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How To Host ADungeon

Draw a dungeon! Great fun. side view drawing game that creates a dungeon world

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0% found this document useful (0 votes)
21 views28 pages

How To Host ADungeon

Draw a dungeon! Great fun. side view drawing game that creates a dungeon world

Uploaded by

tim cs
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 28

Contents

Getting Started ......................................................................................................... 1


The Primordial Age ................................................................................................... 2
The Age of Civilization .............................................................................................. 7
The Age of Monsters .............................................................................................. 18
The Age of Villainy .................................................................................................. 22
Thanks ..................................................................................................................... 25

This game also includes another file with monster cards and civilization cards that
you can print out.

Copyright © 2019 by Tony Dowler.


Magician Civilization by Philip LaRose.
Getting Started
Welcome to Host to Host a Dungeon. This is a solo game where you create a map of a huge dungeon.

WHAT IS THIS EXPLANATIONS


How to Host a Dungeon is a solo game of procedural dungeon Drawing: In this game you’ll draw things: rooms, tunnels,
creation. It’s a game, but it’s also a pastime. How to Host a caverns, towers, volcanoes, and other things. The rules will tell
Dungeon is a game of creating maps, stories, and worlds. Since you how.
it’s a solo game, there’s really no wrong way to play. Rooms: ⚫ and  are usually found in rooms. The smallest room
In How to Host a Dungeon, you will create a sprawling is a room that’s big enough to comfortably hold one of your
underground world full of monsters, treasure, magical tokens.
mysteries, and the ruins of underground civilizations. Finger: a finger is a loosely-defined unit of distance, let’s say
I recommend that you print out these pages so you can refer to about 4-5 tokens long, or as long as your longest finger.
them while you play. You probably also want to cut out the DRAWING
monster cards, located at the end of the file.
When the rules say to draw something, draw it.
SYMBOLS There’s no right or wrong way to draw stuff, but there is a better
These rules include a few symbols you should know: and a worse way. The better way is one that’s pleasing to you
⚫ stands for a black or colored token. Black tokens are and creates a dungeon you like. Don’t sweat it if you draw
population—be it monster, creature, or adventurer. something then don’t like it. It will usually turn out OK anyway,
and you can always change your mind.
 stands for a white token. White tokens are treasure.
The same goes for these rules. If the rules are unclear, do what
 stands for a special bonus. Bonus token are magical
makes sense to you at the time. You’ll probably get a better
enchantments, tricks and traps, grand ambitions, or anything
result following your instinct than worrying about the rules.
else that gives one monster a special advantage over another.
Don’t be afraid to let the rules surprise you or take the dungeon
 Stands for an epic treasure. These are optional and are in a direction you’re not expecting.
explained more in the Age of Civilization.
THE DICE
SUPPLIES This game uses polyhedral dice, commonly used in tabletop
Here are the supplies you should have to play this game: role-playing games and some board games. These are
• At least 20 small tokens (⚫ and ), such as glass beads, or abbreviated d# where # is the number of sides on the die.
board game tokens in at least two colors. So, for example, a d6 is a regular six-sided die. If the rules say
• A handful of distinctive tokens or markers () that look “roll a d6”, you will roll a regular six-sided die. Sometimes, you’ll
different from the ones above add something to a die roll. If the instructions say “roll d6+1”,
• Optionally, some coins or markers to represent epic you roll a six-sided die, and add one to the result. Sometimes
treasures (). you’ll roll multiple dice. So if the rules say ”roll 2d6”, roll two six-
• Some pens and pencils sided dice and add them together to get a result.
• Some sheets of paper
• An assortment of the kind of dice that are used for table-
top role-playing games.
• A pad of tracing paper may also be useful, but you don’t
need it.

You should have these kinds of dice to play this game.

1
The Primordial Age
In the Primordial Age, you will make a world for your dungeon to happen in.

THE DAWN OF YOUR WORLD


Start here. This is where you create a side view of the world for your dungeon to Roll 1d6—Primordial World
grow in. In the primordial age, your world is just being created. The events of this 1.
time determine what the first sentient creatures find when they arrive in the
world.
Take a blank sheet of paper and place it on the table so the long edges are at the
top and bottom. This is where you’ll draw your dungeon.
First, roll 1d6 on the Primordial World table, and make a note of the picture
there. This is a side view that shows approximately what your world will look like.
Now we start drawing. Your world doesn’t need to match the picture exactly or 2.
even very closely. Draw the surface first, represented by the black line in the
picture. This should be 1 1/2 – 2 inches from the top of the page. Then draw in
some lines (shown in red) to make the various regions of the underworld. These
regions are called strata.
It’s useful to draw the stratum in a different color than you’ll use for rooms and
features of the dungeon. Pencil lines also work well.
3.
Finally, write a number in each of the strata you created. I find eight strata is a
good number, but if you have a larger page, you can add more; or remove some
for a smaller page.

