

DungeonCrawl
Description
Currently freely available from
http://home.epix.net/~caver/dungeoncrawl.pdf
EDIT: Archive link: http://web.archive.org/web/20070413153917/http://home.epix.net/~caver/dungeoncrawl.pdf
From the rulebook:
What you are now reading is a quick play, tongue in cheek, dungeon adventuring game. This is a
game were everybody plays equally - not where one player controls the bad guys and everybody
responds/submits to his decisions. Each player controls his own little band of misfits AND controls
the critters that another player will encounter. Each player is someone else's nemesis.
All encounter and miscellaneous event rolls are done in the open, and are a surprise for everybody
to enjoy. The whole point of this little endeavor is for everybody to have fun, so it helps
if you don't take things too seriously. These rules are not intended as an overly detailed, exhaustive
study in the complexities of subterranean armored combat. Nor will they require you
to undertake a prolonged course of study in order to properly equip and prepare your party for
eventual world domination.
"Elegance in Simplicity" is the rule, even when it comes to brawling in the dark recesses of the
dungeons. Hopefully you will find DungeonCrawl to be reasonably quick and reasonably fun.
Enjoy.
All players will begin the game with essentially equal parties. In the standard game, parties are
composed of 1 fighter, 1 archer, 1 cleric, 1 thief, and 1 mage. For more advanced games, players
may customize their party to suit their playing style. All players have roughly the same goal
– get their party out alive with as much loot as possible. In the basic game, the winner is determined
by the player with the most loot at the end. More advanced games have differing goals,
or specific objectives to be accomplished in order to claim victory.
But it all boils down to:
Kill Critters, Get Goodies; try to get out alive so you can brag about it.