move towards a space that is two 2 away. If there is no path, it will attack with a -3 attack penalty.
  • If 4 tiles away: it will move towards a space that is 2 tiles away, if it can.

Missile monsters take their turn before melee monsters.


Spellcasters have unlimited range, but it takes a turn for them to prepare a spell.

If the spellcasting monster does not have a spell prepared and can increase the distance from you with one move, it will do so (randomly choosing if there is more than one choice). If the spellcaster does not have a spell prepared and cannot increase the distance with one move, it will prepare a spell for use during the next turn. The results of spell preparation are:

  • 10% of failure - no spell gets prepared
  • 30% of a summon spell preparation
  • 30% of an enlarge spell preparation
  • 30% of a fireball spell preparation

If the spellcaster has a spell prepared, it will cast it. After casting, the spellcaster will no longer have a spell prepared.

The spell effects are as follows:

Enlarge A random monster in the room gets enlarged, thus increasing its attack and defense stats by 2. The monster stays enlarged until the spellcaster is killed. A monster can be enlarged up to 7 times. If nothing in the room can be enlarged, the spell will fizzle.
Fireball The fireball results in an attack (the spellcaster's Attack stat plus 1-10) against you and any monster next to you. Fireballs automatically hit gas spores and ghosts. Fireballs do not harm the caster.
Summon A random monster is added to the room. (Spellcasters in the Mines cannot summon monsters that are found only in the ruins.) If the room doesn't have any empty spaces, the spell will fizzle.

Spellcasters take their turn before missile and melee monsters.

Special Monsters

The monsters below have special properties. Unless otherwise noted, they behave according the rules for their monster type (described above).


  • Dragons have a standard melee attack, plus a breath attack (if ready). Breath is used if the dragon is 2 spaces away, either before or after it moves. Breath will only be ready if on the prior round the dragon neither attacked nor was hit.
  • If reduced to 1 health, a dragon will into a defensive mode where: if breath is ready, it behaves like a missile monster; if breath is not ready, it withdraws; if cornered, it melee attacks.
  • Dragons start asleep. The chance of successfully sneaking or pilfering next to a sleeping dragon is the same as if there was no adjacent monster.

For each 5 dragons in the dungeon, a room is added to the lair. For each dragon above 3 in a room, there is extra loot.

There are 5 types of dragons:

White Melee Attack +11 Breath Attack +9 Defense +10
Black Melee Attack +11 Breath Attack +10 Defense +10
Green Melee Attack +11 Breath Attack +11 Defense +10
Blue Melee Attack +11 Breath Attack +12 Defense +10
Red Melee Attack +11 Breath Attack +13 Defense +10


When you reach games with 5 or more dragons, 1 out of 5 dragons will be a dragon mage. Dragon mages, distinguished by their purple glow, have these properties:

  • Behave like spell casters, with a +11 spell attack. (Casting causes loss of breath attack.)
  • Defense and Breathe stats are 2 less than their normal counterparts.

Gas Spores

Gas Spores explode when hit, resulting in an attack (the spore's attack stat plus 1-10) against everything adjacent to it. Gas spores float, so they can move over pits, and you can put a flame under them. They automatically explode if within the range of another explosion or if next to a flame. Each room in the Mines or Ruins has a chance of having gas spore in addition to the other monsters.

Purple Worms

Three purple worms lurks beneath the lower levels of the dungeon - mines and below. In a room where you've been spotted, anything (you or a monster) that's next to a pit has a 1% chance per round of attracting the worm. Once the worm has emerged, it will randomly choose an adjacent target to attack. The worm will withdraw back to the depths if it has nothing adjacent to attack. Monsters attacked by the worm will attack it back. Exception: purple worms will not attack the dwarf, and will even stay to fight by his side.


Shamblers lurk in the watery pits of the caverns. They will not emerge from the water unless they see you take a weapon or attack something. An emerged shambler will advance to attack you, attacking any monster that stands in its way! If you attack a shambler in the water, it will dive, with a 30% chance of resurfacing each round.

Cavern Crawlers

Each round, there is a 3% chance that a cavern crawler will enter the cavern you are in. The crawler will take a direct path to one of the exits it did not enter from. If you or a monster is next to a crawler, it will postpone its journey in order to attack a random target.


Firebugs turn to flame when hit, resulting in the tile they are on being blocked for three rounds. They will also ignite if next to a flame or explosion. Firebugs are most common in the caverns, but can be found in the mines and ruins as well.