Where did it all come from


Roll on this table if you want to know how this world came to be:
Roll 1d10—Creation story
4.
1 This world is the detritus of dismembered or destroyed god.
2 Sky mated with ocean, birthed world(s).
3 Some deity planned it just this way.
4 Some deity planned this world, but it didn’t work out at all
as they expected.
5 It’s a product of natural forces and/or primordial chaos.
5.
6 It has always been and always will be. Why do you ask?
7 World came into being as result of celestial family drama.
Roll: 1. Tragic 3. Comedic 4. Lyric 5. Pornographic 5. It’s
complicated
8 Dream of some god/wizard/monster/ordinary person.
9 It’s all a cosmic game.
6.
10 Roll twice and combine the results. Both are true.

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.

DAWNING CIVILIZATIONS MONSTERS


First, choose a civilization from this list. If this is your first time Some primordial age results generate monsters. Any time a
playing, use the Dwarven Civilization: civilization encounters monsters (for example, by exploring into
1. Alien Civilization their lair, building near them, or mining out resources they are
2. Dwarven Civilization using), the monsters lose 1⚫ and the civilization loses 1⚫.
3. Deep Elf Civilization END OF A CIVILIZATION
4. Demon Civilization
At some point your civilization will end. The rules will tell you
5. Magician Civilization
when this happens. Read the End of Civilization section when
SETUP this happens and do what it says.
Each civilization has a Setup section that tells you to draw the TIP: If you have tracing paper, this is a good time to lay down a
first structures for that civilization and to put some beads on the sheet of tracing paper over your map and tape it down. This lets
map. These are the seeds from which your civilization will grow. you draw the Age of Monsters on a new sheet and keep a
clearer record of your civilization.
DRAWING
You will draw rooms of various sorts (dormitories, temples, ACTIONS
palaces, and so on). These can usually be drawn about one bead Here’s some more information about the actions:
in size. Draw them bigger if the rules say, or if you think this
Build: Draw a new special room as instructed. There’s a list of
particular room needs to be big.
these for each civilization.
Beads will usually be in rooms. If the rules tell you to add a bead
Expand: Add ⚫ to your civilization.
(⚫ or ), and there are no rooms to put them in, draw new
rooms as you need them. Exploit: Mine out an area of resources about 1 bead in size.
Show on the map that some of the resource is mined out. Add
Some rooms have special names, like a “Demon Palace” or the  to the civilization.
“Dwarven City”. Write their names on the map.
Explore: Explore the world 1 finger in any direction, following
Tunnels are just lines connecting rooms. Draw them straight, existing tunnels or creating new ones as you prefer.
curvy, jagged, or whatever as suits your mood.
Harvest: If the civilization has access to the named resource (e.g.
Other than that, draw things how you want; in whatever way water, or a biome), add  to the civilization.
feels right to you. Draw crazy constructions thick with detail, or
just a few shapes and lines as you like. MORE ABOUT THE BUILD ACTION
Each civilization has some special rooms that are added when it
THE LIFECYCLE makes the Build action. There’s a table listing these on each
The Age of Civilization is played out in turns. The Lifecycle civilization’s page. Some of them have additional instructions to
section describes what the civilization does each turn. Read follow when you build them.
these steps and do what they tell you.
Here are some common rooms and symbols for this age:
Within a stage, you will see some instructions: • Tomb (): Put an X on this room to show it is a tomb.
• Actions: Underlined words are actions. See the Actions • Fortification (): Draw a chevron on this room to show it’s
section for further explanation. a fortification.
• Conditions: Sometimes you’ll see a condition that calls for a • Epic Treasure (): These count as treasures (), but they
judgment call. IF the thing is true, then do what it says. stick around after the civilization ends. You can use regular
OTHERWISE, if it’s not true, you may be asked to do a treasure beads for these or, if you have some other cool
different thing. bead, use that.
• Everything else: Sometimes the lifecycle just tells you to do
Some of the civilizations have other special rules about building.
something else—like drawing a new room or moving some
See the page for that civilization for more on how they build.
beads around.

