Bag of Dungeon

Bag of Dungeon is a simple but very entertaining fantasy adventure game from Gunpowder Studios.

Version 1.0 postal rules by Richard Smith 2025, based on the V3.0 F2F Rules which need to read by all players.

The postal game is for 3-4 players. The GM must own a copy of the game.

1. Setup

The dungeon bag contains 40 tiles, one of which is the start tile and another the exit (guarded by the red dragon). The GM needs to lay out the whole thing in advance, with the following adjustments:

Rounds4P Player order
1,5,91,2,3,4
2,6,102,3,4,1
3,7,113,4,1,2
4,8,124,1,2,3

Rounds3P Player order
1,4,7,101,2,3
2,5,8,112,3,1
3,6,9,123,1,2

2. Characters

There are 10 available for the initial game in CSL (others may be added later): Alendra the Elf, Galhorn the Elf, Duric the Dwarf, Marria the Dwarf, Rill the Healer, Tarak the Healer, Sirrus the Fighter, Tamara the Fighter, Torvok the Barbarian and Firkin the Halfling.

For character cards images, go to the characters page.

3. Dungeon Development

The turn report contains a picture of the "revealed so far" dungeon. At the start of turn 1 this is four tiles connected to each player's start tile. At the start of the next 3 or 5 turns (depending on the number of players) the two tiles nearest each character's current position are revealed. The GM should dice between equals and use the turn order to avoid the same tile being chosen more than once.

All players' AP are reduced by two to pay for this revelation.

Turn 4P Tiles out4P Tiles in bag3P Tiles out3P Tiles in bag
116241230
224161824
33282418
44003012
5366
6420

At the start of turn 4, the last tile has been laid, so The Ring is placed on one of the monster squares (roll 2D6 as per the F2F rules). If the monster has been killed on that hex, a new one is drawn from the bag to guard The Ring.

Tagging is only possible when characters can reach each other via known tiles.

4. A Postal Turn

4.1. Inventory

Characters may have gained (unknown) items by defeating monsters or from the item tile, the details of these are revealed in the turn report. Each character then needs to update their inventory, discarding any excess items on their current tile.

Picking up items, discarding items and adjusting the inventory do not cost APs. Where known items are picked up from the dungeon floor during the course of a turn, the character should update their inventory there and then. Characters on the same tile may exchange items.

4.2. APs

Each character has APs to spend as follows:

A player's turn ends when he runs out of AP's, does not wish to take further actions, or starts a combat (remaining APs can be used during the fight).

4.3 Combat

In the postal game it is necessary to provide conditional orders for "slugging it out". A combat will often have multiple rounds, ending when the monster dies, the character dies or the character uses 1AP to escape onto an adjacent tile. If the character dies, a life is lost and they return to the nearest start tile (unless they have used up all three lives, when they are out of the game).

4.4 Tagging

Players should provide orders for what happens when another player attempts to tag them. The default is to refuse. Only characters yet to have their go in the current postal turn can be tagged. Only characters with enough available APs to move to the calling player can accept.

If the tagging is successful, the tagee will perform the combat instead of their scheduled go. If the tagger is killed and the tagee takes over, items can be used provided there are enough APs remaining after the movement.

After a range attack fails to kill a monster, any players on the same tile as the character making the range attack are "auto-tagged". This is a completely free action - it doesn't matter if the tagee has already had a go this turn, but no APs can be expended by the tagee should they take over the fight.

4.5. Other Conditionals

The first player in the turn order and any player far away from other adventurers is unlikely to need to supply conditional orders.

In other cases it will be necessary to provide conditional orders based on what other characters do. The GM will interpret them as best as possible.

5. Co-op and Competition

Until The Ring has appeared, all characters are team-mates and cannot fight each other or use items that harm another adventurer (without permission).

However once The Ring is in play, its evil influence can affect the characters and make them turn on each other.

Press is encouraged and players may agree to continue to play nice (then perhaps someone stabs...) or may openly declare their intentions to abscond with The Ring and leave their fellow adventurers to die horribly.

Private correspondence between players is allowed, but in the spirit of the game should only happen between characters on the same or an adjacent tile.

6. Scoring

Adventurers who fail to escape from the dungeon score zero. Successful adventurers score:

This gives an individual winner and also a team score (total of all individual scores) which may or may not be beaten in the next game.

7. Variants

8. Example Orders

Character: Duric the Dwarf
Turn Order: Alendra, Duric, Sirrus, Rill
Inventory: Put on the magic armour and discard the rusty armour
Movement: If Alendra does not use the item tile to the north, move 2 tiles north and collect the item. Else move 2 tiles east to the monster tile and fight the monster.
Combat: If the monster has more than 10 hit points, try to tag Sirrus. Attack with morning star. If fighting alone, when my health is between 2 and 5, escape south. If Sirrus aids me and we are victorious, one tile each.
Tagging: Accept any tagging requests provided I have enough APs and my health is at least 7.
Press: When The Ring appears I will not turn to the dark side. We dwarves have indomitable spirit!

9. Turn Report

The turn report contains:

https://variablepig.org