D&D Accessories (AC series) | D&D Accessories (other) | D&D Modules (B series) | D&D Modules (C-D) | D&D Modules (I-O) | D&D Modules (X series) | D&D Modules (other) | Creature Crucible | Gazetteer | Hollow World | Mystara | Non-TSR D&D
This set of miniatures rules combined with fantasy elements was a source for the first Dungeons & Dragons game.
RULES FOR MEDIEVAL MINIATURES: Turn Sequence; Terrain Effects Upon Movement; Terrain Selection; Movement; Formation and Facing; Fatigue; Missile Fire (excluding Gunpowder and Catapults); Catapult Fire; Gunpowder Weapons; Melees; Melee Optionals; Morale; Historical Characteristics (Optional); Weather; Sieges
MAN-TO-MAN COMBAT: Jousting; Suggested Point Values
FANTASTIC CHARACTERISTICS: Hobbits, Sprites, Dwarves, Goblins, Elves; Orcs, Heroes (and Anti-heroes), Super Heroes; Wizards; Wraiths, Lycanthropes, Trolls; Balrogs, Giants, Ents, Dragons; Rocs, Elementals; Wights; Magical Weapons; Air Movement; Catapult Fire vs. Fantastic Figures; Combination Figures; Fantastic Sieges; General Line-up.
1971 - 1979 ... Gary Gygax & Jeff Perren & Don Lowry (art) ... 44 pages
Dungeons & Dragons OCE (Original White Box) [BOX SET]
I have a set depicted in much greater detail on my sales site blog.
The White Box series (4th-6th printings, 1975 - 1979) followed the earlier Woodgrain Box. It contains Volume 1: Men & Magic; Volume 2: Monsters & Treasure; Volume 3: Underworld & Wilderness Adventures; Reference Sheets.
1975 - 1979 ... TSR 2002
Dungeons & Dragons, Volume 1: Men & Magic
1974 - 1978
Dungeons & Dragons, Volume 2: Monsters & Treasure
1974 - 1978
Dungeons & Dragons, Volume 3: Underworld & Wilderness Adventures
1974 - 1978
Greyhawk (Dungeons & Dragons, Supplement I)
Rules expansion. New character classes: Paladin & Thief. New spells, treasure, combat rules.
Blackmoor (Dungeons & Dragons, Supplement II)
Written by Dave Arneson; Forward by Gary Gygax
* Adds underwater rules
* Two new character classes: monk & assassin
* Hit location rules during melee.
* Scenario: "Temple of the Frog"
1975 - 1979 ... 60 pages ... TSR 2004
Eldritch Wizardry (Dungeons & Dragons, Supplement III)
Adds rules for demons, psionics, artifacts, and the druid character class.
1976 ... TSR 2005
Gods, Demi-Gods, & Heroes (Dungeons & Dragons, Supplement IV)
Pantheons of deities for the original Dungeons & Dragons game. Predecessor to the Deities & Demigods hardback for the AD&D game.
1976 ... Robert Kuntz & James Ward ... TSR 2006
Swords & Spells (Dungeons & Dragons, Supplement V)
"The fantasy-based successor to Chainmail"
Dungeon Master's (Dungeonmaster's) Index: An Index to the D&D Family of Books for role playing games
An index to Chainmail; D&D (Vols. 1-3); Greyhawk; Blackmoor; Eldritch Wizardry; Gods, Demi-gods & Heroes; Swords and Spells; and Strategic Review (Issues 1-7).
1977 ... 38 pages ... self-published by Dave Arneson
D&D Basic Set (Blue Book)
This boxed set contains the 1978-1979 rules book (#2001), with a light blue cover. This is the branching point between D&D and AD&D; they would follow different courses later. Elements of both games can be seen in this rules set. Early editions of the blue book had a sheet of numbered chits to cut out for those gamers not blessed with polyhedral dice. A complete box set will also contain module B1: In Search of the Unknown. Later printings will have B2 - The Keep on the Borderlands instead. (Early printings -- 1977-1978 -- contained Dungeon Geomorphs Set One & Monster & Treasure Assortment Set One.)
1977-1979 ... Gary Gygax & Dave Arneson & Eric Holmes (editor) ... TSR 1001
A 3rd print Holmes D&D Basic Set. TSR Lizard logo on all components; 3rd print blue book (May 1978); Monster & Treasure Assorment (2nd printing); Dungeon Geomorphs, set 1 (2nd printing); dice bag with 5 polyhedral dice.
D&D Basic Set (Red Book) [BOX SET]
Covers beginning characters, levels 1-3. Box set includes Basic Rules book and module B2: The Keep on the Borderlands.
"Fire and smoke surround you as you swing your sword and land a mighty blow upon the dragon's head. The great creature crashes to the ground with a thud.
