Dungeon World uses the Powered by the Apocalypse engine. The game uses six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) and a character class model with choices of Bard, Cleric, Fighter, Immolator, Paladin, Ranger, Thief, or Wizard.
Like other Powered by the Apocalypse games, actions in Dungeon World are called moves. When a player character makes a move, the player rolls two six-sided dice and adds the appropriate ability modifier. On a result of 10+ the move succeeds without complication. On a result of 7-9 the move partially succeeds or succeeds with a problem, allowing the GM to make a move of their own. On a result of 6 or less there is trouble (which may or may not mean failure). The character gains an experience point and the GM makes a move. Characters share general moves and gain unique moves from their class.
To represent character relationships and facilitate quick setup, each class lists bonds that show, before the game starts, how the characters see each other, filling one name of one other player character in the blank space of each bond. Example bonds are:
- _______________ owes me their life, whether they admit it or not.
- I have sworn to protect _______________.
- I worry about the ability of _______________ to survive in the dungeon.
- _______________ is soft, but I will make them hard like me.
The full rules for Dungeon World were released in a Dungeon World SRD.[3]