How to Play Dungeon Crawler
A roguelike dungeon-delve for two to eight heroes. Roll your stats. Loot the dungeon. Stab your rivals. Survive three floors, defeat the final boss, claim victory.
Enter the DungeonOverview
Dungeon Crawler is a competitive dungeon delve. Every hero descends the same dungeon, but you're not a party — you're rivals. You can fight each other. You can steal each other's gear. You can race for the final boss.
The dungeon is three floors deep. Each floor has its own mobs, a mid-floor boss (floors 1 and 2), and a final boss on floor 3 selected randomly from three. Whoever kills the final boss wins the run.
Setup
The host creates a room with a 6-character code and shares it. Other players join the same code. The game supports 2–8 players. Once everyone is in, the host starts the run.
Every hero rolls their own character before the dungeon opens. You can't start until all heroes are ready.
Character Creation
You allocate four stats by rolling and assigning. Then you rebalance, then you draft starting gear.
1. Roll & Assign
Roll 6 + 1d4 (so 7–10) four times in sequence. After each roll, choose which stat — ATK, DEF, HP, or SPD — to lock that value into. You can't change an assignment once it's locked.
2. Rebalance
Once all four stats are locked, you can freely move up to 4 points between stats. The only rule: every stat must remain at minimum 1.
3. Starting Gear Draft
Three random items are offered. Choose 1 to equip. The other two return to the dungeon's item deck.
4. Confirm and Wait
Click Confirm. The game begins once all heroes are ready.
The Four Stats
- ATK (Attack) — Your damage output. Higher ATK = harder hits. Weapons and gloves add ATK.
- DEF (Defense) — Your damage reduction. Higher DEF = lighter incoming damage. Helmets, chest, and pants add DEF.
- HP (Health) — How much damage you can take before going down. Chest pieces add bonus max HP.
- SPD (Speed) — Combat initiative and movement bonuses. Higher SPD means you strike first in combat. Boots add SPD.
Your Turn
- Roll movement. 1d6 plus your boots bonus (0–5). The result is how many squares you can move this turn.
- Move. Use the controls to walk that many squares. You can stop short if you land on something interesting.
- Trigger landing tile. Opens a chest, starts a combat, enters a shop, etc.
- Play action cards from your hand (immediate cards trigger now; hand cards can be saved for the right moment).
- End your turn. Play passes to the next hero.
Combat
Combat happens when you attack a mob, a boss, or another hero. Each round of combat:
- Whoever has higher SPD strikes first.
- Striker rolls 1d6. Damage dealt =
max(1, ATK + d6 − opponent DEF). - Defender (if still alive) strikes back the same way.
- Repeat until one side is at 0 HP, or one side flees.
PvP
You can attack any hero on your own floor using the Ambush card (or any floor with Assassinate). The defender can fight back, flee using Coward's Escape, or negate the attack with Bodyguard. Killing a rival lets you take items (more on death below).
Combat Cards
Combat-type action cards apply once per combat: Battle Cry (+4 ATK), Iron Will (+4 DEF), Bloodrage (+3 ATK, −2 DEF), Turtle Shell (+5 DEF), etc. Use them at the right combat or they expire.
Equipment
Six gear slots, four tiers each. The item deck holds 162 unique pieces (27 per slot).
| Slot | Stat | Common | Uncommon | Rare | Legendary |
|---|---|---|---|---|---|
| Weapon | +ATK | +2 | +4 | +6 | +9 |
| Helmet | +DEF | +1 | +3 | +5 | +7 |
| Chest | +DEF / +max HP | +2 / +1 | +4 / +2 | +6 / +4 | +9 / +7 |
| Pants | +DEF | +1 | +3 | +5 | +7 |
| Gloves | +ATK | +1 | +3 | +5 | +7 |
| Boots | +SPD / +movement | +1 | +2 | +3 | +5 |
Each slot's deck contains 12 Common, 9 Uncommon, 5 Rare, and 1 Legendary item. Equipping a new item into an occupied slot discards the previous piece back into the deck.
