Player's Handbook · Chapter 1
Stay a while.
.02 Playing the Game
The Conversation
Play is a conversation about the fiction — no turns, no rounds, no rules for whose turn
it is to talk. GM says something, players respond; players ask or state, GM says what
happens next. The rules chime in too: every rule has an explicit fictional trigger that
says when it comes into play. Listening matters as much as talking — details others
establish can change your moves, set up opportunities, or create challenges. Build on
each other's contributions.
Ability Scores and Modifiers
- Six abilities: Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma.
- Scores range 3–18 (18 = peak of mortal ability).
- Each ability has a modifier (Str, Con, Dex, Int, Wis, Cha) ranging -3 to +3,
always derived from the current score. Modifiers are used when rolling with that ability.
Making Moves
- The move is the most basic unit of rules. A move = a fictional trigger + an effect
(a roll and differing fictional outcomes). - When a player describes an action that triggers a move, the move happens — you can't
take the triggering action without the move occurring, and vice versa. Moves and
fiction go hand-in-hand. - If it's unclear whether a move triggered, everyone works together to clarify the
situation before rolling (or not). - Monsters, NPCs, and beasties have moves too — they work differently (see Monsters chapter).
Moves and Dice
- "roll+x" means roll 2d6, add the modifier (or other value the move specifies).
- Basic outcomes:
- 10+: You do it with little trouble.
- 7–9: You do it, but with complications or trouble.
- 6-: The GM says what happens — and you mark XP.
- Each move states what happens on 10+ and 7–9; most leave 6- to the GM (XP is always marked).
- Damage rolls use different dice depending on who/what deals the damage.
- The ✴ marks the beginning of an outcome ("On a 10+").
Moves and Equipment
- Equipment's most important role: helping describe moves. No weapon = no hack and
slash on a dragon; good climbing gear may avoid triggering defy danger on an icy cliff. - Weapons modify which moves you can trigger (dagger vs. halberd at close quarters).
- Items have tags — some with rules effects (armor, bonuses), some purely fictional
(the close tag = weapon reach). Tags describe actions and tell the GM how items
might cause complications on failure.
The Effects of Moves
- Move effects are always about the fiction — a 10+ on hack and slash means you actually
hurt the enemy, not just numbers. - Apply the effects to the fiction, then return to the conversation.
Some Moves…
- …"Deal damage": roll your class's damage dice; weapons add/subtract.
- …"+1 forward": +1 to your next move roll (not damage). Can be bigger or a penalty;
may be conditional ("+1 forward to hack and slash"). - …"+1 ongoing": +1 to all move rolls (not damage). Can be bigger or a penalty; may
be conditional. Always states what ends it ("until you dismiss the spell"). - …Give "hold": currency for making choices later, spent as the generating move
describes. Hold is tied to the move that created it (defend hold ≠ trap expert hold). - …Present a choice: choices dictate fiction, not just mechanics.
- …Let you say something about your character: e.g., spout lore may let you explain
how you know something — contribute, but don't contradict established facts. - …"Mark XP": add one to your XP total.
Harm and Healing
HP
- HP measures stamina, endurance, health. Class sets maximum HP; Constitution (the
score, not modifier) modifies it. Permanent Con changes adjust max HP.
Damage
- Damage subtracts from current HP; armor subtracts from damage dealt (a blow reduced
to nothing is fine). Damage never takes a character below 0 HP. - PCs deal damage by class, weapon, and move. "Deal damage" = class damage dice + bonuses;
a specified amount replaces the roll. - Monsters deal damage as listed — for any direct harmful action, not just normal attacks.
- GM-set damage for other sources (collapsing tower, pit): d4 bruises / d6 spills blood /
d8 breaks bones / d10 kills a commoner. Add ignores armor for huge, magical, or
poisonous sources. - Temporary/circumstantial armor: 1 armor partial cover, 2 armor major cover.
- Damage follows the fiction — it can be assigned even with no move, if the fiction demands.
