About the game
Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
Basically you run around dungeons and try to get to the end of each, there are 25. At the end there is a big boss and you have to kill him, then bring his heart back up. Each time you die, the dungeon order, items, and enemies are reset to a randomized thing. When you die, you restart, no loading back, so be careful. Kind of like a more limited Adventure Mode in Dwarf Fortress. There's very oddly named items and enemies and stuff, "The death tome of nothing" "Sword of silver valor".
TL;DR Fun as hell
Imurges

ASCIIIIIIIIIIIIIIIIIIIII (this isn't the current version)

Inventories broski

Starting anew!
Download's bro
Go play now and win the game, bro's.