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Dungeon!

Dungeon! is an adventure board game designed by David R. Megarry and first released by TSR, Inc. in 1975. Additional contributions through multiple editions were made by Gary Gygax, Steve Winter, Jeff Grubb, Chris Dupuis and Michael Gray.[3] Dungeon! simulates some aspects of the Dungeons & Dragons (D&D) role-playing game, which was released in 1974, although Megarry had a prototype of Dungeon! ready as early as 1972.[4]

Dungeon!
Original 1975 box cover
Other namesThe New Dungeon! (1989)
Classic Dungeon! (1992)
DesignersDavid R. Megarry[1]
PublishersTSR, Inc. (1975—1999)
Wizards of the Coast (2012—present)
GenresAdventure
Players1 to 8[2] or 12
Setup time10 minutes
Playing time90 minutes[2]
ChanceDice rolling
Website

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.[1]

Original edition edit

David M. Ewalt, in his book Of Dice and Men, described Megarry's original edition of the game as "a Blackmoor-inspired board game that represented TSR's most ambitious production to date: a color game map, customized cards, tokens, dice, and a rules booklet all packaged in an attractive box".[5]

Artwork and game pieces edit

 
Dave Megarry leading a session of Dungeon! at Gary Con, using the original published edition

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). 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.[citation needed] The 1992 'Classic Dungeon' had the same six classes.[6] As there were multiple playing pieces, custom game variations could be set up with more than one of a given character class (using an arbitrarily-colored piece), but ordinarily a game involved players selecting different classes. In the 2012 version of the game, released under the Dungeons & Dragons brand name, the heroes are Rogue, Cleric, Fighter, and Wizard,[1] allowing for up to 8 players.[2]

  • Original (1975): Elf, Hero, Superhero, Wizard
  • New Dungeon (1989): Warrior, Elf, Dwarf, Wizard, Paladin, Thief
  • Classic Dungeon (1992): Warrior, Elf, Dwarf, Wizard, Paladin, Thief[6]
  • Dungeon! (2012): Rogue, Cleric, Fighter, Wizard[1] (Male and Female of each)
  • Dungeon! (2014): Rogue, Cleric, Fighter, Wizard (Male and Female of each)

Gameplay edit

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 after losing a 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, sometimes required to retreat, drop a treasure, and lose a turn.

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.

Dungeon levels edit

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.[7] 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.

Character classes edit

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.

House rules edit

Some players created their own character classes, such as Ultraheroes, Elf Wizards, and Spellwarriors. TSR also printed some official variant rules in the Strategic Review and Dragon magazine, giving extra cards and new character classes.

Later editions edit

Rules containing new monsters and character classes were published in 1976. Revised editions of Dungeon! were published in 1980, 1981, 1989 and 1992. 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.

Wizards of the Coast editions edit

The 2012 Edition of Dungeon! was released by Wizards of the Coast on October 16, 2012[7] under the Dungeons & Dragons brand.[1] The game board and basic rules were returned to the original rule set. The new game features a change in the classes of the heroes. The heroes are Rogue, Cleric, Fighter, and Wizard.[1]

The 2014 Edition ("Fifth Edition") of Dungeon! was released by Wizards of the Coast on June 24, 2014.[8] The rules are unchanged from previous editions, but all of the art has been re-done in a more cartoony style.

Computer version edit

In 1982, the game was adapted as Dungeon! for the Apple II.[9]: 29 

The Apple II version of Dungeon! was well received, gaining a Certificate of Merit in the category of "1984 Best Multi-Player Video Game/Computer Game" at the 5th annual Arkie Awards.[9]: 29 

Reception edit

Fred Hemmings reviewed Dungeon! for White Dwarf #4, giving it an overall rating of 8 out of 10, and stated that "Even if you play D&D it is still worth having a game or two of Dungeon. You may argue that Green Slime is not as deadly as it is portrayed but a little thing like that shouldn't spoil your fun. If on the other hand D&D is not your cup of tea (or coffee), don't let the connections put you off, this is a game in its own right and a good one."[10]

