Player's Handbook · Chapter 2
Welcome to the Dungeon, delver.
.01 Introduction
What Is Dungeon World?
A world of fantastic adventure — magic, gods, demons, good and evil, law and chaos.
Brave heroes venture into dangerous corners of the land in search of gold and
glory. Danger lurks everywhere: goblin hordes, cursed woods, hateful dead. But
treasure beyond imagining is there for those bold enough to take it.
The Player Classes
- The Bard — Smooth-tongued teller-of-tales who lives the stories others only retell.
- The Cleric — Brings the glory of their god to a godless world, sword and spell in hand.
- The Druid — Born of the wilds and its spirits; walks the old ways apart from civilization.
- The Fighter — A beast of iron; lives by armor and blade, the wall that dangers break against.
- The Paladin — Holy war machine and instrument of divine justice, standing between hell and the world.
- The Ranger — Guide, hunter, creature of the wilds; the only one who knows the spaces between.
- The Thief — In it for the lucre; picks locks, dodges traps, and eyes the gold.
- The Wizard — Seeks power beyond the world's rules, through tomes and dangerous experiments.
Why Play?
- To see characters do amazing things — explore, slay the undying, shape momentous events.
- To see them struggle together — as a party, against foes and each other.
- To explore an unlooted, unexplored world that has plans of its own.
How to Use This Book
- GMs: Read the whole book (can skim monster stats; save Advanced Delving for later).
- Players: Playing the Game chapter is likely enough — most rules live on character sheets.
Setting Up
- Group of 4–6 (one GM; the rest play player characters / PCs).
- Players say what their characters say, think, and do; the GM describes everything else.
- Print: basic & special moves, class sheets, cleric/wizard spell sheets, adventure sheet, GM moves.
- Need: pens, paper, and dice — d6s for everyone (two per player ideal), plus at least one each d4, d8, d10.
What's It Like to Play?
Play is a conversation between GM and players: the GM describes the world, players
describe their characters' actions. Descriptions can trigger a move — the signal to
roll the dice and see what happens. Characters gain experience from adventure and
level up, growing more powerful. Works as a one-shot or a long campaign.
Manual updated Oct 1, 2026.