How To Host ADungeon
How To Host ADungeon
This game also includes another file with monster cards and civilization cards that
you can print out.
1
The Primordial Age
In the Primordial Age, you will make a world for your dungeon to happen in.
2
NEXUS
Nexuses are unique features of the dungeon. Select one of the strata in your dungeon to contain a nexus, then roll on this table to
determine what the nexus is. The Nexus is optional. The first time you play, I recommend you just skip it.
Roll 1d20—Nexus
1 Mother of monsters. Something horrible lives here—a dragon, the mother of monsters, a dire god, or something
else. Pick a spot and place 3⚫ 2.
2 Plague. Write “plague 3” on this spot. Any civilization or monster group that explores into here will lose ⚫. The plague
goes away once this happens.
3 Fate. Any monster group or civilization that explores this space will be utterly ended.
4 Fault. A massive fault opens up in this spot, reaching off two sides of the page in random directions. If it crosses water
or magma, it may flow down into the fault, filling it up.
5 Dungeonheart. The heart of the dungeon is here. You decide what it looks like. Put 2⚫ there. Once they’re gone,
replace with a legendary treasure.
6 Gateway. This location is a gateway to another plane of existence. The next monster group or civilization starting in
this stratum comes in through the gateway.
7 Cylcopean complex. This network of massive chambers and corridors was left by forces unknown. If you got this
result rolling on the caves table, roll on the caves table again to see what’s in here.
8 God fragment. A piece of a dead god or maybe a piece of the early universe has fallen here. It counts as a treasure
(), but it can’t ever be moved from this spot.
9 Intellect. There is a very, very ancient intelligence located on this spot.
10 Bones. This region is made of bones—maybe a huge skull, or the rib cage of the sky, or something weirder.
11 Magic nexus. The skeins of magic that hold the universe together run through here. Draw a nexus point, or some
geomantic lines or something. It’s all a mystical site.
12 Phase shift—solid. This area is full of one substance. It can be explored like normal, but some creatures might be
loath to do so. Roll: 1. Flesh 2. Blood 3. Salt 4. Glass.
13 Radiation. A radioactive substance or magical contagion makes this area dangerous. When a civilization encounters
this area, it loses 1⚫.
14 Darkness. Light isn’t very effective here, or it’s just always dark, no matter how many torches you light.
15 Palace. A strange crystal palace with several rooms is embedded in this level, perhaps extending into the strata above
and below too.
16 Void. This area opens into a bottomless, annihilating void.
17 Elemental Nexus. The barrier between dimensions is thin here and elemental mana leaks through: earth, air, fire,
water, wood, metal, smoke, redstone, lightning, bone, goodness, evil, or life force as you choose.
18 Ley Lines: Draw 4-5 lines and/or circles across this stratum and extending into the neighboring stratum. These are ley
lines of magical force. Any monster with the Magical tag that spawns on one of these lines, receives an extra bonus
toke (this is explained in the age of monsters).
19 The crossroads: Draw a room on this stratum. Draw four tunnels leading away from it. No monster or civilization may
ever live in this room. Any monster that finds this room, e.g. by exploring or scouting, gains +1 to trade, recruit, or ally
with any other monster group that has already found this rom.
20 Make up your own.
3
FEATURES
Each stratum in your dungeon world will have some unique 2: GEMS
features, generated by random dice rolls. This area contains valuable gem deposits. Normally, each gem
Roll 1d8 each stratum in your world, ignoring the surface and deposit will be about 1 token in size.
any stratum with a nexus in it. Consult the Feature table to see After you roll, draw your gem deposits as small shapes, each a
what the main feature of that stratum is. Each result points to a little larger than one of your tokens.
second table that determines some more details about its size,
Roll 1d10—Feature
shape, and so on.
1-6 2d4 token-sized gemstone deposits scattered around
Don’t roll for a stratum that already has a nexus. A nexus is
enough. Also, don’t roll for the surface. We’ll do that later. 7-8 One very large cave with 1d4 deposits of gems lining
the walls
For example: Your first 1d8 roll is a 3, caves. You then roll 1d10
on the Caves table, getting a 7, “One long tunnel going all the 9 1d4+1 separate gem deposits scattered around the
way across the stratum”. You then take a pen and draw a long stratum
line, representing the tunnel, running from one end of the 10 Four gems clumped right close together
stratum to the other. This stratum is now done.
Roll 1d8—Feature
1 Ore—roll on table 1.
2 Gems—roll on table 2.
3 Caves—roll on table 3.
4 Water—roll on table 4.
5 Magma—roll on table 5.
6 Biome—roll on table 6. Shroom Rooms
1: ORE 3: CAVES
This area contains deposits of valuable ore, such as iron, gold, or This area contains some caves. Draw the caves and rooms as
mithral, useful in the creation of tools and artifacts. indicated. Draw rooms whatever shape seems right.