- HP loss is often only part of the effect: specific harm (arm ripped from socket) brings
fictional consequences beyond the numbers. Losing your head isn't HP damage — you're dead.
Damage From Multiple Creatures
- Multiple attackers at once: roll each creature's highest-potential damage die and take
the highest single result.
Stun Damage
- Non-lethal. A stunned PC defies danger to do anything ("the danger is: you're stunned")
until the fiction clears it. GM characters don't count it against HP but act stunned.
Adding and Subtracting Damage
- "+1d4 damage" = roll and add; "-1d6 damage" = roll and subtract. Damage never goes
negative — 0 is the minimum.
Best and Worst
- b[2d6] = roll 2d6, take the best. w[3d10] = roll 3d10, take the worst.
Healing
- Two sources: medical aid (magical or mundane, per the move/item) and the passage
of time (Make Camp for dangerous areas, Recover in civilization). - HP can never exceed maximum.
Death
- At 0 HP the character takes their Last Breath immediately — no stat is added to
the roll; Death comes for everyone. - Death offers bargains — favors, tolls, sacrifices — and his whim cannot be predicted.
- A stable character stays at 0 HP, alive and unconscious; healing wakes them. If damaged
again, they draw their Last Breath once more.
After Death
- You may ask the GM and party to attempt resurrection; the GM sets the cost. The
Resurrection spell is an easier special case, but the GM still has a say. - Regardless, make a new character at level 1 — a promoted hireling, a new ally, a
vengeful relative, etc. If the original returns, play either character as the fiction allows. - GM note: weave the resurrection cost into the game; it needn't be an epic quest — but
Death never forgets a soul stolen from his realm.
Debilities
- Deeper wounds than HP loss. Six, each tied to an ability and giving -1 to that
ability's modifier (score unaffected, so max HP is unchanged):- Weak (STR) — can't exert much force.
- Shaky (DEX) — unsteady, shaking hands.
- Sick (CON) — something's wrong inside; disease or wasting illness.
- Stunned (INT) — knock to the head shook something loose.
- Confused (WIS) — ringing ears, blurred vision, out of it.
- Scarred (CHA) — you don't look so good.
- Most often from magic, poison, or stranger sources. You can only have each one once.
- Harder to heal than HP — high-level magic, or safety plus days in a warm bed. Also
descriptive: if fiction removes it, it's gone. - Debilities don't replace description — losing an arm isn't "Weak," it's having one less
arm. A specific disease can have any effects you dream up; debilities are shorthand.
Magic
- Magic = abilities beyond the physically possible: elemental conjuring, divine blessings,
shapeshifting, wizardry.
Spells
- Clerics and wizards access spells — each has a name, tags, level, and effect.
- The flow of magic: know → prepare → cast → forget.
- Known: cleric knows all cleric spells of their level or lower (incl. rotes); wizard
starts with cantrips + three 1st-level spells, learns a new one each level, stores them
in the spellbook. - Prepared: even known spells must be prepared (via Commune/Prepare moves).
Choose known spells whose total levels ≤ caster's level + 1. Wizard always prepares
cantrips; cleric always prepares rotes. - Cast: usually the cast a spell move. 10+ = spell takes effect. 7–9 = the caster
is in trouble and must choose, but the spell is still cast. Some spells are ongoing. - On a 7–9 a spell may be revoked or forgotten: still known, no longer prepared, not
castable until next Prepare/Commune.
Character Change
- Characters gain XP and level up. Advancement is both prescriptive (sheet change
→ fiction change) and descriptive (fiction change → update the sheet). Not a benefit
or detriment to anyone — just how Dungeon World works. - Descriptive changes only when the character has clearly gained access — discuss as a
group, no single player decides.
Level Up
- XP sources: exploring, fighting dangerous foes, gathering treasure (awarded at session
end); acting per your alignment moves; resolving a bond and creating a new one;
and immediately on any 6- roll. GMs may add or alter conditions (announced before play). - With safety and a chance to rest, make the Level Up move.
Multiclass Moves
- Multiclass moves let you gain a move from another class, of your level or lower.
