How a turn works in Master of Dungeon
Master of Dungeon is a free AI text RPG for iOS and Android. An AI Dungeon Master narrates the story, you choose an action or type your own, and dice and skills decide the outcome. This page walks through one turn and shows what a short stretch of play looks like.
Last updated: 2026-10-09
A short stretch of play
Illustrative example, not a recorded session
- Dungeon Master
The innkeeper leans closer. "Something is moving beneath the floorboards. Will you help?" Behind the bar, a trapdoor is chained shut.
- You
I kneel by the trapdoor and listen before touching the chain.
- Rules
Perception check: d20 roll 12 + skill 3 = 15 against difficulty 12. Success.
- Dungeon Master
Under the scrape of claws you hear a slow, wet breathing. Whatever is down there is large, and it is waiting. The innkeeper offers you a lantern and a rusted key.
- You
Take the lantern and the key, and ask him how long the chain has been on.
- Dungeon Master
"Three nights," he says, not meeting your eyes. "Since my brother went down." The key turns; the chain falls away. What do you do?
One turn, three parts
Every turn follows the same loop. First the AI Dungeon Master describes the scene: where you are, who is there, what just changed. Then you decide. The game offers several suggested actions you can tap, and a text field where you can describe anything else. Finally the rules resolve your action and the Dungeon Master narrates the consequence, which becomes the start of the next scene.
- Scene: the Dungeon Master sets the stakes.
- Decision: tap a suggestion or type your own action.
- Consequence: rules resolve it, the story moves on.
Dice and skills
When an action could fail, the game makes a check: your hero's relevant skill plus a dice roll against a difficulty the Dungeon Master sets for the situation. A strong hero attempts harder things; a weak roll can still go wrong. The Dungeon Master narrates both success and failure, and failure changes the story rather than ending it.
Combat
Combat is turn-based. On your turn you pick an attack, a skill or an item; enemies have their own moves and the dice decide hits and damage. Preparation matters: equipment, learned abilities and what you did before the fight all change your odds.
Your hero between adventures
Experience, skills and equipment stay with your hero after an adventure ends. Each new adventure starts with the hero you have built, and non-player characters can remember what you did earlier.
Playing with friends
A co-op session puts up to four players in one adventure. The host invites friends with a link. Each round every hero picks an action and the Dungeon Master resolves them together, so the party does not need to be online at the same time. In a fight each hero has their own move.