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.

CONCERNING ALIENS ALIEN FACILITIES


The universe is unfathomably wide, immeasurably deep, The aliens do not build a lot of rooms like
and its gulfs are measured in more ways than mere other civilizations, so feel free to make
distance. There are demi-planes and pockets of reality a their facilities as large as you want. While
stone’s throw away which are nevertheless so foreign to our each one can just be a single building or
experience that the imagination balks to conceive them. The room, you can also make them several
next valley over may house people more bizarre to our rooms in size or even larger.
reckoning than inhabitants of the third planet to the left of
Here are a few inspirations for alien
Fomalhaut, and by the passage of a mere few millennia, this
facilities:
very spot may be altered beyond recognition. And that’s
where the aliens come in. Landing Site: Downed ship, seed pod,
dimension door, domes, spartan
The Aliens are not from around here. This place isn’t a good
modules, soaring towers, saucers, non-
home for them. They don’t belong here. Yet here they are.
Euclidean labyrinth
They have chosen or been forced to survive in an
environment that doesn’t want them. The reasons for this Supply Drop: Landing pad, warehouse,
are up to you. They may be colonists of a proud race seeking fuel tanks, space elevator
a foothold across the cosmos. Or they may be dimensional
Power Plant: Hydro dam, reactor core,
invaders from a warped or inverted reality, refugees from
geothermal, solar farm, psychic mill
the distant future or past, or even inhabitants of a parallel
world that seems, at first glance, not to be so different from Orgone Cathode: Antenna array,
our own. geomantic complex, resonating crystal,
big frickin’ laser
The Alien civilization starts with everything against it. Disaster
threatens them every turn, and they begin with scant Uplift Facility: Genetic research center,
resources to resist. But with careful planning and some luck, biogenesis facility, mind control tower
they may slowly build up their defenses and even prosper. Megastructure: Domed city, borehole,
terraforming factory, giant robot, ark

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.

SETUP LIFECYCLE (CAPITOL)


The Deep Elves must start in a stratum that Expand (add 1l to the capitol). In the spring, the Deep Elf nobles initiate
does not touch the surface. If every their youths into adulthood.
stratum touches the surface, set up the Explore for useful resources.
Deep Elves in a random stratum. Each colony follows its own lifecycle (see Deep Elf colonies are hives of activity during
Start the Deep Elves with 3l and 3m. below). Do this in any order you choose. the busy months of summer.
Deep Elf l are Elf nobles. m are wealth IF the Elves can reach any colonizable sites
and slaves. Draw three sanctums for the l It is propitious to expand during the sacred
that don’t already have colonies, Colonize a
and three pits for the m. This is the Deep months at the close of the Deep Elf year.
new site. See the Deep Elf actions for how.
Elf capitol. Give it a name.
Build a construction at the capitol.
As you add l and m to the city or colonies, The Deep Elf civilization continues until they
create new sanctums and pits to house IF the Elves have reached the surface, the
reach the surface, igniting the great war
them if you need to. Deep Elf civilization ends.
with the surface dwellers, or the slaves revolt
DEEP ELF ACTIONS IF the capitol has twice as many m as l, the and tear down the Deep Elven empire.
Deep Elf civilization ends.
Colonize: Move 1l and 1m from the
capitol (if available) to a location that has
usable resources and no colony. Create
new rooms for them at the colony site.
Usable resources are ore, gems, water,
magma, monsters, a nexus, or biomes.
Export: Move 1 bead (l or m) from this
group to another group. MINING COLONY LIFECYCLE Mining Colony Expansions
CAPITOL CONSTRUCTIONS Deep Elf colonies near ore or gems are mining
colonies. Each mining colony expansion can only
Each may only be built once, except the be built once.
Escape Route. Exploit ore or gems (adds 1m to the colony).
Abattoir: Mark as a tomb ().
Excavations. Mark fortification ().
IF something was exploited this turn, Export
Arena: Remove 1l and 1m. 1m to the Capitol. Saloon: add 1 here.
Foreman’s Guild: Export 1m from the Otherwise, Build one mining colony Rebellion: The capitol looses l.
Capitol to a mining colony. expansion here.

