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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.
1975 TSR Rules (no online version available).
1980/1981 Rules found Here. Introductory Rules found below and in my gallery.
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)

Extra Move when next to a door

1975 If you end your move next to a door with a monster on the other side, even if you've already moved 5 spaces, then you can open the door and encounter the monster! You basically move six spaces.
1980, 1981, 1989, 1992, 2012, 2014 You may not open a door and enter a room unless you have enough movement remaining to enter the room.

Stacking

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


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 matter 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

1980, 1981 If the undefeated Monster does not have a treasure dropped by an adventurer, remove it.
1975, 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 Starts with 6 Spells and can use Magic Swords OR Starts with 6+1d6 Spells and cannot use Magic Swords
1980, 2012, 2014 Starts with 6 + 1d6 Spells
1981 Starts with 10 Spells
1989, 1992 Starts with 6 Spells

Wizard Casting Spells

1975, 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 Spend entire turn on the Main Staircase to regain 1 spell
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 can use Magic Swords if only starting with 6 Spells. Cannot use Magic Swords if starting with 6+1d6 spells.
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 No turns lost, just start over but with a weaker character.
1980 Lose 1 turn and must choose a weaker character to start over.
1981, 1989, 1992, 2012, 2014 No turns lost, just 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, or otherwise beside a monster, to look at one monster. 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.

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. Edit: also mentioned in 1975 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 1989 New Dungeon.

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: and the number of monsters on the fifth and sixth levels. In the the 2014 version, it seems that the 2 Purple Worms that should be on the 6th level are now on the 5th level.


edit to fix typos. I'm sure there will be more
edit 1975 main rules and advanced rules added
edit added 1980 introductory rules
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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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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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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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Jason Webster
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I realized you missed a category. Some versions allow you to attack other players. Advanced rules for 1975 Dungeon! Also New Dungeon has Ambush rules
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Dnasearchr wrote:
I realized you missed a category. Some versions allow you to attack other players. Advanced rules for 1975 Dungeon! Also New Dungeon has Ambush rules


I don't have the Advanced rules for 1975. A copy would be very helpful!

New Dungeon added quite a bit to the game that I didn't compare because it is unique to that version (and copied verbatim in Classic Dungeon). Different classes, wounds, movement rates, attack colors, ambushes, teaming up, healing, even an expansion.

If someone likes Dungeon but wants just a little bit more, then New Dungeon or Classic Dungeon would definitely be worth getting.
 
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New Dungeon is exactly what it says on the box. A new version of Dungeon. It looks and plays simmilarly to standard Dungeon. But it differes on several aspects. This is why I do not factor it in when comparing versions of Dungeon.
 
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robertg611 wrote:
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?


My copy looks like the one in the PDF. Not the one in the two images.
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Finally got the 1975 TSR version of the game. (Yay!)

Most of my comparisons in the first post were just done with the two-page introductory rules. There are some differences between the Introductory Rules and the regular Rules, as well as Optional and Advanced rules.

The normal rules allow Wizards to play and covers spells. It also allows searching for and using more than one secret door per turn which is prohibited in the introductory rules. Magic Swords may be +1 or +2 optionally, determined by die roll which matches the chart in the 1980/81 rules. Other than that, the 2 page rules pretty much covered everything and the 4 page rules just go into more detail. Two pages of optional and advanced rules follow, some examples on the 7th page and all of the charts reprinted on the 8th page.

Some very interesting differences between versions.

1. The Main Staircase and the Main Gallery are two separate spaces. I'd often wondered this in other versions but it's clearly spelled out in these rules.

2. Wizards can either start with 6 Spells and be able to use Magic Swords OR start with 6+1d6 (7-12) spells and be unable to use Magic Swords. This choice is made at the beginning of the game whether you are using the advanced rules or not.

3. Most cards are basically the same as the 1980/81 version except there are larger quantities of most monsters to increase the card count to 116. The only noticeable differences I could find:

3A. Magic Swords are worthless on levels 1 & 2, worth 500 on level 4 and 1000 on level 6.

3B. Crystal Ball is worth 500 on level 4 and 1000 on level 6.

3C. ESP medallion is worthless on level 3 but worth 1000 on level 5.

note all of these treasures are still worth less than they are in the 1980/81 versions.

3D. the 3rd level contains Evil Heroes instead of Evil Superheroes.

3E. 3rd level has a Cage Trap in addition to the Slide Trap. (Slide traps are also changed to "Transported to a Chamber 1 Level Lower" without specifying how you got transported. Could be magic, could be a hole in the floor, might even be bunnies.)

3F. 4th level has a Slide Trap in addition to the Cage Trap.

3G. 5th level Black Puddings are defeated by Superheroes on a 10.

4. If your fifth space moved puts you next to a door with a monster on the other side, then you can open the door! You basically get a sixth free movement. This is spelled out in the Introductory rules but only alluded to in the normal rules.

5. Advanced rules

5A. Player vs player combat! This is nothing like the PvP in New/Classic Dungeon. They basically just hack away at each other turn after turn until BOTH players decide they don't want to fight any more. Even on your turn, if the other player doesn't want to let you move, you can't move. Each player has a target number based on the attacking adventurer type and the target adventurer type. You can even have brawls with more than two players. Based on my experience with the Superhero, I feel these ambush rules would help to give superheroes a better chance.

5B. There's also the option of storing treasure at the Main Staircase for safekeeping.

5C. Wandering Monsters. Once any monsters have been killed, they have a chance of returning to the dungeon as wandering monsters. They only show up in corridors but if they manage to snag a treasure from an adventurer, they'll take up residence in the closest room or chamber.

6. Finally, if you suffer a Serious Wounds result, it is specified that a "Good Fairy will anoint his wounds with a healing balm and immediately cure them" when you return to the Main Staircase. Isn't that neat?
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I still don't have the Introductory Rules to the "1980" version but I was able to snag some photos off of an ebay auction.




Not very good quality but it's the best I've got.

In summary, it just reduces the game to Elves and Heroes adventuring on levels 1-4 with no changes to the main rules. Magic Swords are +1 only.
 
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Jason Webster
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That sounds right for basic rules
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