When you draw your ore, consider using a different color pen For tunnels, draw lines in the stratum. They can be straight,
from what you’ve used for other features. Label your ore when jagged, serpentine, etc., as you like.
it’s done. Roll 1d10—Feature
Roll 1d10—Feature 1-2 1d6+1 token-sized caverns, not connected
1-5 A vein of ore running the full length of the stratum in 3-4 1d4+1 token-sized caverns connected by a single
whatever direction is longest. tunnel
6-7 2d4 token-sized deposits scattered around 5 One large cavern, up to six tokens in size
8 A small mass of ore, about 3 tokens in size 6 A huge cavern, filling up almost the entire stratum.
9 A large mass of ore, filling up to half the stratum Connect it to caves in other strata, too, if you want.
10 A huge mass of ore, filling most of the space in the 7 One long tunnel going all the way across the stratum
stratum. 8 One long tunnel going all the way across the stratum,
crossed by a shorter tunnel going the opposite way
9 One large cavern with tunnels radiating in three
different directions.
10 Roll again. Distribute 1d4 ⚫ among the caves drawn.
These are primordial monsters.
4
4: WATER 6: BIOMES
This stratum contains water, be it an underground lake, sea, or These caves contain a thriving ecosystem, utterly unlike that on
river. If you have one, use a blue pen or marker to indicate the the surface. Label your biome and, if you like, draw in some of
water. the vegetation.
Roll 1d10—Feature Roll 1d10—Feature
1-2 An underground river, crossing the entire stratum, 1-4 One huge cavern, filling about half the stratum, with
going off the map if possible a biome in it
3 An underground river, crossing this stratum and the 5-7 One huge cavern, filling almost the entire stratum,
entire map, even if this means cutting across other with a biome in it
strata too, exiting off two sides of the page 8-9 Roll on the caves table. All caves created contain the
4-6 A large cave with an underground lake in it (around 4 biome
tokens in size) 10 Roll on the water table. The water features created
7-8 A huge cave filling most of the stratum with an (and their shores) contain the biome.
underground sea in it Optional: roll to determine ecosystem type, or choose one:
9-10 1d4+1 token-sized caves containing water and
Roll 1d6—Feature
connected by tunnels or underground streams.
1 Fungus
5: MAGMA 2 Slime
This stratum contains molten lava. Use a red pen for magma. 3 Jurassic
Roll 1d10—Feature 4 Alien
1 A large magma chamber, about 4-tokens in size, with 5 Necrotic
a magma channel leading up to a vent on the surface
6 Crystalline
2-3 Magma river flowing through this area, leading off
the page if possible. THE SURFACE
4 A large cavern with magma lake about 4 tokens big Finally, roll on the Surface Features table to determine what’s
5-6 A large cavern containing 1d4 distinct magma lakes, on the surface of your world. Draw or label the features
each about one-token in size described. The drawing does not have to be detailed.
7 A huge cavern with magma lake filling most of this Roll 1d10—Surface Features
stratum 1-4 Several small, distinct terrestrial biomes (e.g. forest,
8 1d4+1 caves containing magma pools, not connected plains, brush, desert, etc.), scattered across the
9 1d4+1 caves containing magma pools, connected surface. The number on the die determines the
with magma channels number of biomes.
10 1 cave full of magma with a magma channel leading 5 A small body of water (lake) with a different
down and off the bottom of the page. terrestrial biome on each side of it.
6 One terrestrial biome covering the surface. You
decide what its dominant feature is (e.g. forest,
plains, brush, desert, etc.).
7 1d4+2 gems distributed on the surface, plus 1
terrestrial biome filling most of the surface.
8 1d6 token-sized pockets of ore on the surface, plus 1
terrestrial biome filling most of the surface.
9 1 small terrestrial biome surrounded by wasteland.
Magma Chambers 10 Wasteland (no biomes)
FINISHING UP
Optional: If you have tracing paper, you may lay a sheet of tracing paper over your map now and tape it down. Draw the next age on
the tracing paper. That way, you can go back and look at each age on its own.
5
Geographical Inspirations
The instructions on the preceding pages provide everything you need to create your world. Nevertheless, after experiencing
many fantastical worlds, each providing slight variation on similar themes, you may begin to long for a world drawn in new
shapes and forms. This page provides a list of inspirations to color and enrich the geography of your primordial world.
ORE WATER
Ore deposits provide a rich source of treasure to power Water in the dungeon can take many forms: warm or cold, deep
underground economies. When you place an ore deposit, or shallow, warm or icy cold, murky and full of life or utterly
you may roll here to learn more about it. sterile. Here are a few to choose from.
1. Valuable trade materials: gold, silver, or platinum. 1. Easily navigable for trade and travel.
2. Raw materials for weapons or crafts: iron, copper, or 2. Full of dangerous currents and rapids and a deadly
bronze. whirlpool terminating in unknown depths.