Expeditionary Force: One colony (you


choose), loses l.
PROCESSING COLONY LIFECYCLE Processing Colony Expansions
Breeding Pit: Change 1m into a l. Deep Elf colonies near water or magma are
processing colonies. Each processing colony expansion can
Opera House: add 1l and 1. only be built once.
IF any mining colony did an exploit move this
Escape Route: Explore towards the turn, add 1m to this colony and Export 1m to Slag Pit: Mark as a tomb ().
surface. This can be built multiple times. the Capitol.
Infrastructure: add 1 here.
Otherwise, Build one processing colony
expansion here. Riot: Another colony (you pick) looses
l.

MILITARY COLONY LIFECYCLE Military Colony Expansions


END OF CIVILIZATION Deep Elf colonies near primordial monsters,
biomes or a nexus are military colonies. Each military colony expansion can only
When the deep Elf civilization ends, be built once.
remove all l and m. Leave any . Then Exploit monsters or biome.
place 1m in an empty sanctum in the Deep Convoy: Export 1m to the capitol.
IF, there was nothing to exploit here, Fight
Elf capitol. When you start the age of
the nearest colony or the Capitol. Defenses. Add fortification ().
monsters, spawn the first monster drawn
in a pit in the Deep Elf capitol instead of in OTHERWISE, Build one
10processing colony Wanderlust: Explore towards the
a random stratum. expansion here.
surface.
Deep Elf Lore
The things on this page aren’t rules. These are just some rambling thoughts about Deep Elves that might help you make a better
and more interesting Deep Elf civilization.

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.

DEEP ELF ROOMS


Processing colonies do the work
of turning raw materials into
goods, weapons, luxuries,
machines, and magic. A Deep Elf
processor might be a foundry, a
forge, a chemical plant, or an
arcane distillery of industrial
mana.
In prosperous times, they are
hives of activity, but when goods
Deep Elf Mining Colonies take many forms, open pits are scarce, they become lairs of
manned by chain gangs of convicts, vast quarries worked by dangerous indolence, as the
monstrous excavators, mazes of hard-rock tunnels, or oil masters become careless and
wells and gas mines worked by rough and ready bands of besotted while the workers and
contractors and conscripts. Rebellion can take many forms. slaves grow ever more restless.
Do the workers rise up en-masse? Or do the overseers turn
laborers into an army to win independence from the capitol?

Military adventurism is an important safety


valve for Deep Elf culture. Every noble family
has its share of hotheaded youths, eager for
combat, apprentice wizards, hungry for lore,
Such ventures are a source of glory and
booty, but they can also turn sour. Will the
disaffected heroes of a proud civilization turn
on their elders? Or will wanderlust lead them
so far away that there is no way to return.

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.

Resource Demonic Construction


l Charnel Pit.
Ore Demonic Palace. Remove 1l from the Assembly
and place it here. This is still a Demon, but no longer
part of the Assembly. Place 1 here.
Gems Ego Prison. The first time you build this, remove 1l  END OF CIVILIZATION
from the Assembly and place it here. This is still a
If at any time there is only 1 or no Demonic l left in
Demon, but no longer part of the Assembly. the Assembly, the Demonic Gate closes and the
Water Hideous Engine. Add an epic treasure here () the Assembly vanishes. Remove the Tunnel Worm and
fist time you build this. replace it with 1l.
At the beginning of the Age of Monsters, select a
Magma Incineration Shrine. monster from the Monster Deck and spawn it at any
Biome Deeply Bound Corruption. Place 1l here. one location with a l. If it is a Demonic monster,
give it 1 additional l.
Surface Biome Pride Stone. Mark as a tomb .
Remove all other l and m but not .
Nexus Infernal Sanctum. Build near the Demon12Gate. Add
1l to the assembly. This may only be built once.
Demon Lore
The things on this page aren’t rules. These are just some rambling thoughts regarding the capricious
Demons that might help you make a better Demon civilization.

