Paper Apps DUNGEON Guide
Paper Apps DUNGEON Guide
Paper Apps DUNGEON Guide
Tom Brinton
Creator, Paper Apps™ DUNGEON
Movement
To move, you must roll the die. This determines your movement
style and distance. If you roll an odd number (1,3,5) you will
move diagonally. If you roll an even number (2,4,6) your
movement style will be orthogonal.
IMPORTANT:
Once you choose a direction to travel, you must continue in
that direction. You may only turn if you run into a wall.
You may not turn to avoid enemies, get treasure, or for any
other reason. Furthermore, you may only double back the way you
came if it is the only possible path.
Orthogonal Example:
Upon rolling a 6, the player opted to
move to the east. Once they hit a wall,
they moved south. Hitting another wall,
they continued east.
Diagonal Example:
Upon rolling a 3, the player moved NE
one square. A wall blocked them, so
they continued SE one square. Another
wall, so they went NE one final move,
for a total of 3 moves.
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Mark your path with a line or series of dots. Mark your new
location with an X, so you know where to start your next turn
from.
STAIRS
This is the exit of each DUNGEON floor. To access the
stairs you must land on the stair square or any adjacent
square. You may also choose to take the stairs if you cross
them at any time during a move. Taking the stairs is optional,
you don’t have to exit the floor until you’re ready.
NOTE: Stairs are the only object that you may encounter and opt
not to use at that time.
COIN
Coins are littered throughout the DUNGEON floors. Pick
them up as you move about. For each coin that you cross,
add 1 to your + ¢ quadrant.
TREASURE CHEST
These chests contain anywhere from 1 to 6 coins. For
every treasure chest you encounter, roll your die an
additional time to determine how many coins it contains. Then
add that number to your + ¢ quadrant.
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STANDARD ENEMY
This enemy’s strength is clearly emblazoned across their
thorax. When you encounter these enemies, simply write
this number down in the - HP quadrant.
MYSTERY ENEMY
This enemy keeps its strength a secret. When you
encounter this enemy, roll your die to determine its
strength. Write this number in the - HP quadrant.
STANDARD HEART
Just your standard heart. Write this number in your + HP
quadrant upon encountering.
MYSTERY HEART
Cross your heart and hope to live! Roll your die to
determine how much HP you recover. Write the number in
your + HP quadrant.
SPIDERWEB
This treacherous trap stops you in your tracks. You also
lose 1 coin. Write 1 in your - ¢ quadrant.
HARD MODE: Roll the die to see how many coins you lose instead.
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TELEPORTERS
When you hit a teleporter, you are instantly transferred
to the other teleporter on the same floor. You then
continue the remainder of your moves from there.
NOTE: Teleporters are the only objects that may be used more
than once. You must interact with it the first time you hit it,
but it is optional to use it on subsequent encounters.
Dying
The game is designed to not punish deaths too heavily. If your
HP is below zero when you total it, go to the Stats page at the
back of the book and tally a death on the tombstone. Then
simply begin the next floor with 10 HP and 0 ¢.
HARD MODE: Begin again with less health. Try 5 or 7.
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Shops
You will encounter several shops as you proceed through the
DUNGEON. You can use ¢ you have earned to buy items to aid you
in your adventure. Each item explains its effects. Record the
money you spend in the - ¢ quadrant. Record the health you gain
in the + HP quadrant.
Now proceed to the Stats page. Total your deaths and record
your final amounts of ¢ and HP. Write the dates of when you
began and finished your adventure. You may add your name or
signature to the bottom if you wish.
Thank you for playing Paper Apps™ DUNGEON. I hope you enjoyed
yourself! Until next time,
Tom Brinton