Forrest Johnson reviewed the 2nd edition of Dungeon! in The Space Gamer No. 38.[11] Johnson commented that "Whoever decided to make this simple game even simpler should have his brains impounded before he does more damage. [...] Recommended to rank beginners and the hopelessly drunk."[11]

In the August 1989 edition of Games International (Issue 8), James Wallis reviewed the 1989 edition, retitled The New Dungeon! Game and noted that the components "are of a high quality" and "gameplay is straightforward." He gave the game an average rating of 3 out of 5, saying, "the game relies too much on rolls of the dice or the turn of a card, but this does not detract from its 'fun' potential."[12]

In the 1980 book The Complete Book of Wargames, game designer Jon Freeman called this "a fine introduction to role-playing games, understandable by almost anyone, and helpful preparation for the far more complicated [role-playing games]." Freeman did find issues with the rules, pointing out that without the "Ambush" rules, there was no player interaction at all, but with them, "player interaction takes over the game completely, and no one ever gets anywhere." He also found issues with the balance of the various characters, finding some of them much more powerful than others. Freeman concluded by giving the game an Overall Evaluation of "Fair to Good."[13]

Dungeon! was chosen chosen for inclusion in the 2010 book Family Games: The 100 Best. Game designer Robert J. Schwalb explained, "In all, Dungeon! provides a strong foundation for playing D&D and is, more importantly, a lot of fun in its own right."[14]: 91 

David M. Ewalt of Forbes commented on the 2012 edition of Dungeon!: "for just $20, the new Dungeon! is a great buy — a classic game reborn in an affordable, attractive package".[1] William Niebling of ICv2 gave it 2 out of 5 while this version met his nostalgia fix, Wizards made no effort to fix any issues and added a new problem.[2] Both Niebling and Ewalt found that the change in the cards size to be larger than the rooms forcing the use of place-holder markers to indicate were the monsters were located was a problem.[1][2]

DieHard GameFan said that "this is definitely a game any fantasy fan should be on the lookout for – especially if you played one of the earlier editions as a child. Nostalgia abounds here."[15]

In a retrospective review of Dungeon! in Black Gate, Andrew Zimmerman Jones said "If you just want to go, kill some stuff, and get some treasure, without worrying about a ton of elaborate rules, this is the game for you. If you're looking for more than that – including some cool miniatures – then this isn't the game for you."[16] In another review in Black Gate, James Maliszewski said "I'm not sure I can truly sum up the vistas that Dungeon! opened up for us. Prior to that Christmas break, 'fantasy' was the realm of fairy tales and King Arthur's knights. There were monsters and there was magic, yes, but they were both of a narrow and limited variety. And, as I said, a dungeon was a place where a beautiful damsel or an unlucky hero might be held for a time, not a place one voluntarily entered seeking gold and glory. Now, nearly 35 years later, it's hard not to think of these things when I think of fantasy. How many other board games have so thoroughly changed a person's view of the world?"[17] In another review in Black Gate, Bob Byrne said "Dungeon! is the ancestor of all dungeon crawler board games. Descent!, Runebound, the Dungeons and Dragons Adventure Board Game line, Talisman, Dungeonquest, and Star Wars: Imperial Assault: these all find their roots in Dungeon! TSR had a major innovation in not one, but two areas of the gaming industry in 1974-1975."[18]

