Basic Moves Spout Lore Special Moves
When you consult your accumulated knowledge about something, roll+Int.
Hack and Slash On a 10+ the GM will tell you something interesting and useful about the subject relevant
Last Breath
When you attack an enemy in melee, roll+Str. On a 10+, you deal your damage to your situation. On a 79 the GM will only tell you something interestingits on you
When you are dying, you catch a glimpse of what lies beyond the Black Gates
to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage to make it useful. The GM might ask you How do you know this? Tell them the truth,
of Deaths Kingdom (the GM will describe it). Then roll (just roll, +nothingyeah, Death
but expose yourself to the enemys attack. On a 79, you deal your damage to the enemy now.
doesnt care how tough or cool you are). On a 10+ youve cheated deathyoure in a bad
and the enemy makes an attack against you.
spot but youre still alive. On a 79 Death will offer you a bargain. Take it and stabilize or
Discern Realities refuse and pass beyond the Black Gates into whatever fate awaits you. On a miss, your fate
Volley When you closely study a situation or person, roll+Wis. On a 10+ ask is sealed. Youre marked as Deaths own and youll cross the threshold soon. The GM will
When you take aim and shoot at an enemy at range, roll+Dex. On a 10+, you the GM 3 questions from the list below. On a 79 ask 1. Take +1 forward when tell you when.
have a clear shotdeal your damage. On a 79, choose one (whichever you choose you
acting on the answers.
deal your damage):
Encumbrance
You have to move to get the shot placing you in danger of the GMs choice
What happened here recently? When you make a move while carrying weight up to or equal to Load, youre
You have to take what you can get: -1d6 damage fine. When you make a move while carrying weight equal to load+1 or load+2, you take
What is about to happen?
You have to take several shots, reducing your ammo by one. -1. When you make a move while carrying weight greater than load+2, you have a choice:
What should I be on the lookout for?
What here is useful or valuable to me? drop at least 1 weight and roll at -1, or automatically fail.
Defy Danger
Whos really in control here?
When you act despite an imminent threat or suffer a calamity, say how you
What here is not what it appears to be?
Make Camp
deal with it and roll. If you do it When you settle in to rest, consume a ration. If youre somewhere dangerous
decide the watch order as well. If you have enough XP you may Level Up. When you wake
by powering through, +Str Parley after at least a few uninterrupted hours of sleep, heal damage equal to half your max HP.
by getting out of the way or acting fast, +Dex When you have leverage on a GM character and manipulate them,
by enduring, +Con roll+Cha. Leverage is something they need or want. On a hit, they ask you for Take Watch
with quick thinking, +Int something and do it if you make them a promise first. On a 79, they need some When youre on watch and something approaches the camp, roll+Wis. On a
through mental fortitude, +Wis concrete assurance of your promise, right now. 10+, youre able to wake the camp and prepare a response; the camp takes +1 forward. On
using charm and social grace, +Cha a 79, you react just a moment too late; the camp is awake but hasnt had time to prepare.
Aid or Interfere You have weapons and armor but little else. On a miss, whatever lurks outside the campfires
On a 10+, you do what you set out to, the threat doesnt come to bear. On a 79, you stumble, light has the drop on you.
When you help or hinder someone you have a Bond with, roll+Bond
hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.
with them. On a 10+ they take +1 or -2, your choice. On a 79 you also expose
yourself to danger, retribution, or cost. Undertake a Perilous Journey
Defend When you travel through hostile territory, choose one member of the party
When you stand in defense of a person, item, or location under attack, to act as trailblazer, one to scout ahead, and one to be quartermaster (the same character
roll+Con. On a 10+, hold 3. On a 79, hold 1. So long as you stand in defense, when you cannot have two jobs). If you dont have enough party members or choose not to assign a
or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option: job, treat that job as if it had rolled a 6. Each character with a job to do rolls+Wis.
Miss
Redirect an attack from the thing you defend to yourself When you roll a Miss result, mark XP. On a 10+ the quartermaster reduces the number of rations required by one.
Halve the attacks effect or damage On a 10+ the trailblazer reduces the amount of time it takes to reach your destination
Open up the attacker to an ally giving that ally +1 forward against the attacker (the GM will say by how much).
Deal damage to the attacker equal to your level On a 10+ the scout will spot any trouble quick enough to let you get the drop on it.
On a 79 each roles performs their job as expected: the normal number of
DUNGEON WORLD rations are consumed, the journey takes about as long as expected, no one gets the drop
on you but you dont get the drop on them either.
2011 You [Link]
Basic Rules
Recruit
Downtime Moves When you put out word that youre looking to hire help, roll. If you make it known General Equipment Tags
Level Up that your pay is generous, take +1
Applied: Its only useful when carefully applied to a person or to something they eat or drink.