3. Fantastical ores: mithral, adamantium, or redstone. 3. Roaring waters at the bottom of an immense chasm.
4. Fuel for industry: oil, coal, natural gas 4. Teeming with life and rich sources of food.
5. Building materials: crystal, glass, or marble 5. Rivers and pools of sludge or hot mud.
6. Exotic matter: crystallized time, veins or pure logic, 6. Underground glaciers and breathtaking ice caves.
or mind-altering drugs.
MAGMA
GEMS In our world lava is a constant reminder that the realm of
Gem deposits are smaller and rarer than ore, habitability is a thin crust over a howling wilderness of heat.
representing luxuries and exotic goods that are both In your world, the deepest depths may be a gateway to the
highly valuable and easily portable, like diamonds, elemental planes of fire, a thriving land where fire-people go
sapphires, or rubies. Here are a few gem origins. about their fire-business, or the kingdom of the Djinn. Or
1. Blasted up from deep in the earth by massive perhaps its dungeons all the way down, interrupted by only the
volcanoes occasional sea of lava.
2. Fell from the sky as meteorites, stars, angels, 1. A blast furnace of scorching hot air, an underground desert
demons, or the tears of strange gods. of heat and blowing sand.
3. Vessels containing ancient fossils, magic spells, or 2. Hot springs, geysers, and geothermal vents.
memories of a forgotten race. 3. A river or a sea of bubbling lava with a few islands offering
4. They shine with un-natural light relative safety.
5. The incite feelings of pleasure, warmth, anger, 4. A massive underground magma chamber, ever-increasing
contemplation, or greed, as appropriate. pressure, the threat of inevitable destruction.
6. Sentient stones speaking words or wisdom or 5. The shattered scar of an ancient eruption slowly cooling
dangerous lies. into silence.
CAVES BIOMES
A simple circle is all you need to draw a cave in How to Terrestrial biomes in fantastical world can be familiar or strange,
Host a Dungeon, but you can also draw rooms in different magical or mundane, but underground biomes are always weird.
shapes to add variety.
1. A twisted parody of familiar plants and animals, filtered
1. Limestone caves with forests of stalagmites and through nightmares, madness, or fever dreams.
stalactites and bizarre dripping shapes of flowstone. 2. An ecosystem existing in darkness and isolation, drawing
2. Crystal-lined geodes. energy from minerals, heat, decay, or magic.
3. Smooth chutes and flues left by underground 3. The biome has its own sun, whether through magic, design,
waterways. miracle, or other is unknown.
4. Rounded lava tubes connecting empty magma 4. It’s utterly alien. Natives of your world can’t eat its food or
chambers pillared with hardened lava. even really understand it.
5. Burrows left by purple worms, earth elementals, or 5. It’s invasive, spreading inexorably and corrupting everything
other creatures. it touches.
6. Labyrinthine fractal chambers created by gods, 6. It’s an echo of another plane, spread here by accident, or
magic, or unknown physical processes. leaking through where the walls of reality are thin.
6
Age of Civilization
During the age of civilization, a people rise to dominate nature, rule for a time, and then vanish,
leaving mysterious works that will last the ages.
7
THE ALIEN CIVILIZATION Page 8
When the Alien civilization spawns, follow the SETUP instructions. Then, each turn, at the beginning of the turn, follow the Alien civilization
LIFECYCLE. When the Alien Civilization ends (and it will end) follow the END OF CIVILIZATION instructions.
SETUP LIFECYCLE
Place 6l, 1m on the Landing Site, Build an Alien facility by paying its cost from the Landing site. Pace al on the facility box on
including some structures for them to live this page below to indicate the facility is built and online. Each facility may only be built once.
in. Alien l are colonists; m are supplies.
If you cannot afford any constructions gain lm (emergency supply drop) instead of building.
Choose a suitable location on the map for
your colony to begin. Draw the Landing Roll on the catastrophe table and apply the results. If a functional facility is damaged or
site at that location. destroyed as a result, move the bead to the relevant indicator box on the catastrophe table.
ALIEN FACILITIES If the catastrophe results in a loss of l or m that cannot be paid using beads in the landing
site, the civilization ends, and the colony is lost!
There are six alien facilities. Each one
provides protection against a specific If any constructions are damaged, attempt to repair one of them: roll 1d6. On a result of 4-6,
catastrophe. They also may provide one damaged construction becomes functional.
various actions and benefits.
Choose any one functional facility and take the action indicated.
A construction may become damaged as a
Note that the Megastructure action triggers the end of the Alien civilization (in a good way)!
result of a catastrophe. While damaged, its
actions and benefits no longer apply.
A damaged construction may be damaged Alien Facilities Roll Catastrophe
again, in which case it is destroyed. Once
destroyed, it can’t be repaired or rebuilt. SUPPLY CACHE Founders’ Day
No catastrophe occurs. Take a day and
Build: No cost, gain mm.
celebrate instead.
LANDING SITE
Action: ❑ Exploit ore, gems, or
non-alien biome.
POWERPLANT Storm
IF the Powerplant if functional,
Build: Pay ml, req. water or magma.
damage it. OTHERWISE, lose mm.
