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Dungeon!» Forums » General

Subject: Rules differences between seven different versions rss

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GodRob
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I finally gave in to the urge to compare all of the different rules versions that I have.

Versions:
1975 Introductory Rules pdf found Here.
1980 Rules found Here (missing Introductory rules)
1981 Rules pdf found Here
1989 New Dungeon Rules pdf found Here
1992 Classic Dungeon Rules (no link)
2012 Rules pdf found through the Weblinks section.
2014 Rules (new version not posted on Wizards website)

Stacking

1975, 1980, 1981, 2012, 2014 Only one pawn per space, except in Chambers
1989, 1992 Any number of players may occupy any space.

Finding Secret Doors:

1975, 1980, 1981 Find on 1-2,with Elves finding on 1-4
1989, 1992 Find on 1-2 (including thieves), 1-3 for Dwarves (and Halfling and Gnome from expansion), or 1-4 for Elves.
2012, 2014 Find on 5-6, with Rogues finding on 3-6

Moving Through Secret Doors

1975, 1980, 1989, 1992, 2012, 2014 Can move through the secret door on the turn you find it, even if in the middle of your move
1981 Must wait until the following turn to move through a secret door when you find it, even if you haven’t moved yet this turn.

Automatic Finding of Secret Doors

1975, 1980, 1981, 2012, 2014 You must successfully roll to find a secret door, no many how many attempts it takes.
1989, 1992 Automatically find a Secret Door after three failed attempts. Can also find a Secret Door if another player uses the door while you are adjacent (often possible because players can share spaces in these versions)

Remembering Secret Doors

1975, 1980, 1981, 2012, 2014 Remember secret doors for the rest of the game
1989, 1992 Forget secret doors as soon as you move away from it.

Undefeated Monsters

1975, 1980, 1981 If the undefeated Monster does not have a treasure dropped by an adventurer, remove it.
1989, 1992, 2012, 2014 Undefeated Monster stays regardless.

Cage Trap Treasure

1975, 1980, 1981, 1989, 1992 Gain a Treasure after you’ve lost all of the required turns (unless in a Chamber)
2012, 2014 Gain a Treasure as soon as you set off the trap (unless in a Chamber).

Chambers

1975, 1980, 1989, 1992, 2012, 2014 Only one monster at a time, cleared after three monsters are killed
1981 Chambers can never be cleared. Always fight a monster upon entering any chamber except Start. May have more than one monster per chamber as multiple players will fight their own monster.

Wizard Starting Spells

1975 Don’t know
1980, 2012, 2014 Starts with 6 + 1d6 Spells
1981 Starts with 10 Spells
1989, 1992 Starts with 6 Spells

Wizard Casting Spells
1975 Don't know

1980, 2012, 2014 Wizard may not cast a spell in the same room/chamber as a monster, they must be outside of the room/chamber.

1981, 1989, 1992 Wizard may be in the same room/chamber as the monster or outside of the room/chamber. If the spell fails and they are in the same room/chamber the monster will be able to retaliate.

Wizard Regaining Spells
1975 Don’t know
1980, 2012 Spend entire turn on the Start chamber to regain 1 spell
1981 Can’t regain spells.
1989, 1992 End turn on Start chamber to regain all spells. No turns lost. Optional: May also regain all spells in a cleared Level 5 Chamber.
2014 Spend entire turn on the Start chamber to regain 1d6 spells.

Wizards gaining Magic Swords
1975 don’t know
1980 A Wizard drawing a Magic Sword draws another card and shuffles the sword back into the treasure deck.
1981, 1989, 1992, 2012, 2014 A Wizard drawing a Magic Sword keeps it but cannot use it

Monster Combat Tables
1975, 1980
7,11 No effect
6, 8 Retreat one space, drop 1 treasure
4, 5, 9, 10 Retreate one space, drop 1 treasure, lose 1 turn
3, 12 Wounded: Drop all treasures, return to start, lose 1 turn
2 Killed, Drop all treasures, start over

1981, 1989 basic game, 1992 basic game
9-12 Missed
7-8 Drop 1 Treasure
4-6 Drop 1 treasure, retreat 1 space, lose 1 turn
3 Drop half your treasure, return to start
2 Killed, Drop all treasures, start over

1989 expert game, 1992 expert game
Wounds introduced. If you get wounded twice you are killed. You can be healed by returning to the Main Staircase or ending in the same space as a Paladin. Optional: Ending a turn in a Level 3 Chamber will heal you. Expansion: Clerics can heal you.
9-12 Missed
7-8 Drop 1 Treasure
4-6 Drop 1 Treasure, retreat 1 space and become Wounded.
3 Dop half your treasure, retreat 1 space and become Wounded.
2 Killed, Drop all treasures, start over

2012, 2014
2-5 Miss
6-7 Drop 1 random treasure
8-10 Drop 1 random treasure, retreat 1 space and lose 1 turn
11 Drop half your treasures (random) and return to start.
12 Killed, Drop all treasures, start over.

Dropping Treasure due to monster attack

1975, 1980, 1981, 1989, 1992 Choose which of your treasure to drop
2012, 2014 Randomly drop treasure.

Being Killed

1975, 1981, 1989, 1992, 2012, 2014 No turns lost, just start over.
1980 Lose 1 turn and must choose a weaker character to start over.

