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Dungeon!
From Wikipedia, the free encyclopedia
Dungeon! is a 1975 adventure board game designed by David R. Megarry, Gary Gygax, Michael Gray, Steve Winter and S. Schwab, published by TSR, Inc.[1] Dungeon! simulates some aspects of the Dungeons & Dragons (D&D) role-playing game which was released the year before, although Dungeon! was already in development when D&D was released.
Dungeon! features a map of a simple six-level dungeon
with hallways, rooms and chambers. Players move around the board
seeking to defeat monsters and claim treasure. Greater treasures are
located in deeper levels of the dungeon, along with tougher monsters.
Players choose different character classes
with different abilities. The object of the game is to be the first to
return to the beginning chamber with a set value of treasure.
[edit] Original edition
[edit] Artwork and game pieces
The original edition of the game featured the rulebook, a folding vinyl cloth gameboard, four colors of Parcheesi-style playing pieces (white, blue, red, and green), a pair of six-sided dice,
and an assortment of color-coded monster and treasure cards for the six
levels of the dungeon. The artwork on the face of the cards was in
black and white, while the backs were colored by level: gold for first,
orange for second, red for third, magenta for fourth, green for fifth,
and blue for the sixth level. The original (1975) game featured four character classes :the Elf, Hero, Superhero, and Wizard (the hero and superhero are warriors, with the superhero being more powerful).[2]
These were ordinarily represented by the green, blue, red, and white
pieces respectively. The 1989 'New Dungeon' had six classes: the Warrior, Elf, Dwarf, Wizard, Paladin and Thief.[3] The 1992 'Classic Dungeon' had the same six classes.[4]
As there were multiple playing pieces, custom game variations could be
setup with more than one of a given character class (using an
arbitrarily-colored piece), but ordinarily a game involved players
selecting different classes.
[edit] Gameplay
In the original edition, the monster and treasure cards were quite
small, approximately 1.375 inches by 1 inch. At the start of the game,
these would be randomized and placed face down to fill all the dungeon
rooms, treasures being placed first, then monsters overtop. Additional
monster cards were then placed in chambers, which were larger rooms at
key intersections throughout the board. These monsters were placed
three to a chamber, with only the top monster in the stack encountered
when attempting to pass through a chamber.
Monster cards listed the minimum number totaled from two dice that
had to be rolled in order to defeat the monster. If a player's roll to
defeat a monster was lower than the required number, a second roll was
made to see what happened to the player. The result of a player losing
a battle could be any of the following:
- The battle might end in a standoff, with the player staying in the room unhurt.
- The player might be forced to retreat, losing one or two treasures in the process.
- The player might be forced to retreat and lose a turn.
- The player might be seriously wounded, losing all treasure and being placed back at the starting space.
- In dire cases, the player could be killed, losing all treasure.
If a player's initial attack failed, then death from the resulting
monster attack had only a 1 in 36 chance, occurring only on a die roll
of 2 (on two 6-sided dice). If a player died, he or she could start a
new character at the starting space on the next turn. If, after a
battle, a player remained alive but was unsuccessful in defeating the
monster, he or she could return to attempt to defeat the same monster,
usually on the next turn if not seriously wounded.
Once a monster was defeated, any treasure card under the monster
card became the possession of the victorious player. Treasure cards
listed a gold piece value, and ranged from a 250 gold piece value Bag of Gold in the first level to the 10,000 gold piece value Huge Diamond deep in the sixth level. Some treasures, such as magic swords and crystal balls,
altered gameplay; swords added to a player's hand-to-hand combat rolls,
while crystal balls permitted players to forego a turn of movement and
spend the turn looking at monster and treasure cards in a room without
entering the room. These had the lowest gold piece value for treasures
on a given level of the dungeon.
[edit] Dungeon levels
The six levels of the dungeon offered a range of difficulty in
monsters corresponding with the range of value in treasure. First level
monsters were generally the weakest, while sixth level monsters were
generally the most powerful. A small number of monster cards were not
monsters, but traps that either opened a slide that dropped the
character encountering them into a chamber one level deeper, or held
the character in a cage for a number of turns.