CONCERNING DEMONS 10 USEFUL DEMONS


There is very little agreement between historical In case it is useful to you, here are 10
documents as to the shape, reason, and nature of demonic entities and their attributes:
Demons. The records do agree, however, that the Demons • Eflluvivex: Demon lord of putrescence
come from a different dimension and have a generally bad and all the benefits thereof. Pustule-
attitude. Their reasons for coming here are unknown, but shaped chambers overflowing with mire
it has been speculated that they were exiled, stranded, and gore
marooned, or are hiding from something.
• The Collector: Cold and calculating.
Whatever their reasons, the nature of demo civilization is Knows your next move before you do.
one of a constant struggle with only one victor. The Makes everything look like steampunk
demonic drive to explore, exploit, and construct is entirely contraptions, clock guyts, and
subsidiary to the one goal of besting all rivals. When all but abandoned boiler plants.
one demon have been slain, driven off, or have quit the • Metastockaplex: Brutally efficient.
fight, the winner departs for parts unknown, perhaps to Makes everything round if it can.
rule as a king in its own realm, or to seek conquest in some
• Comlshex Maw: Totally batshit insane.
other.
Opulent dining halls with no exits. Dead-
DEMON ROOMS end stairways. Upside-down rooms with
wonky gravity. Lots of velvet.
Demons are consummate egoists, and each prides itself on
having a unique aesthetic. The demon civilization is an • Name Redacted: Likes jagged edges that
can draw blood if you’re not careful.
opportunity to indulge in as wide a variety of shapes and
architectures as you like. You might choose to make their • Umok: Clever and refined. Knows when
tunnels straight, curvaceous, tangled, or jagged and zig- to make a deal. Fond of ebony, gold
zaggy. Or you might use a combination of these forms, or filigree, and black marble.
all of them. Here is a selection of Demon rooms shapes. • Tdx67: Vain. Everything it makes has its
Try to use them all before your civilization ends. creepy face on it for some reason.
• Name Redacted: Fond of hexagons.
Favors a discomforting alien aesthetic
that grows on you after a while. Has a
soothing minimalist soundtrack playing
in the background.
• The other one: Hates any design that
DEMON CIVILIZATIONS someone else came up with, including
Some Demonic enclaves take on a single theme or most good ideas in architecture. Has to
architectural style, dictated by the most powerful member. be the first to think of anything.
Baroque, cyclopean, Dada, and brutalist are common • Lrud’sdj: If you can call a nightmare
examples. Rarely, an enclave has no nominal leader, and so theatre of blood, blades, and crushing
their constructions are a mad hodge-podge, dictated by boulders falling from the sky an
the whims of the individual members. aesthetic, then Lrud’sdj has one.

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.

BUILDING DWARVEN CONSTRUCTIONS Pop Common Constructions


When you build, count the Dwarven l‘s. 2 Tomb. Mark as a tomb ().
That’s your population. Choose a 3 Workshops.
construction that requires that population
(Pop) or lower. 4 Drinking Hall. Mark as a
fortification().
Once you’ve built a Powerplant or Smelter,
this allows you to build from the craft or 4 Trophy Hall. Add an epic
industry tables. treasure here ().
Build only one of each construction, at most. 5 Powerplant. Allows you to build A powerplant is required for
industry constructions. industry constructions
A smelter is required for 5 Smelter. Allows you to build craft
craft constructions constructions
5 Citadel. Add fortification ().
6 The City. Now this foundation is a
city. Give it a name, and add a
Pop Craft Constructions landmark: library, throne, statue, Pop Industry Constructions
6 The Gates of Dwarf. Construct a monolith, basilica, or pillar. 6 The Underground Highway. Draw a
grand entrance to the delving. 7 Furnace. Allows Exploit biomes. tunnel leading off the page to the
Mark as a fortification(). left and right.
8 Bridge, Dam, or Cistern.
7 Foundry or Blast Furnace. 7 Manufactory or Assembly Line.
9 Imperial Throne Room. Add an
9 Doom weapon. Add an epic epic treasure here (). 9 An impossible engine. take a free,
treasure here (). additional Build move now.
10 They Delve too Deep. Draw a shaft
10 The Dwarf War. Draw a great 14of the page.
off the bottom 10 Industrial Accident. Draw destruction
battlefield. and waste. Wreck stuff.
Dwarven Lore
The things on this page aren’t rules. These are just some rambling thoughts about Dwarves that might help
you make a better Dwarven civilization.