Action: ❑ Harvest water or magma.
Ability: +1 to repair rolls.
Online Damaged Destroyed
AGRICOMPLEX Biohazard
IF the Agricomplex is functional,
Build: Pay ml, requires. access to water or damage it. OTHERWISE, lose ll.
biome. Add alien biome.
Action: ❑ Harvest biome.
Online Damaged Destroyed
END OF CIVILIZATION
If the Alien civilization ended as a result
ORGONE CATHODE Cascade failure
IF the Cathode is functional, damage
of using the prosper ability of the Build: Pay ml or exploit gems or ore. it. OTHERWISE, lose l or m.
Megastructure facility, roll 1d6. Action: ❑ reduce the next build cost
by m or l.
If the result is less than or equal to the
Online Damaged Destroyed
number of online facilities (not
including the Landing site), the colony is
successful, and the aliens prosper. UPLIFT FACILITY Monster attack
If the result is greater than the number IF the Uplift facility is functional,
Build: Pay ml or exploit primordial monsters.
of functional constructions, the colony damage it. OTHERWISE, lose l.
Ability: Pay m costs with l
has failed, and the Aliens depart. and vice versa.
Online Damaged Destroyed
If the colony ended as a result of a
catastrophe, the colony fails and the
Aliens fall into obscurity, struggling in
vain against the harsh environment.
MEGASTRUCTURE Extinction threat
Build: Pay mmml IF the megastructure is functional,
When the age of Monsters begins,
Ability: Prosper: the Alien civilization damage it. OTHERWISE, lose lm.
choose one Monster Card with the
Alien tag from the Monster Deck and comes to and end.
spawn it at the Landing Site. Online Damaged Destroyed
Alien Lore
The things on this page aren’t rules. These are just some rambling thoughts about aliens that might help you make a better and
more interesting alien invasion.
MORE THOUGHTS
Once you have played the Alien civilization once or
twice, try some challenges: see how quickly you can
build a megastructure and complete the Age with a
successful civilization. With the right dice rolls, it can
be done in very few turns. Alternately, see if you can
complete the Age with every facility built. If you can
complete it with every facility built and online, that is
an achievement worth bragging about.
9
THE DEEP ELF CIVILIZATION
When the Deep Elf civilization spawns, follow the SETUP instructions. Then, each turn, at the beginning of the turn, follow the Deep Elf
civilization LIFECYCLE. When the Deep Elf Civilization ends (and it will end) follow the END OF CIVILIZATION instructions.
CONCERNING THE DEEP ELVES The Deep Elf civilization is the most chaotic of the civilizations,
rarely holding a steady state for long. Deep Elf civilizations can
Humans do not know where the Deep Elves came from, but sometimes collapse into slave revolt almost immediately, or
sages speculate they are a branch of Elfdom that was trapped they can run until they’ve consumed all available resources
in the underworld by a great cataclysm and who evolved to before they finally reach the surface and are destroyed.
survive in that harsh habitat. The Deep Elves tell a different
story. Their histories say that the surface Elves are a Construction choices play a big role in how long the Deep Elf
degenerate offshoot of Deep Elf stock exiled for a hideous civilization hangs on. As a challenge, you can try to make it last
crime now forgotten. as long as possible. Or see if you can get it to end it in 3 turns,
or even fewer.
The Deep Elves build vast underground cities and complexes,
often with separate apartments or wards given over to When you build your Deep Elf civilization, think about the
pleasure, commerce, labor, and craft. Their lords and ladies placement of sanctums and pits. Will you draw your sanctums
live lives of sublime luxury, magic, and art. To maintain this on a different level from the pits, or intersperse them? Are the
constant indulgence, however, requires a constant flow of Sanctums on a higher level, as befits the noble ruling class?
resources, power, and slaves. If the ballrooms and pleasure Perhaps in a Deep Elf city, the more important you are, the
domes of the Deep Elven civilization are the pinnacle of deeper underground your home is!
excess, their pits and mills foster the deepest wells of misery.
11
THE DEMON CIVILIZATION
When the Demon civilization spawns, follow the SETUP instructions once. Then, each turn, at the beginning of the turn, follow the Demon
civilization LIFECYCLE. When the Demon Civilization ends follow the END OF CIVILIZATION instructions.
SETUP
Set aside 10l and place them in the hexagon below. These are
members of the Infernal Assembly, Demons all. Each l represents THE TUNNELLER
a Demon. When all but 1l are gone from the Assembly, the
Place a unique token on the map at the Demon Gate. This is
Demon Civilization ends.
the Tunneller, a monster or engine that the Demons use to
At a random location on the map, draw large room and label it as dig tunnels, explore the underground, and gather resources
the Demon Gate. This is how the Demons enter your world. to exploit in their quest for dominance.
Give the room some feature that reflects the Demon’s home When the Tunneller moves, it leaves a tunnel behind it. The
plane: fire, ice, water, magma, darkness, mithral, void, light, Tunneller starts at the Demon Gate, but after that it ignores
biome, or nothing at all as you choose. the place and never returns.
