One player is the maze master and draws a dungeon on a sheet of paper. Hex or grid paper is excellent for this.
Indicate start and finish.
Players take turns moving.
Moving requires a player to balance their highlighter tip down then while pushing down flick it forward. If the pen mark hits a wall an encounter occurs. All players whose last pen mark can draw a direct line to the interception can fight in this encounter.
Roll a D6. This many opponents are encountered.
All players roll as many dice as they have to attack and are successful if they roll over the target. Each success defeats an opponent. 1 die is removed from each player for surviving opponents.
Abilities cost 1 dice to use
Play proceeds until the players lose all their dice or their pen mark reaches the finish.
Fighter
Yellow highlighter.
6 dice. Target roll 2+
Ability: Sacrifice a die to reroll
Paladin
Blue highlighter
6 dice. Target roll 3+
Ability: Sacrifice a die to return 1 die to all teammates this turn
Magician
Pink highlighter
6 dice. Target roll 4+
Ability: Sacrifice a die to fireball (remove from play) 1d6 enemies.
Used to play this game with classmates back in the 70’s. It would look great with a couple of diagrams.