Other reviews edit

References edit

  1. ^ a b c d e f g h Ewalt, David M. (October 31, 2012). "Dungeon! Fantasy Board Game - Review". Forbes. Retrieved September 27, 2018.
  2. ^ a b c d e Niebling, William (November 15, 2012). "Review: 'Dungeon!' (Board Game)". ICv2. Retrieved September 27, 2018.
  3. ^ . Wizards of the Coast. Archived from the original on 2008-09-24. Retrieved 2005-08-20.
  4. ^ Paterson, Jon (2012). Playing at the World: A History of Simulating Wars, People and Fantastic Adventures from Chess to Role Playing Games. San Diego: Unreason Press. p. 185. ISBN 978-0615642048.
  5. ^ Ewalt, David M. (2013). Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It. Scribner. p. 99. ISBN 978-1-4516-4052-6.
  6. ^ a b "Review: The Classic Dungeon". Critical Hits. May 9, 2008.
  7. ^ a b Banks, Dave (October 5, 2012). "Explore an Exclusive Unboxing of Dungeon!". Wired. Retrieved September 27, 2018.
  8. ^ . Wizards of the Coast. 24 June 2014. Archived from the original on June 27, 2014.
  9. ^ a b Kunkel, Bill; Katz, Arnie (February 1984). "Arcade Alley: The 1984 Arcade Awards, Part II". Video. Reese Communications. 7 (11): 28–29. ISSN 0147-8907.
  10. ^ Hemmings, Fred (December 1977 – January 1978). "Open Box". White Dwarf. No. 4. Games Workshop. pp. 13–14.
  11. ^ a b Johnson, Forrest (April 1981). "Capsule Reviews". The Space Gamer. Steve Jackson Games (38): 30.
  12. ^ Wallis, James (August 1989). "General Games". Games International. No. 8. p. 6.
  13. ^ Freeman, Jon (1980). The Complete Book of Wargames. New York: Simon & Schuster. pp. 234–235.
  14. ^ Schwalb, Robert J. (2010). "Dungeon!". In Lowder, James (ed.). Family Games: The 100 Best. Green Ronin. pp. 89–93. ISBN 978-1934547212.
  15. ^ Lucard, Alexander (December 20, 2012). "Tabletop Review: Dungeon! (Dungeons & Dragons)". -diehardgamefan.com.
  16. ^ https://www.blackgate.com/2013/02/09/dungeongame/
  17. ^ https://www.blackgate.com/2013/12/03/christmas-in-the-dungeon/
  18. ^ "The Public Life of Sherlock Holmes: Dungeon! – A New Kind of Board Game – Black Gate".
  19. ^ "Games and Puzzles Summer 1980: Iss 77". A H C Publications. 1980.
  20. ^ https://archive.org/details/playboywinnersgu00free/page/278/mode/2up

External links edit

  • Dungeon! at BoardGameGeek
  • YouTube: 40 years of Dungeon!
  • YouTube: How to play Dungeon! with Ross Maker