LIFECYCLE
Do these steps in order each turn until the civilization ends.
Demons scheme and bicker among
Remove one Demon l from the Assembly.
The themselves endlessly.
IF there is a non-Demon l at the Tunneller’s
Assembly location, Build a Demon Node there.
The Demons hunger for sacrifice to
placate ravenous powers and, well,
OTHERWISE the tunneller Explores towards the
themselves.
nearest resource.
The Tunneller wanders, moving 1 finger in a random The Tunneller wanders while the
direction. Demons carry on their revels.
IF there is a resources near the Tunneller’s current
location, move the Tunneller to that resource, Exploit The natural wealth and wonders of
it, and then Build the appropriate Demonic this plane are nothing but tools to
Construction. Place the m from the exploitation on exploit in the war for dominance.
the Demon Gate.
DEMONIC CONSTRUCTION
Build these at the Tunneller’s current location, unless otherwise specified. Each
may be built multiple times.
13
THE DWARVEN CIVILIZATION
When the Dwarven civilization spawns, follow the SETUP instructions once. Then play out the Dwarven civilization LIFECYCLE each turn. When
the Dwarven Civilization ends, follow the END OF CIVILIZATION instructions.
SETUP LIFECYCLE
Dwarves enter the map from the side. Pick Do these steps in order each turn until the civilization ends.
a spot on either side of the map near a Dwarven families grow and relatives from
source of mineable ore. If no such source Expand (add 1l to the Dwarven civilization).
far-off lands come to join the foundation.
exists, pick a random spot.
Exploit ore, gems, or resources that can be
Draw a Dwarven tunnel entering the map, mined. Remember to add 1 m to the
leading to your chosen founding location, civilization when you do this. If a Furnace The Dwarves mine for treasures and fine ore
and ending in four bead-sized rooms. Place has been built, the Dwarves may exploit or send out expeditions to find new, rich
a l in two of these rooms. These are biomes in this way as well. veins to exploit.
dormitories. In the other two place m.
These are vaults. Dwarven l represent IF no resources were exploited, Explore.
Dwarves. Dwarven m represent treasures. Build one Dwarven construction. See the
The Dwarves craft and build.
Make up a name for your Dwarven tables below for what they may build.
founding and write it on the map.
IF the Dwarven population is 10l or more,
The Dwarves take counsel, count their
the Dwarven Civilization ends in a sudden
grudges, and sing of past glories.
orgy of violence and recriminations.
END OF CIVILIZATION
When the Dwarven Civilization ends,
remove all Dwarven l and m except for
epic treasures (). Proceed to the Age of
Monsters.
Think about how you want your Dwarves to If you’ve played this civilization before, choose a theme for
be. Everybody has their own take on your Dwarven fortress and see if you can keep to it. Or try to
Dwarves, so make your Dwarven get all the epic treasures. Or build all the possible
civilization match your take. fortifications.
Some Dwarven
room shapes:
Aqueduct. Aqueduct is a poor name for some of Manufactory. A hall given over to the manufacture
the hydraulic engineering Dwarves get up to—hot of specific goods. When you build one, name it
and cold running water with fantastic sewers, from the following list, or create your own:
steam pipes, baths, flumes, and fountains. Brewery, assembly line, studio, laboratory, crucible,
smithy, glassworks, atelier, loom, maker space.
Doom Weapon. A masterful weapon worthy of the
title of artifact. Give it a name or choose one: Powerplant. Dwarves are ingenious in the capture
Hammer of Zil, The Volcano horn, Great Scone, of energy and its transformation into useful work.
Armor of 1000 blows. Powerplants are often placed near abundant
resources. When you draw a powerplant, place it
Drinking Hall. When Dwarves got to drinking, they judiciously and label it: geothermal plant, turbine,
get to talking, and when they get to talking they windmill, tesla coil, mana battery, muscle wheel, or
get to grudging. And when Dwarves get to something else.
grudging, they get to fighting. Lock the doors until
they’re done. Trophy Hall. The Trophy Hall is basically a drinking
hall, but with a slightly different décor and a much
Gates of Dwarf. While some Dwarven foundations better menu.
are entered through a simple door or hole, and
some have no surface entrance at all, other have
impossibly grand vestibules, festooned with
15
THE MAGICIAN CIVILIZATION
When the Magician civilization spawns, follow the SETUP instructions once. Then, each turn, at the beginning of the turn, follow the Magician
civilization LIFECYCLE. When the Magician Civilization ends follow the END OF CIVILIZATION instructions.
LIFECYCLE
Expand (add 1 Magician l). When the stars dictate, the Magicians call a
convocation of powers and summon a Jinn
Add 1m at the Summoning Stone. to do their bidding.
END OF CIVILIZATION Water, Jinn Either Fountain of the Naiads: Add an epic treasure ().