CONCERNING DWARVES DWARVEN ROOMS


Dwarves are a clannish folk who harbor a When you draw your first Dwarven dormitory, choose one of
deep love of treasure and occasionally the shapes from the list below for that room.
explode in hideous displays of violence.
Make all your dormitories that shape. This will make
Dwarven constructions are strictly
Dwarven rooms distinctive throughout your game of How to
organized and highly geometric, though
Host a Dungeon.
each fortress will have its own
idiosyncrasies. Do the same when you draw your first vault. Choose one of
the shapes and use it for all your vaults. Use some of the
Every Dwarf colony has its own mood; its
other shapes for other rooms: mines, workshops, and other
own traditions, and it’s own take on life.
special buildings.
Take moment and think about the Dwarves
you’re going to make. What’s their Alternately, add some shapes to the list or make up your
demeanor? Why did they choose to come own. Some of my Dwarven rooms are on the side of this
here? What’s it like to live in their colony? page. Don’t go this far! I go totally overboard when I play this
What do they hope to achieve? game.

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:

FURTHER INSPIRATIONS forbidding statues, embrasure for cannon, or gold


leaf, as the mood of the fortress dictates.
Agora. Dwarves are not overly fond of large open
spaces. They do, however, love to argue, and this Impossible engine. Perpetual motion? Thinking
requires a space of some sort. Known also variously machines? Infinite work? Tireless golems? All have
as the Agora, Senate, Congress, Great Hall, Darrow, been dreamt by Dwarven engineers, and some
Grudge market, or Delf. have been built.

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.

At their bidding, the Jinn explores and


Explore towards resources that have not
expands the Magicians’ labyrinth of tunnels,
been previously exploited.
looking for new sources of enchantment.

IF the Magicians have access to a resource


SETUP they have not yet used to build, Build the
appropriate Magician construction. It is perilous to transact with Jinn, but the
At a random point on the surface, draw a
large pillar. This is the Summoning Stone, OTHERWISE Build a Vault somewhere under Magicians must complete their work.
where Magicians gather to summon Jinn. the Summoning Stone and move the Jinn at
the Summoning Stone to the vault.
Near the Summoning Stone, draw a tower
and put 1 l in it. Magician civilization l IF there are seven or more Vaults, Build The Magicians can only bind so many idle
are Magicians and m are Jinn. Vengeance and the civilization ends. Jinn before the Jinn break the bond of
When new Magician l are added, either IF there are seven or more Magicians, Build servitude and take vengeance on their
place them in buildings that do not contain Diaspora and the civilization ends. tormentors.
any other beads or draw new towers or
underground chambers for them.
MAGICIAN CONSTRUCTIONS
Each construction other than a Vault may only be built once. If
both constructions for a resource have been built, that resource
may not be exploited to built again.
The Cost for a construction includes some resources, and
sometimes a Jinn. The Jinn must come from the Summoning
Stone. Jinn in vaults can’t be used for construction purposes.
Location indicates whether the construction should be built
above ground or below ground.

Cost Location Building


Ore, Jinn Above Mausoleum: Mark as a tomb (). Place an epic treasure ().
Ore Below Catacomb: Mark as a tomb (). Place an epic treasure ().
Gems, Jinn Above Orrery: Add an epic treasure here ().
Gems Below Omphalos: This location is a source of Magic, but it cannot be
exploited by the Magicians.

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.