Being Wounded

1980 If wounded (3 or 12 result), lose all treasures. Two are randomly returned to their respective treasure draw piles and the rest are taken by the monster that wounded you.
1975, 1981, 2012, 2014 No special rules about this.
1989, 1992 have a whole section on wounds as mentioned in their expert combat tables.

Crystal Balls

1975 Can look at any 2 cards in a room or chamber
1980, 1981 Can look into a room and see the monster and treasure. These are discarded if the crystal ball is used again before the monster is fought.
1989, 1992 Can look into rooms and see the monster and treasure. These are not discarded.
2012, 2014 Can look into rooms (draw 1 monster and 1 treasure) and chambers (draw 1 monster). These are not discarded.

ESP Medallions

1975 Can use before opening any Door to look at one monster. Can be a room or chamber as long as there is a door/secret door that needs to be opened before entering. Monster is not discarded if it is not attacked.

1980 Can use before entering a room or chamber to look at one monster. Monster is discarded if not attacked this turn.

1981, 1989, 1992 Can use before entering a room (but not a chamber) to look at the monster. Monster is discarded if not attacked this turn.

2012, 2014 Can use before entering a room or chamber to look at one monster. Monster is not discarded.


Board differences

1975 uses a large board. You place all of the treasures and monsters face down at the beginning of the game.

1989 and 1992 also use large boards where the monsters are placed facedown when they are killed. Optionally, you can set it up like the 1975 version.

1980, 1981, 2012, and 2014 use smaller boards and markers to show which monsters have been killed.

All boards have the same exact layout, although it may look slightly different between versions. They should still have the same number of rooms, chambers, spaces in corridors, secret doors, etc. If anyone notices any differences between versions, I would be very interested in adding them here.



1989 and 1992 introduced many new rules for player interaction that I won’t be listing here. Dragon Magazine also featured a few variants as well to the original version.

I'm still on the hunt for an affordable 1975 version. If anyone wants to make additions based on their copy or would like to email me a copy of the rules it would be appreciated. Still not sure if both 1975 editions have the same rules.

Fun Fact

The 1980 rules state that Secret Door Cards represent Magic Wands that find secret doors. I don't think this is mentioned in any other set of rules.

Cards will not be compared yet. I did a comparison between the 1981 and 2014 version Here. I just won an auction for the 2012 version but I still don't have cards for the 1975 or 1989.

Conclusions

The 1989 New Dungeon and 1992 Classic Dungeon appear to have the exact same rules. I think they are identical in all other aspects too except for the artwork on the board and cards.

The only difference between the 2012 and 2014 rules are the number of spells regained by Wizards.


edit to fix typos. I'm sure there will be more
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Jason Webster
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Great job!!
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Robert B
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Excellent work, thank you!
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John "Omega" Williams
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Theres also differences in card number from one game to the next..
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GodRob
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Omega2064 wrote:
Theres also differences in card number from one game to the next..


Right, but since I don't actually have all of these versions I can't compare the cards. Yet. I've got four and a fifth on the way.

All seven games have the same number of rooms so should have the same number of Treasure cards. These should all be the same treasures in each game. Some notable variations though:

1992 (and presumably 1989) - Magic Swords, ESP Medallions and Crystal Balls are not worth any gold.

2012 and 2014 - Secret Door cards are worth 500 gold now.

2014 The level 2 Magic Sword is only worth 500 instead of 1000. (still worth 1000 in 2012 version)

1975, 1989, and 1992 should have the same number of Monster cards, since they are physically placed in each room and chamber. From what I've read 1975 has a lot of duplicates and triplicates of the same monsters that are in later versions. 1992 has lots of new monsters and I think they are the same in 1989.

1980, 1981, 2012, and 2014 should have the same number of Monster cards. The 2014 version has two extra 5th level and is short two 6th level which may be a printing error, I'm still looking into that. After looking at the 2012 version, it appears that two Purple Worms were added to the 5th level of 2014 instead of the 6th level which accounts for those card count differences.

All of the monsters are the same (with a few name changes in 2012 and 2014) except for these:
Level 5 Fire Giants have the same stats as 1980/81 Giants except they are immune to Fireball spells.

Level 4 Green Slimes are now immune to Lightning Bolts and killed by Fireballs on a 6 or higher.

edit: updated the info for the 2012 edition
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GodRob
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Just added this. I didn't even think to look for it over the weekend!

Quote:
Wizard Casting Spells
1975 Don't know

1980, 2012, 2014 Wizard may not cast a spell in the same room/chamber as a monster, they must be outside of the room/chamber.

1981, 1989, 1992 Wizard may be in the same room/chamber as the monster or outside of the room/chamber. If the spell fails and they are in the same room/chamber the monster will be able to retaliate.


The 1980, 2012, and 2014 don't actually say that you "cannot" cast a spell at a monster that you are in the same room/chamber with. But in the instructions for Fireball and Lightning Bolt you must be right outside of the room/chamber to cast them.

The 1981, 1989, and 1992 rules specifically mention attacking a monster with a spell while occupying the same area and the possibility of monster retaliation.
 
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GodRob
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I stumbled across this image today:



It looks just like this image



except for the copyright dates! The bottom says 1975, 1980 while the top says 1975, 1980, 1981.

Now, in my above comparison I was using this for the 1981 version of the rules. It looks nothing like the first image. shake How many different versions are there for 1980/81? Did TSR have someone just rewriting the rules every couple of months during that time?
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