When the Magician civilization ends, Water Either Cistern or Turbine.
remove all Magician l and m. Do not
Magma Above Bridge or Alchemist’s Foundry.
remove .
If the Magician civilization ended in Magma, Jinn Below Forge of the Cyclopes: Add an epic treasure ().
Vengeance, draw a new surface line that at Biome, Jinn Above Witchwood.
least partially buries the old Magician
buildings. Biome Below Pleasure Dome.
If you have built a Menagerie or Labyrinth, Monster Above Menagerie.
spawn a random monster group at one of
Monster, Jinn Below Labyrinth. Mark as a fortification().
those locations at the beginning of the Age 16
of Monsters. Nexus Either Lyceum Arcanum: Draw large enough for three Magician l.
Lore of Magicians
The things on this page aren’t rules. These are just some rambling thoughts about Magicians and their weird
civilization that you might find useful.
At the start of the turn, gather up the monster cards for all the THE CARDS
groups that are currently present in the dungeon and shuffle For this age, you will need a deck of monster cards. Each card
them together. Draw the first card and put the card on the shows the tags, actions, and other information about one type
table. Play out the monster’s Lifecycle, as described on the card. of monster.
At the end of every turn except the first, after all the monsters THE CARDS ARE INCLUDED IN A SEPARATE DOCUMENT.
have acted, draw a new monster card from the deck and spawn
PRINT THEM AND CUT THEM OUT TO PLAY THIS AGE.
it into a random stratum.
18
TAGS CONFLICTS AND ATTACKS
Monsters have tags. These are shown at the top of the card. For Some actions, like fight and extort, are conflict actions. They are
example, Dwarves have the tags lawful, humanoid, and miner. always targeted at another group and involve rolling dice.
Some actions and rules
When a monster group takes a conflict action, each group rolls
mention these tags. For
1d6. If the losing group has any ’s, they may remove them,
example, Goblins can Ally
one-for-one, to add +1 each to their dice roll. Whichever
with monsters that have the
monster group rolls higher wins. The monster group taking the
humanoid tag.
action wins a tie. Look at the description of each action to see
DENIZENS AND ALPHA what happens as a result.
PREDATORS END OF THE AGE OF MONSTERS
There are two main The Age of Monsters ends when one monster or group of
categories of monsters, alpha predators and denizens. Some monsters becomes powerful enough to ascend to the role of
monsters have actions that can only be used against denizens or Villain.
alpha predators. This is shown on their monster card.
There are three ways the Age of Villainy can be triggered:
Alpha predators, indicated by the crown icon, are the
most powerful and murderous creatures. • When a monster group reaches 6 ⚫, that group may
become the Villain.
Denizens, indicated by the skull icon, make up the
• When a monster group obtains 6 , that group may
remainder of monsters in the dungeon.
become the Villain.
Some monsters have additional symbols that show they come • Some monsters, such as Dwarves or a Wizard, may
from a How to Host a Dungeon scenario or expansion. become the Villain when they build a particular
construction. This is indicated on their monster card.
When this happens, the Age of Monsters ends and the Age of
Villainy begins. See the Age of Villainy rules for what to do.
19
ACTIONS
If an action states that some resource is required, transferred, or used up, the monster group needs that resource to take the action.
Effects that last for a full turn take effect immediately, and last through the entire next turn of the game too.
Action Description
Ally (conflict) This is a conflict. If the acting monster wins, neither group can make an attack against the other monster for a
complete turn. Also, if the target had a , the active group gets one too.
Breed The active monsters add +1⚫. Place the new bead in an available room or draw a new one for it.
Bribe (conflict) The active monsters transfer one of their to the target, then both roll dice. If the active group wins, the
target can’t make an attack against them for a full turn.
Build The active monsters build something. This works just like in the Age of Civilization. The active monsters spend
the resources required (req). Draw the construction on the map. Some constructions produce useful bonuses
(gain). Sometimes a construction has no requirements, or the requirement is a previous construction or a
resource. Unless otherwise stated, each group may only build a particular construction once.
For example, the Dwarves “Hall” construction looks like this: Hall (req / gain 1⚫). It costs 1 to build, and
the Dwarves gain 1⚫ when it is built.
The Troglodytes “Garden” construction looks like this: Garden (req water / gain ⚫). If the Troglodytes have
access to water, they can build it, gaining 1⚫.
Exploit The active monsters mine our or otherwise consume an area of resources about the size of a one-bead room.
They gain 1 in loot. The exploited resources are permanently depleted. Draw a mined-out area, emptied
chamber, slag heap or other appropriate sign of exploitation.
Explore The active monsters explore into the dungeon a few inches in a single direction, digging new tunnels and
corridors if needed. This is a way for monsters to expand their lair, find new resources and neighbors, or just
expand the dungeon.
Extort The active monsters hit up their neighbors for cash. If they win the conflict, the target transfers 1 to the
(conflict, attack) active group.
Fight The active monsters attack with murderous intent. If the target’s territory includes a fortification (), the
(conflict, attack) target adds +1 to their roll. Whichever groups loses the conflict loses 1⚫.