CONCERNING MAGICIANS MAGICIAN CIVILIZATIONS


The Magicians (known also variously as the Wizards, the Sages, the The magician civilization is a
Demiurges, and the Hermetics) are a surface-dwelling civilization civilization of wonder workers, and
whose works are doomed to be lost and forgotten. that can take many forms. Here
are a few possibilities:
Each year, the Magicians gather to summon Jinn, whom they enslave
or bind into magical constructions. Jinn carry out the Magicians • Alien technomages wielding
commands. When Jinn Explore, they may travel along existing technology that’s so advanced
tunnels, or dig new ones as they wish. Jinn always seek new resource and weird it may as well be
sites to exploit. magic.
The magician civilization is a civilization with a purpose. The • Otherdimensional elf-folk living
magicians aren’t just delving and building, they’re doing it for a in more-perfect-than-perfect
reason. What that reason is, is up to you. The Wizards might be fairytale castles, full of
seeking the secret of eternal life, or godlike power. They might be capricious humors, pursuing
trying to transcend this plane of existence, or forever alter it so it’s inscrutable ends.
more to their liking.
• Elemental hackers whose grasp
A magician civilization is an opportunity to test the boundaries of the of inner code of nature lets
mundane and imagine miracles. them bend, and even break,
the rules.
• A race of psychedelic space
wizards, mystically entwined
with the universe, their minds
permanently blown by the
surrealistic wonders only they
can perceive.
• Craven-hearted sorcerers,
pursing the black arts, dwelling
in the hollowed-out husks of
demons and Jinn.
MAGICIAN ROOMS
• Ivory-towered scholastics, at
The magician civilization is less a series of rooms than a growing once book-wise and world-
magical city. Maybe this sounds a bit daunting. But in the end, a city foolish, their research a threat
is just a series of rooms above ground. Simple shapes can represent to reality itself.
buildings as easily as they do caves or chambers. A square can be a
• Blood mages who wield fell
house. A tall rectangle is a tower. A triangle is a pyramid, and so on.
energies granted through
For your magician civilization, choose one shape for Magician perilous pacts with forbidden
dwellings. Choose another for vaults. After that, vary the other powers.
buildings according to your whim, because magic that isn’t whimsical
• Capricious demigods directing
isn’t magic at all.
enslaved creatures of myth to
The civilization may end in Vengeance or Diaspora. How you build the perfect monument to
represent those eventualities on the map I leave up to you. their hubris.
17
Age of Monsters
In an age of monsters, the only law is survival - by tooth and claw, by trickery and trap.

BIRTHING MONSTERS LIFECYCLE


As the age of monsters begins, take all the monster cards into a Each type of monster has a lifecycle printed on its card. The
stack (also called the Monster Deck), shuffle them, then draw lifecycle describes what that monster does during its turn, listed
three monsters at random. These are your starting monsters. a s series of actions. Monster actions are underlined on the
Set the rest aside. monster card like this: hunt. Look at the Actions section of the
Take the first monster card. Spawn it onto the map in a random rules to see how to do each action.
location as described in the Spawning section, just below. When a monster takes an action, you make the choices. If the
Repeat this process for the other two monsters you drew. action is to hunt, you decide who or what the monster hunts. If
it’s to move, you decide where the monster moves to and why.
SPAWNING
Spawning is how new monsters arrive in the world. Some Some of the actions in the lifecycle are mandatory and some are
monsters have special instructions at the top of the card that optional. Here’s how to read a monster’s lifecycle:
modify how and where they span and how. 1. First, most monsters have an action they Always take. If the
Otherwise, when a monster group spawns, roll a die to select a monster can do this, it does it.
random stratum. Choose a location in that stratum for the 2. Second, most monsters have another action they can take
monsters to spawn. If there’s already another monster group IF the conditions are right. This is straightforward. If the
occupying that location, an Invasion occurs (see below). thing is true, and the action is possible, the monster does it.
Collect a number of beads (⚫, , and ) as shown in the For example: The Ogre card reads “IF unable to hunt,
upper-right corner of the monster card. Place them on the map Relocate to better territory”. So if an Ogre is not able to
at the chosen location. Draw new rooms to house the beads if carry out the hunt action (for example, because there’s
you need to, connected by corridors and tunnels, until you have nobody nearby for them to hunt), they relocate to a better
their lair the way you want it. place—presumably a place where they’ll have a better
After you spawn the monster group, put their card on the table chance of hunting.
and play out their Lifecycle, as described below. 3. Finally, most monsters have a bunch of other things they
can do, each indicated by a box (). The monster may do
INVASION any ONE of these actions, but only one. You decide which. If
When a monster group spawns into another monster’s lair, an none of them make sense, the monster does nothing else.
invasion occurs. The two monsters immediately Fight. The loser
of the fight is then forced to Relocate to a safer location nearby. Monsters also sometimes have other instructions that modify
The Fight and Relocate actions are explained later in this their behavior. These appear at the bottom of the card after the
chapter. lifecycle.
Once a monster’s lifecycle is complete. Draw the next monster
TURNS
and carry out its lifecycle.
The Age of Monsters is played in a series of turns, just like the
Age of Civilization. During each turn, each group of monsters on Once every active monster group has taken its turn, draw a new
the map goes about its business, as described in its lifecycle. At monster card from the deck and Spawn it into a random stratum
the end of the turn, a new monster group spawns. to end the turn.

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.

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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.

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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.

20
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.