dungeon, other, uses, dungeon, disambiguation, this, article, about, boardgame, places, imprisonment, dungeon, adventure, board, game, designed, david, megarry, first, released, 1975, additional, contributions, through, multiple, editions, were, made, gary, gy. For other uses see Dungeon disambiguation This article is about boardgame For places of imprisonment see Dungeon Dungeon is an adventure board game designed by David R Megarry and first released by TSR Inc in 1975 Additional contributions through multiple editions were made by Gary Gygax Steve Winter Jeff Grubb Chris Dupuis and Michael Gray 3 Dungeon simulates some aspects of the Dungeons amp Dragons D amp D role playing game which was released in 1974 although Megarry had a prototype of Dungeon ready as early as 1972 4 Dungeon Original 1975 box coverOther namesThe New Dungeon 1989 Classic Dungeon 1992 DesignersDavid R Megarry 1 PublishersTSR Inc 1975 1999 Wizards of the Coast 2012 present GenresAdventurePlayers1 to 8 2 or 12Setup time10 minutesPlaying time90 minutes 2 ChanceDice rollingWebsite 1 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 1 Contents 1 Original edition 1 1 Artwork and game pieces 1 2 Gameplay 1 3 Dungeon levels 1 4 Character classes 1 5 House rules 2 Later editions 2 1 Wizards of the Coast editions 3 Computer version 4 Reception 5 Other reviews 6 References 7 External linksOriginal edition editDavid M Ewalt in his book Of Dice and Men described Megarry s original edition of the game as a Blackmoor inspired board game that represented TSR s most ambitious production to date a color game map customized cards tokens dice and a rules booklet all packaged in an attractive box 5 Artwork and game pieces edit nbsp Dave Megarry leading a session of Dungeon at Gary Con using the original published editionThe 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 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 citation needed The 1992 Classic Dungeon had the same six classes 6 As there were multiple playing pieces custom game variations could be set up with more than one of a given character class using an arbitrarily colored piece but ordinarily a game involved players selecting different classes In the 2012 version of the game released under the Dungeons amp Dragons brand name the heroes are Rogue Cleric Fighter and Wizard 1 allowing for up to 8 players 2 Original 1975 Elf Hero Superhero Wizard New Dungeon 1989 Warrior Elf Dwarf Wizard Paladin Thief Classic Dungeon 1992 Warrior Elf Dwarf Wizard Paladin Thief 6 Dungeon 2012 Rogue Cleric Fighter Wizard 1 Male and Female of each Dungeon 2014 Rogue Cleric Fighter Wizard Male and Female of each Gameplay edit 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 after losing a 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 sometimes required to retreat drop a treasure and lose a turn 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 Dungeon levels edit 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 7 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 Character classes edit 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 House rules edit Some players created their own character classes such as Ultraheroes Elf Wizards and Spellwarriors TSR also printed some official variant rules in the Strategic Review and Dragon magazine giving extra cards and new character classes Later editions editRules containing new monsters and character classes were published in 1976 Revised editions of Dungeon were published in 1980 1981 1989 and 1992 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 amp 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 Wizards of the Coast editions edit The 2012 Edition of Dungeon was released by Wizards of the Coast on October 16 2012 7 under the Dungeons amp Dragons brand 1 The game board and basic rules were returned to the original rule set The new game features a change in the classes of the heroes The heroes are Rogue Cleric Fighter and Wizard 1 The 2014 Edition Fifth Edition of Dungeon was released by Wizards of the Coast on June 24 2014 8 The rules are unchanged from previous editions but all of the art has been re done in a more cartoony style Computer version editMain article Dungeon video game In 1982 the game was adapted as Dungeon for the Apple II 9 29 The Apple II version of Dungeon was well received gaining a Certificate of Merit in the category of 1984 Best Multi Player Video Game Computer Game at the 5th annual Arkie Awards 9 29 Reception editFred Hemmings reviewed Dungeon for White Dwarf 4 giving it an overall rating of 8 out of 10 and stated that Even if you play D amp D it is still worth having a game or two of Dungeon You may argue that Green Slime is not as deadly as it is portrayed but a little thing like that shouldn t spoil your fun If on the other hand D amp D is not your cup of tea or coffee don t let the connections put you off this is a game in its own right and a good one 10 Forrest Johnson reviewed the 2nd edition of Dungeon in The Space Gamer No 38 11 Johnson commented that Whoever decided to make this simple game even simpler should have his brains impounded before he does more damage Recommended to rank beginners and the hopelessly drunk 11 In the August 1989 edition of Games International Issue 8 James Wallis reviewed the 1989 edition retitled The New Dungeon Game and noted that the components are of a high quality and