Setup
Deal 2 character cards to each player; each player keeps one and returns the other to the bottom of the deck.
At the start of the game, shuffle the character cards and deal 2 to each player. Each player selects one of these cards to be their character, places it face-up in front of them, and returns the unchosen card to the bottom of the character deck.
Setup
Randomly determine the first Active GM; give the Active Player card to the player on the GM's right.
Randomly determine which player will be the first Active GM and give them the Active GM card. Give the Active Player card to the player immediately to the Active GM's right. All remaining players each receive 1 voting card.
Setup
Decide the number of rooms before play begins — usually 1 per player (or 2 per player for groups of 5 or fewer).
Before starting, the group decides how many rooms the dungeon will consist of. The recommended amounts are: 2 rooms per player for groups of 3–5, and 1 room per player for groups of 6–8. The total number of rooms determines when the game ends.
Setup
Deal 5 room cards to form the first room display; the top card is fully visible and items on the bottoms of the other cards are visible.
Shuffle the room cards to form the Dungeon Deck. Deal 5 cards from the top and arrange them so that items printed on the bottoms of cards are visible, and the topmost card is fully visible. The Active GM reads aloud the top room card and all visible item text below it.
Turn structure
Before entering the dungeon, each player introduces their character, starting with any player and moving left.
After setup and role assignment, each player introduces their character in turn, starting with any player and moving left. An introduction can be as simple as reading the character card's text aloud or as elaborate as a fully improvised performance the player invents themselves.
Turn structure
The Active GM reads the room card and visible item cards aloud, then answers questions about observable phenomena only.
At the start of each room, the Active GM reads aloud the current room card and the items that are visible below it. Players may ask the Active GM questions about observable phenomena in the room (e.g., 'What's on the map?', 'What kind of stone is the statue made of?'). The GM may answer these freely. Questions that cannot be answered by simply looking around — such as 'Can I get the attention of the gnomes?', 'If I jump down will I survive?', or 'What happens if we just wait?' — are NOT allowed during this phase, because they require action to discover.
Turn structure
The Active Player devises and proposes a plan to get the entire party (including the Active GM) out of the current room.
After the room is described, the Active Player takes a few moments to discuss the situation with everyone at the table and formulate a plan. The plan must address getting themselves and all allies — including the Active GM — out of the current room and into the next. Once ready, the Active Player makes a final formal proposal. This proposal triggers the voting phase.
Turn structure
A player votes Agree by turning their voting card to the agree side, contributing points to the plan's strength.
If a player thinks the plan is good enough as presented, they turn their voting card to the agree side. The agree side shows a number of points that are added to the plan's total strength. Each agreeing player contributes these points.