ENTERING INTO VILLAINY LIFECYCLE


Any monster can trigger the Age of Villainy by reaching 6⚫ or The Age of Villain is played out in rounds, just like the Age of
6. Some monster groups can trigger the Age of Villainy by Monsters. During each round of the Age of Villainy, the villain
constructing specific buildings, for example, the Wizard. This is follows its lifecycle at the beginning of the turn before any other
indicated on their monster cards. monsters act.
Whichever monster group triggered the Age of Villainy becomes When the villain takes it turn, it gains all the actions listed on
the villain. If more than one monster group achieved it on the both the monster card and the villain card. This means that
same turn, choose one to become the villain. there may be multiple actions which the monster ALWAYS
Next, decide which path of villain that monster group will takes. There may also be multiple IF choices which trigger
pursue. If the monster group gained 6⚫, choose The Horde. If it further actions. The monster group still only gets to do one of its
gained 6, choose The Empire. If it built a wonder or somehow optional actions, marked with a box ().
gained both 6⚫ and 6 you may choose any villainy.
ADDING MONSTERS
SETUP Monsters do not spawn as rapidly in the Age of Villainy as they
Take the card for the monster that is becoming the villain and do in the Age of Monsters. During the Age of Villainy, only
place it on the table. It will no longer be picked up and shuffled spawn a new monster group if at least one monster group was
into the deck every turn. Place the villain card for your chosen eliminated at the end of the last turn.
villainy next to the monster card.
FINISHING MOVE
Each villainy has a SETUP section. This describes how the Finally, each villainy has a FINISHING MOVE. Follow the
ascending monster group is transformed by their entry into instructions in this section at the end of each turn in the Age of
villainy. Follow the instructions in this section when the Age of Villainy. These instructions usually describe how the villain
Villainy starts. conquers the dungeon, winning the game, or fails.

22
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.

The Horde is what happens when growth goes wrong: ravening


demons without number, endless armies of goblins, miles of caverns
crawling with oozes and fungi.
Choose the horde when the villain has 6 or more l.
SETUP
Once you have chosen a monster to ascend as The Horde, corrupt
the strata where most of its tokens are located.
ENHANCED LIFECYCLE
The Horde retains its current lifecycle. In addition, it gains all the Enhanced Lifecycle for The Horde
lifecycle actions and options in the Enhanced Lifecycle box on this
Always scout.
card.
If I did not breed, this turn, and I have less than 6l, breed.
Remember that monster groups may always reorganize within the
 Fight denizens.
area they control. Use this to move horde l into new strata as you
 Rout alpha predators.
scout them or eliminate other monsters.
 Exterminate: Spend 3l to immediately wipe out a
NEW ACTIONS neighboring group I outnumber, then breed.

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.

SETUP Enhanced Lifecycle for The Empire


If The Empire is your villainy, the monster that has the most l or ALWAYS ally with a group I share a tag with.
 may become The Empire (your choice).
 Trade.
If the Empire does not have the good or evil tag, give it one of  Fight any monster.
those now. If the Empire does not have the chaotic or lawful tag,  Annex a group we’re allied with.
give it one of those now. Make a note of the tags you gave it.  Build a construction from the Empire build list.
The Empire can never have both the good and evil tags, or both EMPIRE CONSTRUCTIONS
the chaotic and lawful tags.
University (req  / gain )
Build the Capital. This is a free construction that doesn’t do Slums (gain l)
anything special, but it should look cool. Quarry (req l / gain )
Ghetto (req  / gain any one tag)
ENHANCED LIFECYCLE Statue of the Emperor (req  / gain )
The Empire retains its current lifecycle. In addition, it gains all the Haunted Mausoleum (gain )
lifecycle actions and options in the Enhanced Lifecycle box. Great Wall (req  / gain )

NEW ACTIONS FINISHING MOVE

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.

About Me How to Host a Dungeon


Tony Dowler is a game designer and artist living in
Seattle, Washington, USA. on Patreon
How to Host a Dungeon is supported in
@tonydowler on Twitter part by Patreon. On Patreon, supporters of
How to Host a Dungeon get access to
design files and exclusive content.
@tonydowler on Instagram
You can find out more at
https://patreon.com/tonydowler.
TonydSeattle on Twtich

Supporters
Thanks to everyone who supported this release on Patreon:
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Thank you to all who contributed to the conception, editing, and design of this edition, including:
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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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