The treasure lies only a short distance past the dragon's body. Your eyes gleam. Riches beyond your wildest dreams await you. You race forward to claim your prize, heart pounding in anticipation. From nowhere a huge man dressed in black armor steps out in front of you, blocking your way. The treasure is no more than an arm's reach behind him.
"None shall pass!" he warns.
This is what it is like to participate in a DUNGEONS & DRAGONS game.
DUNGEONS & DRAGONS Fantasy Adventure game is probably unlike any other game you've played before.
In D&D adventures players take the roles of elves, dwarves, halflings, or humans. They will wander through dark dungeons, meet strange wizards, and battle ferocious dragons. Playing D&D is like writing a novel with each player contributing a part.
DUNGEONS & DRAGONS fantasy game is the original "role playing" game and it is now easier than ever to play. The rules are easy to read and understand and have been specially organized for new players. Anyone can join in a D&D adventure.
The DUNGEONS & DRAGONS Basic Set has everything you need to begin playing D&D games. In this box are a rulebook, dice, and a special instructional module. In short, everything needed to start playing quickly, including descriptions of over 100 monsters.
So enter the Gateway to Adventure - step into the world of DUNGEONS & DRAGONS fantasy role playing game, a world of endless excitement and thrilling fun."
Basic Rules book only: 1981 ... Tom Moldvay ... 64 pages ... TSR 2014 ... ISBN 0935696482
Dungeons & Dragons Expert Set [BOX SET]
The set comes with the 64-page Expert rulebook and module X1: The Isle of Dread. Covers intermediate-level characters, levels 4-14.
"The DUNGEONS & DRAGONS Expert Set is an expansion, and adds variety to the D&D game system. DUNGEONS & DRAGONS games, the original "role playing" games, can be played by anyone with imagination.
Editor: Dave Cook
Box Set: 1980, 1981 ... TSR 1012
Expert Rules book only: 1980, 1981 ... David Cook & Steve Marsh ... 64 pages ... TSR 2015 ... ISBN 0935696296
Dungeons & Dragons Basic Rules, Set 1 [BOX SET]
One of the aspects I enjoy most about the revised D&D rules series (often referred to as the "Mentzer series" after Frank Mentzer, the revising editor) is all the interior line art done by Larry Elmore & Jeff Easley.
1983, 1989 ... TSR 1011 ... ISBN 0880383380
Player's Manual & DM's Rulebook (2 book set):
D&D Expert Rules (Revised)
The Expert set breaks the pattern of the Mentzer sets in having a single rulebook and a module, as opposed to a Players book and a DM's book.
"This box contains all you need to continue the Adventure:
Endless hours of adventures.
The D&D Expert Set for character levels 4-14, including more combat rules, magic spells, treasures, monsters and added rules for Wilderness adventures.
Module X1, Isle of Dread. A combined wilderness and dungeon adventure on a remote island filled with savages and prehistoric monsters!
All the dice you need - six different kinds included with marker crayon."
Expert Rulebook (revised):
D&D Companion Rules
"THIS IS SET #3. TO BE ABLE TO PLAY THE COMPANION SET, YOU SHOULD
ALREADY HAVE PLAYED BOTH, D&D BASIC SET AND D&D EXPERT SET.
FOR CHARACTER LEVELS 15-25
Players Companion - Featuring rules for unarmed combat, strongholds, and new weapons and armor. Plus more advanced rules and spells or your characters.
Dungeon Masters Companion - New rules or ruling realms and the clash of kingdoms. New treasures and monsters. Plus new adventures for your high-level characters."
1984 ... TSR 1013 ... ISBN 0880383402
D&D Master Rules
"THIS IS SET #4. TO BE ABLE TO PLAY THE MASTER RULES, YOU SHOULD
ALREADY HAVE PLAYED D&D BASIC, EXPERT, AND COMPANION RULES.
FOR CHARACTER LEVELS 26-36
Master Players' Book - Featuring rules for new weapons, weapon masteries, and sieges. Also includes more advanced rules and spells for your master characters.
Master DM's Book - New rules for anti-magic effects, mystics, artifacts, and campaigning. Plus new treasures and monsters, including creatures from other planes."
1985 ... TSR 1021 ... ISBN 0880383429
D&D Immortals Rules
"THIS IS SET #5. TO BE ABLE TO PLAY THE IMMORTALS RULES, YOU SHOULD ALREADY HAVE PLAYED D&D BASIC, EXPERT, COMPANION, AND MASTER RULES.
FOR IMMORTAL LEVEL CHARACTERS
Players' Guide to Immortals - Featuring rules for creating new characters and their form, abilities, powers, and home plane. Also includes rules for creating new artifacts.
Dungeon Master's Guide to Immortals - Introduction rules for Immortal level characters. Plus Immortal and other-planar creatures and a special pull-out Reference Guide."
1986 ... TSR 1017 ... ISBN 0880383410
A good buy, this book, as it contains all the rules from the Basic through Masters sets, missing only the Immortals rules. The Wrath of the Immortals box set fills that void.