Slimes are highly acidic, vile creatures that ooze around the tunnels. Your weapons are of no use against a slime. The only way to kill it is to torch it with a flame scroll or cause something to explode next to it. If a slime moves onto your tile, you will scurry to a random, adjacent tile, with a 75% chance of being hit. A slime can only move to tiles in front of it. If the only path is behind it, it will turn around. Yellow slimes choose their destinations randomly, oblivious to you. Green slimes, however, sense if you are adjacent and will move or turn towards you. Slimes are blind. They will slither around, and green slimes will sense you, even if other monsters haven't spotted you yet.


Ropers cannot move, but they can attack a target 1, 2 or 3 tiles away, with no distance penalty. A roper will not attack if next to a flame. Each room in the mines has a 10% chance of containing a roper.

Monsters found only in The Ruins


Wraiths fear fire and suffer -3 to their attack and defense if they are adjacent to a flame.


Mummies emanate despair, causing you to suffer a -2 attack penalty for each mummy adjacent to you (it's cumulative).


Skeletons are bony creatures, causing you to suffer a -3 penalty to your bow attacks against them.


Each hit from a ghoul has a 50% chance of causing you to be stunned on the following round. If stunned, you can take no action that round.


If hit, a ghost will dematerialize out of the room. For each round that you are in the room, there is a 10% chance that a dematerialized ghost will return to a random space and immediately take an action. But if at any point all the ghosts have dematerialized, you will have rid the room of ghosts, and they will never return. Ghosts can move over pits and are automatically hit by flame or an adjacent gas spore or fireball explosion.


Gargoyles turn to stone whenever attacked. They can't do anything while in this petrified condition. There is a 30% chance each round that the gargoyle will return to flesh.


Each time you kill a monster in the ruins, there is a 5% chance that a reaper will appear somewhere in that room. Having little regard for material beings, a reaper will slay any monster that stands in its way. And it's on its way to you.

Reapers never miss, and they do an amount of damage equal to the target's health.

If you leave a reaper behind in a room, it will reappear the next time you kill a monster in the ruins. To prevent this, you must defeat it and force it back to the underworld. (Although sometimes it's good to keep death in tow.)


The Ruins contains the three bosses, which will be unlocked as you progress in Fame. Each boss has its own room which always has an exceptional weapon, in addition to a random set of room contents. Each boss will guard a different type of weapon.

The Two Specters

Specters are invisible unless adjacent to either you or a flame. If a specter appears right next to you, you will run in horror (away from the specter if possible). And specters float too, so pits offer no protection. Placing a flame under a specter will engulf it until the flame reaches its lowest level. While engulfed, the specter can take no action other than to defend itself.

The Lich Queen

The Lich Queen is a skeleton spellcaster that occupies the far room in the ruins. She does not move, but will cast spells from her throne. The lich automatically spots you if you sneak next to her.

The Mummy King

The Mummy King radiates deep despair, causing a -4 penalty to your attacks if you are within 3 tiles of it.

XP & Fame

Experience Points

BASIC XP AWARDS. Each hero gains experience points (XP) as follows:

  • Finding a weapon = 2 per weapon bonus. (eg. a +3 sword gives 6 XP)
  • Defeating a regular monster = (Attack + Defense) * Health, minimum of 1.*
  • Defeating a boss monster = 3x normal XP.
  • Defeating A white/black/green/blue/red dragon = 200/225/250/275/300.
  • Leaving behind your weapons after a victory = each weapon bonus squared.

*Reapers are 50 XP. Slimes are 20 XP.

XP BONUSES: There are various ways to gain XP Bonuses. For example, you gain a 2% XP bonus per fame level. See the Game Modes section for more XP bonuses. Your total of all your XP bonuses is then applied to the base XP award. For example, if you have a total XP Bonus of +150%, then a 10 XP award would be increased to 25. (10 + 15 = 25).

HUNT BOUNTY XP: When partaking in a daily hunt, you will gain a 2500 bounty XP for the first 20 kills and a larger bounty for each 20 after that, up to 100 kills. For details, see the rules for daily hunt mode.


You start at Fame Level 0. You go up one fame level with each career victory. Your fame applies to you as a player, regardless of which heroes you are using.

When you go up in fame level:

  • You will unlock game features.
  • You gain a +2% XP bonus, up through fame level 100.
  • The villagers may give a trinket of protection. If you roll a 1 on defense, and would otherwise be hit, a trinket will cancel the hit. Each trinket can only be used once per game. You gain your first trinket when you reach fame level 1. You gain your next trinket x fame levels later, where x is the number of trinkets you have already been given.

