Dungeon! Version 1.
Wandering Monster Rule
When using this additional rule for Dungeon!, the “courtesy” rule must be in
effect as well. The “courtesy” rule states that any player that has met their requirement
for treasure value and is moving towards the Great Hall to achieve victory must make it
known to the other player(s) that this is the case. From here on, any such player will be
known as a “potential victor”.
At the end of any potential victor's turn in which the following conditions have been met, that
player will encounter a monster, hereby known as a “wandering monster”, and must do battle with it
according to the guidelines set forth below. The conditions to be met are as follows:
The player must not be in a combat encounter
The player must not be in the Great Hall
Wandering monsters can appear on any space on the board regardless of whether it a cleared
chamber/room or in a corridor.
Wandering monsters are pulled randomly from the stack of monster cards equal to the highest
dungeon level that the class of the potential victor is recommended to explore according to standard
game rules. This is a table showing which level of monster each class must face as a wandering
monster.
Class Encounter Level
Rogue 3
Cleric 4
Warrior 5
Wizard 6
Wandering monsters participate in combat in the same manner as normal monsters. The
player attacks first followed by the monster's counterattack if the player misses. However, the monster
does not use the standard rules for its counterattack. A wandering monster is successful with its
attack on a result of 7 or higher when rolling 2d6, and the result is always the same. When a
wandering monster hits a potential victor, that player discards one random treasure back into the
stack of treasure cards matching the level of the discarded treasure. The treasure is not taken by the
wandering monster. The player to the left of the potential victor discarding a treasure in this
manner then chooses one cleared room of the same level as the discarded treasure and removes the
“cleared” token from that room, returning it to it's original state.
If discarding a treasure causes the potential victor to fall below the minimum treasure value
required by their class for victory, the wandering monster then 'disappears back into the darkness of
the dungeon'. If discarding a treasure DOES NOT cause a potential victor to fall below the minimum
treasure value required by their class for victory, the monster remains in combat with the player until
either (A)that player defeats the monster or (B)the player loses enough treasure to no longer be
considered a potential victor.
If a potential victor is in combat with a wandering monster at the beginning of their turn and
they defeat the monster with their attack roll, they are then allowed to move up to 5(five)* spaces as
they would normally be allowed to do on their turn. At the end of their move/turn, they will encounter
another wandering monster as per the rules stated above.
If the potential victor is a member of the Wizard class, they are allowed to use any spells that
they may have remaining in their spellbooks in place of the standard attack roll. However, if the spell
fails to defeat the monster it is allowed to counterattack normally, unlike standard gameplay rules.
Other players may not engage in combat with a wandering monster that is currently fighting
with a potential victor, nor are they allowed to pass through a corridor space in which a potential
victor and wandering monster are engaged in combat. Other players ARE allowed to pass through a
room or chamber in which a potential victor and wandering monster are engaged in battle but may
not stop in that room or chamber.
Additional rules(optional):
*Encumbrance – Any potential victor has their maximum movement lowered to 4(four)
spaces instead of the standard 5(five). This can be explained by the fact that they are burdened with the
vast amount of treasure that they are carrying.