When you have downtime (hours or days) and XP equal to (or greater than) Awkward: Its unwieldy and tough to use.
what youre setting out to do, take +1
your current level + 7, subtract your current level +7 from your XP, increase your level by +Bonus: It modifies your effectiveness in a specified situation. It might be +1 forward to
that theyll get a share of whatever you find, take +1
1, and choose a new advanced move from your class. If you are the Wizard, you also get to Spout Lore or -1 ongoing to Hack and Slash.
add a new spell to your spellbook. n coins: How much it costs to buy, normally. If the cost includes -Charisma a little
If you have a useful reputation around these parts take an additional +1. On a
Choose one of your stats and increase it by 1 (this may change your modifier). negotiation subtracts the hagglers Charisma score (not modifier) from the price.
10+ youve got your pick of a number of skilled applicants, your choice who you hire, no
Changing your Constitution increases your maximum and current HP. Ability scores cant Dangerous: Its easy to get in trouble with it. If you interact with it without proper
penalty for not taking them along. On a 79 youll have to settle for someone close or turn
go higher than 18.
them away. On a miss someone influential and ill-suited declares theyd like to come along precautions the GM may freely invoke the consequences of your foolish actions.
(a foolhardy youth, a loose-cannon, or a veiled enemy, for example), bring them and take Ration: Its edible, more or less.
End of Session the consequences or turn them away. If you turn away applicants you take -1 forward to Requires: Its only useful to certain people. If you dont meet the requirements it works
When you reach the end of a session, choose one your bonds that you feel
Recruit. poorly, if at all.
is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the
Slow: It takes minutes or more to use.
character you have the bond with if they agree. If they do, mark XP and write a new bond
Outstanding Warrants Touch: Its used by touching it to the targets skin.
with whomever you wish.
When you return to a civilized place in which youve caused trouble before,
Once bonds have been updated look at your alignment. If you fulfilled that Two-handed: It takes two hands to use it effectively.
roll+Cha. On a hit, word has spread of your deeds and everyone recognizes you. On a
alignment at least once this session, mark XP. Then answer these three questions as a group: n weight: Count the listed amount against your Load. Something with no listed weight isnt
79, that, and, the GM chooses a complication:
designed to be carried. 100 coins in standard denominations is 1 weight. The same value in
Did we learn something new and important about the world? gems or fine art may be lighter or heavier.
The local constabulary has a warrant out for your arrest
Did we overcome a notable monster or enemy? Worn: To use it, you have to be wearing it.
Someone has put a price on your head
Did we loot a memorable treasure? n Uses: It can only be used n times.
Someone important to you has been put in a bad spot as a result of your actions
For each yes answer everyone marks XP.
Bolster
When you spend your leisure time in study, meditation, or hard practice, you Weapon Tags
Carouse gain preparation. If you prepare for a week or two, 1 preparation. If you prepare for a month n Ammo: It counts as ammunition for appropriate ranged weapons. The number
When you return triumphant and throw a big party, spend 100 coin and roll
or longer, 3 preparation. When your preparation pays off spend 1 preparation for +1 to any indicated does not represent individual arrows or sling stones, but represents
+ extra 100s of coin spent. On a 10+ choose 3. On a 79 choose 1. On a miss, you still
roll. You can only spend one preparation per roll. what you have left on hand.
choose one, but things get really out of hand.
Weapon Range Tags Forceful: It can knock someone back a pace, maybe even off their feet.
You befriend a useful NPC +n Damage: It is particularly harmful to your enemies. When you deal damage,
Hand: Its useful for attacking something within your reach, no further.
You hear rumors of an opportunity you add n to it.
Close: Its useful for attacking something at arms reach plus a foot or two.
You gain useful information Ignores Armor: Dont subtract armor from the damage taken.
Reach: Its useful for attacking something thats several feet awaymaybe as
You are not entangled, ensorcelled, or tricked Messy: It does damage in a particularly destructive way, ripping people and things
far as ten.
apart.
Near: Its useful for attacking if you can see the whites of their eyes.
Supply n Piercing: It goes right through armor. When you deal damage with n piercing,
Far: Its useful for attacking something in shouting distance.
When you go to buy something with gold on hand, if its something readily you subtract n from the enemys armor for that attack.
available in the settlement youre in, you can buy it at market price. If its something special, Precise: It rewards careful strikes. You use DEX to Hack and Slash with this
beyond whats usually available here, or non-mundane, roll+Cha. On a 10+ you find what Armor Tags weapon, not STR.
youre looking for at a fair price. On a 79 youll have to pay more or settle for something n Armor: It protects you from harm and absorbs damage. When you take damage,
Reload: After you attack with it, it takes more than a moment to reset for another
similar. subtract your armor from the total. If you have more than one item with n
attack.
Armor, only the highest value counts.
Stun: When you attack with it, it does stun damage instead of normal damage.
Recover +n Armor: It protects you and stacks with other armor. Add its value to your
When you do nothing but rest in comfort and safety, after a day of rest you
Thrown: Throw it at someone to hurt them. If you Volley with this weapon, you
total armor.
recover all your HP. After three days of rest you remove one debility of your choice. If youre cant choose to mark off ammo on a 79; once you throw it, its gone until you
Clumsy: Its tough to move around with. -1 ongoing while using it. This penalty
under the care of a healer (magical or otherwise) you heal a debility for every two days can recover it.
is cumulative.
of rest instead.