[edit] Character classes
Each class had particular advantages
- The Hero was the basic "average" class. To win the game, the Hero would need to collect only 10,000 gold pieces (GP).
- The Elf had twice the probability of others to pass through
secret doors, marked by dotted outlines in the dungeon (1 through 4 on
a roll of one six-sided die, whereas all others required rolling a 1 or
2.) To win the game, the Elf would need to collect only 10,000 gold
pieces (GP).
- The Superhero was the toughest hand-to-hand fighter in the dungeon. Superheroes had to acquire 20,000 GP.
- The Wizard had magic spells, permitting the launch of
fireball or lightning bolt attacks into rooms without entering
hand-to-hand combat, and teleport spells to move quickly through the
dungeon from one chamber to another. Wizards had to acquire 30,000 GP.
The amount of treasure required to win the game varied by character
class- theoretically, this evened out the odds of winning the game, and
allowed the less powerful characters to stick to the upper levels of
the dungeon.
Although the Hero arguably had no advantages, given the weighted
treasure requisites to win the game, the Hero packed the most punch for
a character class requiring the least amount of treasure to win, being
slightly tougher against most monsters than the Elf.
The Elf and Hero were best suited to the 1st and 2nd levels, but
could occasionally venture to the 3rd level to get larger treasures.
The Superhero was best suited to the 4th level, while Wizards needed to
go to the 6th level to get enough treasure to accumulate the 30,000 GP
they needed to win. The 5th level was rarely visited due to a
combination of hard-to-access rooms and monsters that were difficult
for an Elf, Hero or Superhero to defeat and smaller treasures than the
6th level monsters that Wizards could kill.
[edit] House rules
Several house rules became common among 1st edition Dungeon! players.
- Some players created their own character classes, such as
Ultraheroes, Dwarves, and Spellwarriors. TSR also printed some official
variant rules in the Strategic Review and Dragon magazine, giving extra cards and new character classes.[5]
- The 1st edition rules stated that each player could move his
character as many as five spaces every turn, and players ordinarily cut
this short only to enter a room. To make travel through the dungeon
less predictable, many players would change this rule and substitute a
single random die roll each turn to determine movement. In some cases,
a die roll plus 2 was used as a basis for randomizing dungeon progress,
speeding up the game while allowing a chance element in movement. In
other cases, a die roll of 1 or 2 meant move 4 spaces, a roll of 3 or 4
meant move 5 spaces, and a roll of 5 or 6 meant move 6 spaces.
- Still other Dungeon! players simply ended the game when a
player could verify that he had enough treasure, although sometimes the
footrace back to the starting point between two characters with enough
treasure decided the game's outcome.
- Other house variations of the game included "clearing the dungeon,"
a marathon version of the game that could be played to see who ended up
with the largest proportionate share of treasure, using the winning
requisites to determine the ratio. A solo player could also play "clear
the dungeon," and the task could be daunting; with 80 room monsters
plus several chamber monsters to fight, the odds of losing a battle
somewhere and rolling snake eyes wasn't so remote. Because the Wizard
faced significantly less danger to life and limb casting spells, the
solo version of "clear the dungeon" ordinarily did not allow the Wizard
to renew spells at the starting point. This, however, made clearing the
dungeon with a Wizard extremely difficult, as many monsters on the
deeper levels required a roll of 12 for a Wizard not using a spell.
- Some house rules state that if a player is killed by a monster, it is the end of the game for that player.
[edit] Later editions
Numerous revised editions of Dungeon! have been published.
The original game had the versatility of a playing surface that could
roll as well as fold and the advantage that the small monster and
treasure cards could be easily laid out within the rooms depicted on
the board. The constant throughout all the editions of Dungeon! was a quick simplified essence of the more complex Dungeons & Dragons environment.
Later editions also included rules for additional classes, each with
unique advantages or rules and requiring different amounts of treasure
to win the game.
Editions were also published in other countries including versions by Altenburger und Stralsunder Spielkarten-Fabriken playing card company in Germany and Jedko Games
in Australia. The Jedko Games version closely resembled the original US
edition but with a light cardboard map playing board instead of the
cloth-vinyl one.
[edit] References