Action Cards
The dungeon includes 27 unique action cards with a total of 62 copies. Each card is either Immediate (resolved when drawn) or Hand (kept until you play it). Highlights:
- Combat: Ambush, Assassinate, Battle Cry, Iron Will, Coward's Escape, Bodyguard
- Movement: Dungeon Sprint, Shadow Step, Recall (send a rival back one floor)
- Gear: Pickpocket, Cursed Blade, Enchant Weapon, Vault (protect a gear slot from theft and death loss), Hidden Cache, Strip
- Stat: Bloodrage, Turtle Shell, Poison, Weakness, Antidote
- Potions: Minor (4 HP), Healing (8 HP), Greater (14 HP), Elixir of Life (full), Potion of Strength (6 HP + 3 ATK)
- Events: Summon Mob, Dungeon Reshuffle, Healing Well Card
Shop & Armory
Two purchase locations on each floor:
Shop — Buys Action Cards
| Card Type | Gold |
|---|---|
| Potion | 2g |
| Movement | 3g |
| Event | 3g |
| Gear | 4g |
| Stat | 4g |
| Combat | 5g |
Armory — Buys Equipment
| Tier | Gold |
|---|---|
| Common | 2g |
| Uncommon | 4g |
| Rare | 8g |
| Legendary | 15g |
Floors & Bosses
Three floors. Each has its own mob roster and unique mid-/end-floor encounters.
Floor 1 — The Shallows
- Mobs: Goblin Scrapper (ATK 4 / DEF 3 / HP 8 / SPD 6), Cave Troll (6/5/14/3)
- Mid-floor boss: Grolk, Warchief (9/7/22/5)
Floor 2
- Mobs: Skeleton Archer (8/4/12/7), Stone Golem (7/10/18/2)
- Mid-floor boss: Malachar the Lich (13/9/28/8)
Floor 3 — The Deep
- Mobs: Dragonkin Warrior (11/8/18/9), Fire Wraith (14/5/14/11)
- Final boss (one chosen randomly at game start):
- Neteran, Rogue Worgen (15/6/34/16)
- Slaygter the Warrior (16/8/45/7)
- Boruk, Dwarf Shaman (22/7/42/9)
Death & Loss
When you reach 0 HP, you die. On death:
- You lose a number of items equal to the floor number you died on (1 item on F1, 2 on F2, 3 on F3).
- If killed by another hero, the killer chooses which items to take. Items in Vaulted slots are immune — they're not part of the loss tally.
- If killed by a mob, lost items return to the item deck (shuffled into the discard).
- You respawn at full HP at the start of the floor you died on, with whatever gear you have left.
Winning
Whoever lands the killing blow on the final boss wins the dungeon. Other heroes can keep contributing damage, but only the killer takes the win. If you've been chasing the final boss too long, sometimes the play is to ambush whoever is about to kill them, not the boss itself.
Strategy Tips
Glossary
- Mob
- A non-player enemy that appears on dungeon tiles. Mobs equip their own gear, scaling with floor.
- PvP
- Player vs player combat — initiated by Ambush, Assassinate, or stepping onto another hero's tile.
- Vault
- An action card that permanently protects an equipment slot from theft and death loss. Single-use, permanent effect.
- Final Boss
- The boss on Floor 3. One of three is selected randomly at the start of each game. Defeating them ends the game in your favor.
- Tier
- Item rarity: Common, Uncommon, Rare, Legendary. Higher tier = better stat bonus.
- Item Deck
- The shared pool of equipment. Lost items return here; the Dungeon Reshuffle card cycles the discard back in.
Frequently Asked Questions
How long does a typical run take?
About 45–75 minutes for 4 players. Larger groups take longer because turns are sequential.
Can I keep playing after I die?
Yes. You respawn at full HP on the same floor with whatever gear you still have. Dying is bad but not eliminating.
Do I have to fight other players?
No — PvP requires you to play an Ambush, Assassinate, or step on a rival. You can run a pacifist build, but expect to be ambushed eventually since other heroes have those cards too.
What if everyone dies before reaching the final boss?
Heroes respawn, so total wipe is rare. If everyone's been pushed back to F1 the game continues — there's no global game-over.
How is the final boss chosen?
Randomly at game start, from three options. Each has very different stats, so your build that worked great vs. Neteran may struggle against Boruk.
Can I see other players' stats and gear?
Yes — the Adventurers panel shows everyone's current stats, HP, and floor. Use it to plan ambushes or avoid stronger rivals.