Goal
Complete the quest shown at the top right. If the quest is done and any hero survives, you win. If every hero is knocked out of the adventure (or the person you came to rescue is hurt too badly to go on), you lose.
Rounds & Action Points
Every round, each participant takes a turn in initiative order: heroes, monsters, freed allies, and finally the Dungeon itself (fire vents, stinky gas, and other hazards).
Heroes gain 4 AP each turn and can bank up to 6. Moving costs 1 AP per few tiles (your speed); attacks usually cost 2 AP; spells and skills cost 1–3 AP and some need a few turns to recharge.
Vision
You only see what your heroes can see. Torches light the way but also make you easy to spot. Darkvision lets some races see without light. Places you have explored are remembered, but monsters and items vanish from view once out of sight.