--- title: "Movement threat rolls in Dungeoneer" subtitle: "Yes you add Movement as a bonus" author: "Seth Kenlon" publish_date: 2026-09-12 00:01 date: 2026-09-12 00:01 hero_classes: text-light title-h1h2 overlay-dark-gradient hero-large parallax hero_image: vault-of-the-fiends-1600x800.webp show_sidebar: true show_breadcrumbs: true show_pagination: true taxonomy: category: gaming tag: [ gaming, dungeon, tip ] --- When I started playing **Dungeoneer** back in 2014, I _correctly_ assumed that you were meant to add your Movement attribute to Movement Threat checks. I made this assumption because you added your other 2 attributes (Melee and Magic) to checks related to them. This blog post exists exclusively to reinforce the correctness of that assumption. I know this seems like a non-story, but I keep doubting myself on the rule. Every time I sit down to play a **Dungeoneer** campaign, which is about twice a year, I fool myself into thinking that the Movement bonus is too good. What other attributes do you get a full +2 at level 1? Well actually it does happen, but nevertheless I always have my doubts. Then I go and look at the rules, and I can't find anything confirming or refuting it, and so I just keep playing, sometimes adding it and sometimes not adding it. ## Proof of ruling I was playing [Vault of the Fiends](https://mixedsignals.ml/games/blog/game_review-dungeoneer-vault-of-the-fiends) recently and I came across the **Dimensional Shift** card. It is a Trap card with a Movement Threat requiring 7+ on a d6. A Dungeoneer card depicting a Movement threat requiring a 7+ on a D6 It is not possible to roll a 7 on a 6-sided die. The only way to beat this Trap card is to roll a d6 and add a modifier, and as usual the modifier is indicated by standard iconography for Movement. ## Solution Let there be no further doubt. You do indeed add your Movement attribute to Movement Threats in **Dungeoneer**

Photos Creative Commons cc0, but all photos contain products and artwork copyright by Atlas Games and Thomas Denmark.