gameplay is straightforward He gave the game an average rating of 3 out of 5 saying the game relies too much on rolls of the dice or the turn of a card but this does not detract from its fun potential 12 In the 1980 book The Complete Book of Wargames game designer Jon Freeman called this a fine introduction to role playing games understandable by almost anyone and helpful preparation for the far more complicated role playing games Freeman did find issues with the rules pointing out that without the Ambush rules there was no player interaction at all but with them player interaction takes over the game completely and no one ever gets anywhere He also found issues with the balance of the various characters finding some of them much more powerful than others Freeman concluded by giving the game an Overall Evaluation of Fair to Good 13 Dungeon was chosen chosen for inclusion in the 2010 book Family Games The 100 Best Game designer Robert J Schwalb explained In all Dungeon provides a strong foundation for playing D amp D and is more importantly a lot of fun in its own right 14 91 David M Ewalt of Forbes commented on the 2012 edition of Dungeon for just 20 the new Dungeon is a great buy a classic game reborn in an affordable attractive package 1 William Niebling of ICv2 gave it 2 out of 5 while this version met his nostalgia fix Wizards made no effort to fix any issues and added a new problem 2 Both Niebling and Ewalt found that the change in the cards size to be larger than the rooms forcing the use of place holder markers to indicate were the monsters were located was a problem 1 2 DieHard GameFan said that this is definitely a game any fantasy fan should be on the lookout for especially if you played one of the earlier editions as a child Nostalgia abounds here 15 In a retrospective review of Dungeon in Black Gate Andrew Zimmerman Jones said If you just want to go kill some stuff and get some treasure without worrying about a ton of elaborate rules this is the game for you If you re looking for more than that including some cool miniatures then this isn t the game for you 16 In another review in Black Gate James Maliszewski said I m not sure I can truly sum up the vistas that Dungeon opened up for us Prior to that Christmas break fantasy was the realm of fairy tales and King Arthur s knights There were monsters and there was magic yes but they were both of a narrow and limited variety And as I said a dungeon was a place where a beautiful damsel or an unlucky hero might be held for a time not a place one voluntarily entered seeking gold and glory Now nearly 35 years later it s hard not to think of these things when I think of fantasy How many other board games have so thoroughly changed a person s view of the world 17 In another review in Black Gate Bob Byrne said Dungeon is the ancestor of all dungeon crawler board games Descent Runebound the Dungeons and Dragons Adventure Board Game line Talisman Dungeonquest and Star Wars Imperial Assault these all find their roots in Dungeon TSR had a major innovation in not one but two areas of the gaming industry in 1974 1975 18 Other reviews editShadis 33 1996 Games and Puzzles 19 The Playboy Winner s Guide to Board Games 20 References edit a b c d e f g h Ewalt David M October 31 2012 Dungeon Fantasy Board Game Review Forbes Retrieved September 27 2018 a b c d e Niebling William November 15 2012 Review Dungeon Board Game ICv2 Retrieved September 27 2018 The History of TSR Wizards of the Coast Archived from the original on 2008 09 24 Retrieved 2005 08 20 Paterson Jon 2012 Playing at the World A History of Simulating Wars People and Fantastic Adventures from Chess to Role Playing Games San Diego Unreason Press p 185 ISBN 978 0615642048 Ewalt David M 2013 Of Dice and Men The Story of Dungeons amp Dragons and the People Who Play It Scribner p 99 ISBN 978 1 4516 4052 6 a b Review The Classic Dungeon Critical Hits May 9 2008 a b Banks Dave October 5 2012 Explore an Exclusive Unboxing of Dungeon Wired Retrieved September 27 2018 Dungeon Board Game Wizards of the Coast 24 June 2014 Archived from the original on June 27 2014 a b Kunkel Bill Katz Arnie February 1984 Arcade Alley The 1984 Arcade Awards Part II Video Reese Communications 7 11 28 29 ISSN 0147 8907 Hemmings Fred December 1977 January 1978 Open Box White Dwarf No 4 Games Workshop pp 13 14 a b Johnson Forrest April 1981 Capsule Reviews The Space Gamer Steve Jackson Games 38 30 Wallis James August 1989 General Games Games International No 8 p 6 Freeman Jon 1980 The Complete Book of Wargames New York Simon amp Schuster pp 234 235 Schwalb Robert J 2010 Dungeon In Lowder James ed Family Games The 100 Best Green Ronin pp 89 93 ISBN 978 1934547212 Lucard Alexander December 20 2012 Tabletop Review Dungeon Dungeons amp Dragons diehardgamefan com https www blackgate com 2013 02 09 dungeongame https www blackgate com 2013 12 03 christmas in the dungeon The Public Life of Sherlock Holmes Dungeon A New Kind of Board Game Black Gate Games and Puzzles Summer 1980 Iss 77 A H C Publications 1980 https archive org details playboywinnersgu00free page 278 mode 2upExternal links editDungeon at BoardGameGeek YouTube 40 years of Dungeon YouTube How to play Dungeon with Ross Maker Retrieved from https en wikipedia org w index php title Dungeon amp oldid 1179170119, wikipedia, wiki, book, books, library,

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