Harvest If the active monsters have access to the required resource, they gain 1.
Hunt (attack) The active monsters hunt a nearby group that meets their requirements. The target group loses 1⚫, no roll.
Prepare The active monsters hatch plans, build traps, prepare sorceries, psych themselves up, or otherwise get ready
for trouble. If they don’t already have a , they gain one.
Recruit (conflict) The active monsters transfer 1 to the target group and both groups roll dice. If the active group wins, the
target group loses 1⚫ to them and the active groups gains 1⚫.
Relocate The active monsters move away, taking their treasures with them, and establish a new lair somewhere else. If
they need to dig new tunnels to get there, add those tunnels to the map.
Rout (conflict, The active monsters attack another group with intent to drive them away. If the active group wins, the target
attack) has to relocate away from the attacker and the two groups are no longer considered to be neighbors. The
loser leaves behind 1, if they have any.
Scout The active monsters check out their surroundings, expanding their effective territory about 1 room in every
direction they can reach. Alternately, they may tunnel towards a nearby unconnected dungeon area.
Steal The active monsters pick a target that has some loot and initiate a conflict. If the active group wins, they take
(conflict, attack) 1 from the target, otherwise the active group loses 1⚫.
Trade (conflict) The active monsters approach the target with an offer of trade. If successful, each group may gain 1 or 1
(their choice). Otherwise, the active group transfers 1 to the target, if available. Note that the active group
does not need to have 1 to take the trade action.
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A Further Treatise on Monsters
Gentlemen, start your swords.
-saying attributed to Saint Cutbell, founder of the first adventuring guilds.
The Age of Monsters is the heart of How to Host a Dungeon. This is where the real action happens. Here
are a few thoughts about playing the monster age.
You’re the boss of your monster groups. Make them act the way that makes sense to you. This rulebook
is meant to help you do that, not hinder you. If you find yourself wondering if you’re following the rules
right, do what seems natural. It’s almost always the best choice.
Each monster has some tags next to its name. For example, Skeletons have the tag “undead”. That
means that any action, rule, or instruction that names “undead monsters”, refers to skeletons.
If a monster group has no ⚫ left, it’s dead. If it had any , remove those from the map. If it had any ,
leave them where they lie. Another monster group may pick them up. Take the monster group’s card
and, unless it has the “unique” tag, shuffle it back into the deck. If it is a unique monster, set it aside. It
may never respawn in this game. If a monster group finds any lying around, they can collect it an add
it to their hoard, no action required.
Who can a monster group fight? Who can it hunt? Who can it interact with? A monster group can
interact with another monster group that touches its territory. This includes someone who’s right close
by, or who this group has encountered using the explore action or the scout action. We don’t keep close
track of each monster groups territory in this game. Make your best judgement call about which
monster groups are close enough to fight, trade, ally, and so on.
Some monster groups have lots of choices. Which action will they choose? Will they choose the one
that’s tactically wise? The one makes the best story? It’s entirely your choice. Here’s what I do: if I have
a really strong feeling for what the group would do, I choose that. Otherwise, I choose what’s true to
the monster’s character.
Here’s an example: a group of goblins have developed an intense rivalry with a group of Dwarves. The
Dwarves have killed several Goblins. The Goblins have stymied the Dwarves building plans. Given the
opportunity to stick it to the Dwarves, that’s what the Goblins will choose every time.
For example: I’ve got an Ogre who isn’t doing so well. He’s been driven out of his ideal hunting ground
by a more powerful monster, and what little treasure he had has been taken away. He’s probably not
going to have much more impact on the game. So, I come up with a plan. Maybe the right alliance will
put him in a position of power. Or maybe if he relocates near a weak group, he can dominate them. I
choose what I think is the best option and take it as a challenge to have him come out ahead. Maybe he
won’t, and that’s part of the game too.
A dungeon where everyone tries to make the best tactical choice is very different from one where
choices are based on a story, and one that’s entirely random may be differenter still.
What about making up your own monsters? By all means do it! Do it as often as you can. Change the
monsters too, if you want to. Make the game your own.
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Age of Villainy
During the Age of Villainy, one monster group ascends to greatness, threatening
to conquer the dungeon and, after that, the world.
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THE HORDE
When the Horde ascends to villainy, follow the SETUP instructions once. Each round, the Horde takes its monster turn as normal. At the
end of the round, after all monsters have taken their turn, The Horde may take its finishing move, if applicable.
Corrupt: The Horde has the power to corrupt a strata, forever FINISHING MOVE
altering it into a more agreeable home for the ever-growing horde. IF The Horde has any beads on a stratum that contains no other
Other monster groups may still inhabit a corrupted strata, but it monsters, and that stratum isn’t already corrupted, corrupt that
never becomes un-corrupted. stratum. If all non-surface strata are corrupted at any time, the
Horde conquers the world. Game over.
