Gen Con XI featured a Dungeon! championship on Friday, August 18, 1978. Judges were Timothy Jones, Tom Christensen, Andy Holshan, and Bryan McVeigh.
A game of Dungeon! played at Gen Con XI (1978). UW-Parkside Library archival photograph.
Character pieces were restricted to the four "new" types (Halfling, Dwarf, Cleric, Thief).* New magic items were introduced in the second round (including cursed items), and new monsters in the third and final round (with new abilities).
*Halflings could regain missiles as per spells, one per turn at "Start", and remove curse was added as a new Cleric spell
The player-to-player attack (or "ambush") rules appear to have been used. Clerics could not ambush others, but could attack as a Superhero if ambushed.
Magic items from The Strategic Review #6 were added in the second round, as well as the following new ones:
New magic items: magic warhammer (2nd level, only usable by Dwarf), anti-ESP medallion (3rd level, cursed item), sacred mace (3rd level, only usable by Cleric), armor of vulnerability (4th level, cursed item), holy sword (5th level, only usable by Paladin), scroll of spells (6th level, usable by Thief and Wizard, includes sleep), wizards staff (6th level, only usable by Wizard).
Monsters from The Strategic Review #6 were used in the third round, with the following new abilities:
Dragon Breath: red dragons (as per fireball spell), blue or white dragons (as per lightning bolt spell).
Evil Characters: witches (lightning bolt spell), evil wizard (fireball spell), evil priest (curse spell; character is transported to the nearest chamber on the same level, without prizes).
Illustration by Harry Quinn, from the Dungeon! (1981) rules
The Elf: gets 3 arrows (missile/weapons as the Halfling).
The Wizard: cannot use magic armor (may carry at 4 spaces/turn) or magic weapons (may carry at no penalty).
The Halfling: when attacked by another character or breath weapon/spell, the Halfling defends as the better of the Hero or the Elf. When attacked by giants, trolls, or ogres, the Halfling defends as though wearing magic armor.
The Dwarf: defends against giants, trolls, and ogres as does the Halfling.
The Cleric: of all the magic weaponry, the cleric may only use the sacred mace.
The Thief: may be affected by breath weapons/spells normally (defensive bonuses do not apply). Cannot use magic armor (may carry at 5 spaces/turn).
Finally, a new character type was playtested:
The Paladin: fights as a Superhero, except against undead (see Cleric) whom he fights as a Superhero +1 (add +1 to the attack die roll). Treats a "Serious Wounds" result on the Player Losing Table as retreat 1 space, drop 1 prize, lose 1 turn. May not initiate ambush, but if ambushed, fights as a Superhero +1. Only the Paladin may use the holy sword. Needs 30,000 gp to win.
Nice find of the UWP Library archive photo!
ReplyDeleteThanks! There's a bunch more, here:
Deletehttps://archives.uwp.edu/items/show/2529#?c=0&m=0&s=0&cv=0&xywh=-787%2C-126%2C3972%2C2085