Player Standings

Going up in Fame Level (through career victories) will increase your place in the player standings, which may in turn provide a larger XP Bonus.

When you defeat a green dragon, you enter the standings in the 5th Circle, which includes the 100 players who defeated a green dragon immediately before you. If you reach a dragon level that puts you in the top 30 of the 5th Circle, then you advance to the 4th Circle. The 4th Circle will include the 100 previous players to reach that same dragon level. You use the same process to advance to the 3rd, 2nd, and 1st Circles.

If you reach the prestigious 1st Circle, you will be measured against all players in the standings (all circles). You start in the 5th Tier of the 1st Circle. You advance to the 4th Tier by attaining a dragon level that is in the top 2% of all players in the standings. You reach the 3rd Tier by being in the top 1%, the 2nd Tier by being in the top 0.25%, and the 1st Tier by being in the top 0.1%. (1st Circle, 1st Tier players have done better than 1 out of 1000 Dungeoneers!)

You gain an XP bonus, applied to future earned XP (in any game mode), based on your place in the standings, as follows:

  • 5th Circle: 10% XP bonus
  • 4th Circle: 25% XP bonus
  • 3rd Circle: 50% XP bonus
  • 2nd Circle: 75% XP bonus
  • 1st Circle, 5th Tier: 100% XP bonus
  • 1st Circle, 4th Tier: 125% XP bonus
  • 1st Circle, 3rd Tier: 150% XP bonus
  • 1st Circle, 2nd Tier: 175% XP bonus
  • 1st Circle, 1st Tier: 200% XP bonus

Game Modes

The core Dungeoneers game is career mode. Only through victories in career mode do you advance in fame. There are also 3 challenge modes which offer added variety and nice XP bonuses: Daily Hunt, Campaign, and Tourney.


In career mode, you permanently advance in fame each time you defeat all the dragons in the lair. So if you defeat 1 white dragon, you'll advance to 1 black dragon. When you defeat the black dragon, you'll advance to 1 green dragon. Each time you go up in fame, up to level 100, you gain a +2% XP bonus applied to all future xp awards. Going up in fame may also unlock new game features.

Daily Hunt

Hunt down as many of the specified monster type as you can. You will earn an XP bounty for each 20 kills. The first is 2,500 XP, and each bounty doubles with each subsequent 20 kills, up to 100 kills.

You start each hunt with 1 health potion, a fixed set of scrolls, and weapons reflecting the hunt's difficulty level. There will be no items found during the hunt - you must rely on your starting gear. And there is no hero swapping. With each two rooms, the density of the monsters and ratio of quarry increases.

As you go deeper into the hunt, the quarry will get larger in size. Each size increase adds +1 to the monster's attack and defense stats.

You may go on one hunt per day. If you upgrade to Advanced Dungeoneers, you may go on unlimited hunts, but bounty awards will not be repeated - you only earn bounties for your high scores that day.

New hunts begin at midnight Pacific time.


In tourney mode, you have one weekly attempt to slay as many dragons as you can without fleeing. The lair starts with 2 red dragons. Two more dragons are added with each victory, up to 10 dragons, and then 5 dragons are added per victory. (So: 2, 4, 6, 8, 10, 15, 20, 25, etc.) Your tourney ends as soon as you suffer a defeat. Your rank is determined by the number of victories. Players with the same victories are sorted by the number of dragons killed in the game in which defeated, with ties going to whoever finished earliest. You start each tourney game with no health potions. There is no hero swapping in tourney mode. Tournaments begin/end Sunday at 11:59pm Pacific Time.

Players with at least one tourney victory will gain a Tourney XP bonus for the following week, based on their tourney placement:

  • 0-24% = +25% bonus
  • 25-49% = +50% bonus
  • 50-69% = +75% bonus
  • 70-89% = +150% bonus
  • 90-99% = +300% bonus
  • Winner = +500% bonus

The XP bonus from tourneys is applied to any XP earned, in any mode, during the following week.

XP bonuses are additive to XP bonuses, not multiplicative. So for instance, if you have a 75% bonus from a tourney and a 50% bonus from your fame level, the total bonus is +125%.