- Interdependent starting moves count as one (wizard's cast a spell + spellbook + prepare spells).
- If a borrowed move refers to your level, count levels only from when you first gained a
move of that class.
Requires and Replaces
- Requires: you need the listed move first; you keep both.
- Replaces: you need the listed move first; you lose it and have only the new one
(which usually includes the old one's benefits, improved).
Beyond 10th Level
- At 11th level, choose one: retire to safety (new character; establish your place in
the world), take on an apprentice (play the apprentice alongside your character, who
stops gaining XP), or change entirely to a new class (keep ability scores, Race, HP,
and agreed core moves; lose all other class moves for the new class's starting moves).
Bonds
- Bonds make you a party, not a random assortment — feelings, thoughts, shared history.
Always at least one; a simple statement relating you to another PC. Classes give starting
bonds; play replaces and adds them.
Resolving Bonds
- At session end you may resolve one bond — suggest it, and if the other player agrees,
it's resolved. Resolving marks XP. - A bond is resolved when it no longer describes how you relate: circumstances changed, or
the question it poses has been answered. - Blank bonds can be filled or rewritten anytime (no XP, but more future resolution material).
Writing New Bonds
- Write a new bond whenever you resolve an old one — same character or not.
- Pick another character, something relevant to the last session, a belief tying you
together, and an action you'll take about it. - New bonds work exactly like old ones: use, resolve, replace.
Alignment
- Alignment is your character's moral compass and way of thinking — aspiration, strictures,
or instinct. It guides you when unsure what to do. Detection spells tap the ideal self
beneath. Every sentient creature has one. - Alignments: Good, Lawful, Neutral, Chaotic, Evil.
- Lawful — impose order on the world.
- Chaotic — embrace change, prize freedom.
- Good — put others before themselves.
- Evil — put themselves first at others' expense.
- Neutral — look out for yourself so long as others aren't jeopardized. Most
creatures are Neutral.
- Same-alignment creatures can still conflict — two Good characters may fight over
different views of right.
Changing Alignment
- Change comes gradually toward a decisive moment; when a character's worldview has
fundamentally shifted, choose a new alignment — with a reason you can explain to the table. - You may also switch alignment moves while keeping the same alignment — a shift of
priority, not wholesale thinking.
Alignment Moves
- Lawful: Uphold the letter of the law over the spirit / Fulfill a promise of import /
Bring someone to justice / Choose honor over personal gain / Return treasure to its
rightful owner. - Good: Ignore danger to aid another / Lead others into righteous battle / Give up
powers or riches for the greater good / Reveal a dangerous lie / Show mercy. - Neutral: Make an ally of someone powerful / Defeat a personally important foe /
Learn a secret about an enemy / Uncover a hidden truth. - Chaotic: Reveal corruption / Break an unjust law to benefit another / Defeat a
tyrant / Reveal hypocrisy. - Evil: Take advantage of someone's trust / Cause suffering for its own sake / Destroy
something beautiful / Upset the rightful order / Harm an innocent.
Hirelings
- Hirelings venture along for money, glory, or stranger needs. To characters: help. To
players: a resource and replacement characters waiting in the wings. To the GM: a
human face anywhere in the world. - Hirelings aren't heroes — until promoted, exact HP/armor/damage don't matter. They're
defined by Skill(s), a Cost, and a Loyalty score. - Skill: a special benefit, often class-adjacent (a Tracker fills in for a ranger).
Ranked ~1–10; hirelings generally work for characters of equal or higher level than their
highest skill. Skills don't limit what they can attempt — beyond-skill tasks just fall
to the fiction and the GM. - Cost: no hireling works for free. Unpaid cost (usually per session) → they quit or
turn on you. - Order Hirelings move: hirelings obey non-dangerous, non-degrading, non-stupid orders
while paid. Ordered into danger/degradation/craziness: roll+loyalty. 10+ = they stand
firm. 7–9 = they do it but return with serious demands — meet them or they quit on the
worst terms.
