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.