

The object is to survive the entire puzzle grid. Start at the top left corner and work your way down to the bottom right corner by going back and forth, left and right, as you reach each side. In other words, travel left to right on the first row, then go right to left on the second row, and left to right again on the third row, repeating this pattern all the way down. If done properly on a 9×9 sudoku, you should travel through every square and end at the bottom right corner.
Items you will need to play: A pen or a pencil, a set of dungeon dice, and a sudoku grid.
Start with 10 HP (hit points) and 2 XP (experience points).
Along the way, you can trade 5 XP for 1 HP, as needed.
Blank spaces = +1 XP each, as you land on them.
The numbers 1 through 9 represent weapons, shields, foes or traps. To determine what a number represents, roll the octahedron (8-sided die).
1 and 2 = weapon.
3 and 4 = shield.
5 and 6 = foe.
7 and 8 = trap.
Let the number (1-9) within the square be the HP, or strength of the weapon, shield, foe or trap.
For weapons, shields, and foes, roll a 20-sided die (icosahedron) to determine what it is.
1-7 = knife (weapon), bracer (shield), or gremlin (foe).
8-14 = short sword (weapon), target (shield), or gorgon (foe).
15-20 = battle axe (weapon), pavise (shield), or dragon (foe).
If you fall in a trap however, roll the 6 sided die (a.k.a. cube). Even numbers—you escape undamaged. Odd numbers—the trap does its damage—subtract the number in the square from your total HP. Gain 1 XP for escaping.
To battle a foe, trade HP straight across, one for one, using shield, weapon, and personal HP as you desire. Once all the HP is depleted, the game is over for that object/player. For instance, if you had a bracer with 5 HP, and were battling a gremlin of 5 HP, the shield and the gremlin would cancel each other.

