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Paper Apps DUNGEON Guide

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©2021 1

Tom Brinton
Creator, Paper Apps™ DUNGEON

Hello! And welcome to Paper Apps™ DUNGEON. Thank you for


playing.

You are about to embark on a minimalist paper adventure. Make


sure you have your notebook, a pencil or pen, and a d6 die.
Find somewhere nice to play. Perhaps perched near a creek,
riding on a train, or nestled in a comfy papasan.

Open Your Notebook, Adventurer


The first thing you’ll see are the simplified rules contained in
each notebook. These pages are left intentionally minimal and
symbolic to make them easier for non-English speakers to
understand. They serve more as a reminder of how to play but
are not exhaustive.

This guide is intended to explain all the rules in detail, and


hopefully clear up any confusion of how to play.

Decorate Your Hero


This page is straightforward and completely open to your
creativity. Feel free to use colored pencils, markers, etc to
bring your character to life. Give them a name, too!

Your First Floor


Just like that, you’ve entered the DUNGEON. Brace yourself!
©2021 2

First, locate the smiley face. This represents the


starting position of your character. Now that you’ve done
that, it’s time to start moving.

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.

Select a direction to move and proceed one square at a time.

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.
©2021 3

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.

Interacting with Objects


During your move, you likely encountered various objects such
as enemies, coins, hearts, etc. You must interact with every
object that you travel through. The only exception is objects
that have already been used on a previous turn.

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.
©2021 4

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.

NOTE: You do not instantly die even if your - HP is greater


than your starting & + HP. Final numbers are not calculated
until you exit the floor. This means you may have an opportunity
to go find some hearts and save yourself! (More on this later)

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.
©2021 5

KEYS & LOCKS


In order to pass through a locked door, you must
have already picked up the key on that same floor.

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.

Finishing the Floor


Once you reach the stairs and decide to leave the current floor,
it is time to do a bit of math.

Do the following for the HP and ¢ rows:


● Take the Starting number on the left
● Add the amount in the + column
● Subtract the amount in the - column
● Write the total in the Ending column

NOTE: You can’t have negative ¢. If your ¢ total is below 0,


write 0 instead.

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.
©2021 6

Starting the Next Level


Carry over your HP and ¢ amounts from the previous page to the
next page. Write them in the Starting column.

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.

Single Use Items


Some items state that they may only be used once. In this case,
you may use it at any time, but when you do, come back to the
shop page and put a checkmark in the Used box.

Finishing the Game


When you complete all the floors in your notebook, you have
reached the Treasure Room! Congratulate yourself, and color in
your precious gem if you wish. Every notebook has a unique gem
with a unique name!

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

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