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THE EMPIRE
When the Empire ascends to villainy, follow the SETUP instructions once. Each round, the Empire takes its monster turn as normal. At the
end of the round, after all monsters have taken their turn, The Empire may take its finishing move, if applicable.
Annex: Roll a conflict with the target group. On a success, the ALWAYS Tax.
target group becomes a permanent ally, subject to the tax IF there are any empire constructions that can be built,
finishing move. If The Empire suffers casualties due to a fight or build one.
hunt, it may take those causalities from an annexed group.
If half the monster groups on the map have been annexed, the
Tax: Each monster group that has been annexed transfers 1 to game ends as The Empire begins an epoch of un-challenged
The Empire, if able. rulership.
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Thanks
How to Host a Dungeon is a solo game, but I could not have done it myself.
Supporters
Thanks to everyone who supported this release on Patreon:
Adrian Sapija, Albert Andersen, Alex Davis, Alex Siemienowicz, Alexander Lieberman, Amaranth Tower, Andrew Cherry,
Andrew Piseck, Andrey Tsatsurov, Andy Kitkowski, Ara Winter, Baconivore, Ben Wray, Benjamin Hinnum, Blake Hutchins,
Brad Osborne, Brendan Adkins, Brendan Day, Brian T Bullard, Bryant Durrell, Bryant Stone, Chad, Charlton Wilbur, Chris,
Chris & Brigid Hirst, Chris Gardiner, Christopher Mangum, Christopher Weeks, Chronocelebi, Courtney Campbell, Craig
Marais, Dale Horstman, Dane Ralston-Bryce, Daniel Backus, Daniel F. Walthall, Daniel Lofton, Dave LeCompte, David
Bowers, David Drake, David Perry, David Schirduan, David Sullivan, Dev Purkayastha, Diederik van Arkel, Donogh McCarthy,
Drew Miller, Epidiah, Erick Pierce, EricVulgaris, EZ Stoltzfus, Florian Hübner, flying grizzly, Frances Watson, Frank Mottokrosh
Reding, Fred Lott, Geoff Hardy, George, Goblin Society, Greg Titus, Guillaume CarréHannes Hohlbein, Hans Messersmith,
Harry Lee, Herman Duyker, Ian Borchardt, IVAN LOPEZ BERRIO, J.Walton, Jack Everitt, Jackson Hsieh, Jake, Jaleh Afshar,
James Arthur Andrews, Jason Coleman, Jason Vanhee, Jay Loomis, Jeff jones, Jens Alfke, Jeramy Silvia, Jeremy Tidwell,
Jeremy Zimmerman, Jerry Banfield, Jillian Hershberger, Joey, John, John Aegard, John Boyle, John Harper, John Powell, John
Tanzer, Johnstone Metzger, Jonas Richter, JP Frantz, Keith Hershey, Keith Stetson, Kevin, Kevin, kirin, Kirt Dankmyer, Kostas
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greenfelder, Matthew Gagan, Matthew Klein, Matthew Morris , Matthew Ringel, Matthew SB, MC Lula (James Mendez
Hodes), Meguey Baker, Michael Llaneza, Michael Mendoza, Michael Prescott, Michael Taylor, Miska Fredman, Mobral Rox,
Nate Marcel, Nathan D. Paoletta, Nathan Harrison, Norman Friis, P H Lee, Paul Baldowski, Peace, Philip LaRose, Rachelle
Dube, Rafael Rocha, Rainier, Raven Daegmorgan, Ray Otus, Richard Pluta, Robert James Hanks , Ross Cowman, Ryan Ace,
Ryan Dunleavy, Ryan Stoughton, Savannah White, Scott Bennett, Scott Philip McClellan, Sean, Sean Shannon, Seth Johnson,
Shawn Pearson, Shawn Taylor, Sophie Lagace, Stefan Poag, Stephan Beal, Steven Hanlon, Stras Acimovic, T Marks, Taylor
Matthews, Teddy Lattimore, Thomas, Thompson Esquimaux, Tim Jensen, Todd Grotenhuis, Travis Williams, Trevor Flowers,
Udo Femi, Vincent Baker, Wayne Arthurton, Wesley Griffin, Whelon & Prosser, Whisky Sauers, Wilhelm Fitzpatrick, Will,
Willem, Yragael Malbos, Zach Bruns, and Zannah.
Thank you to all who contributed to the conception, editing, and design of this edition, including:
David Ganse, John Harper, Eric Vulgaris, Philip LaRose (who designed the Magicians’ Civilization),
Peter Cobcroft, Stras Acimovic, Patrick Leder, Brendan Day, Skallery Jones, and everyone from Twitch, including, but not
limited to DMstarhelm, joshuarigley, adriansapija, and thaneses. I’m sincerely sorry if I missed anyone. Twitch chat isn’t the
greatest for capturing people’s names!
Plus Philip LaRose especially for the coming up with the Magician Civilization.
And many others who have provided feedback, ideas, and support over the years.
Thank you to Farida Dowler for endless support.
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