"Whether you're a player or a Dungeon Master, the DUNGEONS & DRAGONS® Rules Cyclopedia is now the comprehensive sourcebook you need for the original fantasy role-playing game! For ages 12 and up, the Cyclopedia contains the complete game system and hundreds of features including:
* All the rules from the D&D® Boxed Set series, including Basic, Expert, Companion, and Masters.
* Guidelines to develop and play characters from levels 1-36.
* Comprehensive lists of weaponry and equipment.
* Expansion rules including optional skills and talents.
* An overview of the Known World and the HOLLOW WORLD game settings, the official D&D® campaign world. Rules to convert D&D games and characters into AD&D® 2nd Edition game statistics and back again.
* Provides all the original monsters from the earlier boxed sets.
1991 ... Aaron Allston ... 304 pages (hardcover) ... TSR 1071 ... ISBN 1560760850
Wrath of the Immortals [BOX SET]
"Immortals. Warriors of the outer planes ...
Wrath of the Immortals unveils untold secrets of how to create and role-play Immortals in the World of Mystara and other dimensions. The frightening powers of the Immortals, their strange worlds, and their secret alliances are revealed at last, but is it in time?
And then, the final confrontation! In the name of the Immortals, the two greatest empires of the Known World clash in a brutal war. The world has gone mad... will both disappear from the face of the earth? Wrath of the Immortals' amazing saga takes heroes on a six-year quest, with adventures from the apprentice to the highest levels of the game.
Create new worlds, wondrous artifacts, and entire new races!
Complete rules to create and role-play PC and NPC Immortals
Details a host of awe-inspiring Immortals in the Known World, the HOLLOW WORLD and the outer planes
Reveals all on the mysterious Pandius, City of the Immortals
Contains a 128-page referee's guide with Immortal-level spells, abilities, character classes, and monsters; a 96-page campaign saga covering the entire war; two new, updated poster-sized maps of the Known World and the empires.
The supra-natural beings march, and the world trembles before their colossal power.
The world will never be the same!
This product is for use with the D&D Rules Cyclopedia. Wrath of the Immortals replaces the D&D Immortals Set."
1992 ... Aaron Allston ... 128-page book, 96-page book, 2 fold-out maps ... TSR 1082 ... ISBN 1560764120
The Classic Dungeons & Dragons Game [BOX SET]
* A 128-page Rules and Adventures Book takes you adventuring while you learn the game!
* 6 molded plastic character figures.
* 24 standup counters featuring the awesome monsters you face.
* A 6 panel DUNGEON MASTER Screen puts important rules at your fingertips.
* A large, full-color Dungeon Poster Map ("Zanzer's Dungeon") and a complete set of Adventure Dice.
1994 ... TSR 1106 ... ISBN 1560768207
Dungeons & Dragons Adventure Game [BOX SET]
"Play the world's greatest game!
The classic game of fantasy returns with a new look and approach for a new generation. You control the action. You create the story. You use your imagination to enter a world of mythological monsters, heroic knights, and magical spells. You take on the role of a brave warrior, sly thief, crusading priest, or powerful wizard. You become the Dungeon Master, making the adventure come alive!
Inside this box is everything you need to start playing now. The DUNGEONS & DRAGONS Adventure Game includes two books, a Dungeon Master screen, eight hero folders, and six dice.
There's no limit to the mysteries and magic with the DUNGEONS & DRAGONS Adventure Game. Powered by imagination and more interactive than any computer or video game, the DUNGEONS & DRAGONS Adventure Game is for two to nine players."
1999 ... TSR 11450 ... ISBN 0786914505
Endless Quest books
Lately (early 2013), I've been revisiting my neglected set of Endless Quest books through my eldest son, a 2nd grader. Mostly written for Dungeons & Dragons, some Endless Quest books veered off into TSR's other games, like Gamma World and Star Frontiers.
[Endless Quest books, for those who don't know, present the reader with decisions, and they choose the direction the characters take in the story. Fight? Run? Talk? Each decision leads to a different page, and the story has many possible endings.]
He's currently on #3 Pillars of Pentegarn, having bounced off to other books and then then back to the EQ series. He started with #1 Dungeon of Dread, which I was looking through today.
I'm impressed. Yes, Dungeon of Dread has the simple story line that I remembered. What I didn't remember was the copious art by Jim Holloway, whose work is often seen in early D&D products. There must be a couple dozen B&W sketches in Dungeons of Dread, which were comissioned specifically for the book. Despite TSR's notorious reputation for relentlessly recycling art throughout their product lines, I only recall seeing the cover art elsewhere; the interior sketches are unfamiliar.
The story makes for a fun flashback for us adults. But, wow, what a great way to introduce kids to classic D&D!
Wizards of the Coast owns (and holds trademark to) the D&D game in all forms.
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