Making a Hireling
- Note name, agreed cost, skills. Starting points by where found: village 2–5, town 4–6,
keep 5–8, city 6–10. Distribute among loyalty, one main skill, zero+ secondary skills.
Starting loyalty above 2 or below 0 is unusual. Pick a cost — done. - Loyalty shifts with play: kindness/bonus = +1 forward; disrespect = -1 forward; unpaid
cost = -1 ongoing until paid; great deeds raise it permanently; failures/beatings lower it.
Costs
- The Thrill of Victory / Money / Uncovered Knowledge / Fame and Glory / Debauchery /
Good Accomplished.
Skills
- Adept — Arcane Assistance: aiding a spell below their skill level boosts range,
duration, or potency (GM describes before casting); negative casting effects hit the
adept first. - Burglar — Experimental Trap Disarming: leading the way, they detect traps almost
in time — they take the full trap, but the party gets +skill against it and adds skill
to armor vs. it. Usually needs immediate healing; can disarm it by end of Make Camp. - Minstrel — A Hero's Welcome: with a minstrel, you're treated as a friend in places
of food, drink, or entertainment, and subtract their skill from all town prices. - Priest — Ministry: Make Camp healing is +skill HP. First Aid: staunching wounds
heals 2×skill HP, but you take -1 forward (painful and distracting). - Protector — Sentry: standing between you and an attack adds their skill to your
armor for it, then their skill drops by 1 until healed/mended. Intervene: helping you
defy danger gives +1 — but a 10+ counts as a 7–9. - Tracker — Track: studying a trail while Making Camp lets them follow it to the
next major change in terrain, travel, or weather. Guide: leading the way, you
automatically succeed on Perilous Journeys shorter (in rations) than their skill. - Warrior — Man-at-arms: aiding your damage adds their skill to it; if the attack
draws consequences, the man-at-arms takes the brunt.
The Adventurer's Life
Dungeons
- A dungeon is any place filled with danger and opportunity — dragon's cave, enemy
camp, sewer, sky castle, the world's foundations. - Dungeons are living places: cleared guards get replaced; everything you kill has
friends somewhere. Don't count on anything. - Prepare for the long haul — rations are your best friend; exits can be blocked, and
lingering gives enemies time to rally and trap. - Watch for traps; the thief is your best friend there. Discern realities works but is
riskier than a skilled thief. Triggered traps may allow defying danger — good traps
strike before you know they've sprung.
Monsters
- Monsters aren't all monstrous — a guy in armor who wants you dead counts, and so
does the noble who stabs you with words. - Fighting is an even bet: your life vs. theirs. Don't fight even — gain advantage first:
find weaknesses, pad your advantages. - Fights trigger hack and slash, defend, volley, defy danger, class moves. A defenseless
enemy isn't in melee — hack and slash won't trigger; you just deal your damage. - Types: humanoids, beasts, constructs, planar monsters, and the undead
(the dead are damn hard to kill again). - Survive with spout lore, discern realities, and knowing your class moves.
Wilderness
- The space between dungeons and civilization — and the line is thinner than you think.
- Road journeys are easy: consume rations, no moves. A perilous journey needs a
trailblazer, a scout, and a quartermaster — with fewer than three people,
something gets neglected, and that's an invitation for trouble.
Friends and Enemies
- Adventurers attract attention — not all positive, especially once laden with treasure.
- Lasting connection comes from doing right by people; coercion gets results but a bad
reputation. Coercion isn't mind control — magic might be, at the cost of their free will. - Track who has your back and who'd stab it — the GM is tracking too, and the worst enemy
is the one you don't know. - Know the settled world: the best blacksmith, the free inns. Station is power apart from
might — killing King Arlon invites his kin, allies, and court.
The World
- The world moves without you: ignore the goblin infestation and someone else deals with
it — or the goblins take the city. - Your choices change the world; changing it requires acting on it — moves, treasure,
exploration. Change feeds XP → levels → new abilities → back out to stir things up.
A cycle of change and growth for both you and the world.
Manual updated Oct 1, 2026.