There are only 4 classes in the new Dungeon! Boardgame, but there are SO many more fantasy character tropes. Below are 10 additional classes for Dungeon!, each with its own special rules and victory conditions. Adding these classes allows more characters to be questing at different levels ,and each requires different tactics, which can increase the replay value of Dungeon! As with the original classes, you can’t have more than 2 of the same class in a game of Dungeon!
The bard uses the green dagger (rogue) attack numbers.
If a bard fails to defeat a monster, before the monster gets to make a Monster Strikes Back roll, the bard may attempt to lull the monster to sleep with a song. The bard makes a second attack roll. (This roll gains no bonuses from magic swords or, if they are in use, feats.) If this roll is successful, the monster falls asleep and the bard moves out of the room (back into the bard’s previous space). The monster then does not make a Monster Strikes Back check.
The black pudding, gelatinous cube, and green slime are immune to this
The bard needs 10,000 gp of treasure to win, and is safest on levels 1-3.
The barbarian uses the better of the blue mace (priest) or green dagger (rogue) attack numbers. If the barbarian fails to defeats a monster, he goes into Rage, and gains a +4 bonus to attack rolls on his next turn.
The barbarian needs 20,000 gp of treasure to win, and is safest on levels 2-4.
The death knight uses the purple sword (fighter) attack numbers. If a death knight kills a monster in a chamber, it receives treasure equal to the level of the monster x500 gp. (No treasure card is drawn for this, just note it on an index card.) The death knight never loses a turn as a result of a Monster Strikes Back roll.
The death knight needs 30,000 gp of treasure to win, and is safest on levels 3-5.
The druid uses the blue mace (priest) attack numbers. The druid has an animal companion. When the druid’s animal companion is healthy the druid attacks with the purple sword (fighter) attack numbers. If the druid takes any effect from a Monster Strikes Back roll, his animal companion is injured (but the druid suffers no other effect). When the druid’s animal companion is injured the druid uses his own blue mace attack numbers and suffers normal effects from Monster Strikes Back checks. The druid must spend a full round in the Great Hall to heal his animal companion.
The druid needs 30,000 gp of treasure to win, and is safest on levels 4-6.
The monk uses the green dagger (rogue) attack numbers. The monk has a move of 6 (rather than the normal 5) (and, if feats are in use, a move of 7 if it takes the Fleet feat). If a monk is the first character to attack a monster, he may use Flurry of Blows, and make a second attack roll if his first attack roll fails. (A monk may not use this ability the second time he attacks a monster, even if no one else has attacked it).
The monk needs 20,000 gp of treasure to win, and is safest on levels 2-4.
The ninja uses the green dagger (rogue) attack numbers. The ninja gains a +2 bonus to attack rolls against monsters that were revealed before the ninja’s current turn. A ninja may attempt to sneak past chambers without encountering any monster. Roll 1d6. On a 1-4, the ninja sneaks past. On a 5-6, the ninja must face monsters in the chamber normally. This decision is made before the ninja enters the chamber.
The ninja needs 20,000 gp of treasure to win, and is safest on levels 2-4.
The peasant uses the worst attack number on any monster card. The peasant never rolls to see if a magic sword is +2.
The peasant needs 5,000 gp of treasure to win, and is safest on levels 1-2.
The ranger uses the better of the blue mace (priest) or green dagger (rogue) attack numbers. The ranger may make a Ranged Attack 1d6+6 times during the game. On a ranged attack if the ranger fails to defeat the monster the monster cannot make a Monster Strikes Back check, as the ranger is too far away. Ranged attacks do not gain bonuses from magic swords. A ranger must declare an attack is a ranged attack before rolling it. A ranger may restore his arrows the same way a wizard restores his spells, which allows him to reroll his 1d6+6 to see how many ranged attacks he can now make. (This is the total ranged attacks after he restores, this is not added to any previous remaining ranged attacks.)
The ranger needs 20,000 gp of treasure to win, and is safest on levels 3-5.
The paladin uses the purple sword (fighter) attack numbers. The paladin always gets a +2 bonus from a magic sword, and can Smite Evil (gaining a +1 bonus to attacks against Evil characters, undead, and dragons). The paladin may take feats as a cleric, if feats are in use.
The paladin needs 30,000 gp of treasure to win, and is safest on levels 4-6.
The sorcerer uses the red book (wizard) base attack numbers. The sorcerer selects one spell (fireball, lightning bolt, or teleport) and may cast it 2d6+6 times. The sorcerer may restore spells as a wizard does, and unlike a wizard may use the magic sword.
The sorcerer needs 30,000 gp of treasure to win, and is safest on levels 4-6.