Player's Handbook · Chapter 1

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.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.