In campaign mode, you advance by defeating all 5 types of dragons with consecutive victories. Any loss puts you back to the white dragon. You start games with no health potions. If you succeed in defeating the the red dragon, you'll advance to the 2 dragon level, where your challenge will be to defeat 2 of each dragon consecutively. Defeat 2 red dragons, and you'll advance to 3 dragons. And so on. Your advancement in the number of dragons is permanent. So if, for instance, you fail against 3 green dragons, you'd drop back down to 3 white dragons. With each successful campaign, you gain a permanent +10% XP bonus.

  • 1 Dragon Campaign: +10% XP Bonus
  • 2 Dragon Campaign: +20% XP Bonus
  • 3 Dragon Campaign: +30% XP Bonus
  • and so on ...

The above XP Bonuses represent the total bonus for campaign mode. This bonus is added to other XP bonuses and applies to all game modes.

You cannot start a campaign that includes a dragon level beyond your fame. For example: to start a 3-dragon campaign, you will need to have defeated 3 red dragons in career mode.

Basic & Advanced

The core game, Basic Dungeoneers, is free. For the complete experience, you may upgrade to Advanced Dungeoneers by paying a one-time fee of $15. There is little difference between Basic and Advanced at low levels. However, as you rise in fame, many of the features you unlock will only be available if you've upgraded.

Below are some of the features which, once unlocked with fame, will only be availble if you upgrade to Advanced Dungeoneers:
  • RARE SCROLLS - Cast lightning with Bolt scrolls. Escape peril with Vanish scrolls.
  • THE ELF & DWARF - Bring in the right hero for the job.
  • ONE-WAY TUNNELS - Take a short cut to the level below. Watch for slimes.
  • RUINS BOSSES - Engage ancient evil for exceptional weapons.
  • ARCANE ARTIFACTS - Steal a mithril vest from the dragon lair. Bless weapons at a sacred altar.

Each time you attain a red dragon victory, you get an Advanced Dungeoneers free pass which will apply to your career games against the white dragons, so you can try out the advanced features.

Purchasing Advanced Dungeoneers gives you the full game. There are NO MICRO TRANSACTIONS, nor anything else to purchase in the game.


You can access an Options menu by clicking the gear icon on the lower right of the game screen. From the options menu, you can:

  • ADJUST VOLUME - Change the volume for game sounds or music.
  • EDIT PROFILE - Change your screen name or password.
  • RESET HELP - Set the game to go to the beginning of tutorial mode, so you will see help dialogs. Gameplay is not affected.
  • CONTINUE LATER - Return to the start screen without signing out or ending your game.
  • SIGN OUT - Sign out so you can play with a different account or as a guest. No progress is lost, so when you return to your account, you will continue where you left off.
  • RESIGN GAME - If the current dungeon seems hopeless, you can flee and start a new game. You drop all your stuff, but keep all your experience points.


The following tables show the item counts used when generating rooms for each level. Some items are distributed across the entire level. If a d10 roll table is shown, the item is generated for each room independently..

Potions (by level)


Weapons Chests (by level)


In addition to the weapon chests, the caverns, mines, and ruins will each have 3 weapon racks. The racks on each level will have a different weapon type: one sword, one shield, and one bow.

Scroll Cases (by level)

CavernsBetween 4 and 5
MinesBetween 6 and 7
RuinsBetween 8 and 9

The chance of a scroll being a certain type is as follows: Leap: 28%, Haste: 28%, Flame: 28%, Vanish: 8%, Bolt: 8% (locked scrolls are replaced with an unlocked scroll type).

Scroll Case Quantity

Caverns Tunnel1112222233
Mines Tunnel1222233344

Exterior Pits

Caverns Tunnel0000000011
Mines Tunnel0000000011

Interior Pits

Caverns Tunnel0011122233
Mines Tunnel0011122233

Gas Spores

Caverns Tunnel1111111122
Mines Tunnel1111111122

Exceptional Gas Spores


Lair loot: There is base loot of 1 potion, 1 scroll case, 1 chest, and 1 golden chest (if unlocked), which is distributed randomly through the lair rooms. In addition, each room with more than 3 dragons will have extra loot: one extra item per dragon above 5. The type of each extra item is determined randomly: scroll cases (70%), weapon chests (20%), potions (10%).

Tunnel loot: Each tunnel room has a 30% chance to have one health potion and a 10% chance to have two. One chest with the type from the level below will appear 30% of the time. There is a 60% chance for one scroll case, and a 10% chance for two.

Rare scroll cases contain half the normal amount, rounded down.

Privacy Policy | © 2020 Rogue Sword: Strategy & Adventure Games, LLC