I'm a sucker for new versions of the D&D Basic Game. I'm always very interested in what new players will experience as they learn the game without any help from more experienced players. I purchased this version at the same time as a couple of other books and the Colossal Red Dragon, so I didn't give it my full attention until now.
The 2006 version of the D&D Basic Game (which I also refer to as the "Blue Dragon edition", as it comes with a Large Blue Dragon miniature) is the most boardgame-like of the three 3e versions of the game. The rules have also been simplified further from the 2004 version to be more accessible to new players. Just looking at the initial scenario, I think that's a good idea.
The contents of the box are as follows:
* 6 dice (d4, d6, d8, d10, d12, d20)
* one sheet of thin cardboard tokens (treasure, doors, chests)
* 12 painted plastic miniatures (4 heroes, 2 goblins, orc, harpy, minotaur, gargoyle and blue dragon)
* one "Read this first!" sheet
* four 16-page character booklets (5"x8")
* one 32-page DM booklet (5"x8")
* one 32-page Advanced Rules (8"x12")
* four double-sided thick cardboard dungeon tiles (10"x10")
The introductory sheet instructs one player to take the Dungeon Master booklet, and each other player to take one of the character books. One of the dungeon tiles is laid out and the character miniatures, as well as two door tokens, are placed upon it. Then the game begins!
The Introductory Scenario
The introductory scenario is quite simple: beyond the door is a chest guarded by two goblins. The rules are clear and remove the complications of the full game. Players move their pieces in a set order (Rogue, Wizard, Fighter, Cleric, Monsters and repeat). It's all very much like a board game.
Players may take the following actions:
* Attack then Move (or reverse)
* Open Door and Move
* Search Object and Move
* Give Item to friend and Move
* Move twice
* Use Potion or Scroll and Move
* Cast Spell and Move
The DM's booklet has text to read out when the players perform various actions (move next to doors, open doors, etc.) and the rules for what to do when they search the chest and listen at the doors.
What is quite interesting is that the first encounter has role-playing tips for the monsters: suggested phrases that the goblins might shout, and what their tactics are in combat. There is also a DM's Secret - a hint of what lies ahead later in the adventure.
There are no Attacks of Opportunity, special rules for difficult terrain or diagonal movement.
However, if the players don't listen at the door, the goblins surprise them and the archer gets a free attack. The chest has a pair of magical boots in it, which add 2 to the speed of whoever wears them, and the lucky player gets one of the tokens to remind him of his gain. The core elements of D&D are here, albeit in a more friendly form for the new player.
Cheers!
The 2006 version of the D&D Basic Game (which I also refer to as the "Blue Dragon edition", as it comes with a Large Blue Dragon miniature) is the most boardgame-like of the three 3e versions of the game. The rules have also been simplified further from the 2004 version to be more accessible to new players. Just looking at the initial scenario, I think that's a good idea.
The contents of the box are as follows:
* 6 dice (d4, d6, d8, d10, d12, d20)
* one sheet of thin cardboard tokens (treasure, doors, chests)
* 12 painted plastic miniatures (4 heroes, 2 goblins, orc, harpy, minotaur, gargoyle and blue dragon)
* one "Read this first!" sheet
* four 16-page character booklets (5"x8")
* one 32-page DM booklet (5"x8")
* one 32-page Advanced Rules (8"x12")
* four double-sided thick cardboard dungeon tiles (10"x10")
The introductory sheet instructs one player to take the Dungeon Master booklet, and each other player to take one of the character books. One of the dungeon tiles is laid out and the character miniatures, as well as two door tokens, are placed upon it. Then the game begins!
The Introductory Scenario
The introductory scenario is quite simple: beyond the door is a chest guarded by two goblins. The rules are clear and remove the complications of the full game. Players move their pieces in a set order (Rogue, Wizard, Fighter, Cleric, Monsters and repeat). It's all very much like a board game.
Players may take the following actions:
* Attack then Move (or reverse)
* Open Door and Move
* Search Object and Move
* Give Item to friend and Move
* Move twice
* Use Potion or Scroll and Move
* Cast Spell and Move
The DM's booklet has text to read out when the players perform various actions (move next to doors, open doors, etc.) and the rules for what to do when they search the chest and listen at the doors.
What is quite interesting is that the first encounter has role-playing tips for the monsters: suggested phrases that the goblins might shout, and what their tactics are in combat. There is also a DM's Secret - a hint of what lies ahead later in the adventure.
There are no Attacks of Opportunity, special rules for difficult terrain or diagonal movement.
However, if the players don't listen at the door, the goblins surprise them and the archer gets a free attack. The chest has a pair of magical boots in it, which add 2 to the speed of whoever wears them, and the lucky player gets one of the tokens to remind him of his gain. The core elements of D&D are here, albeit in a more friendly form for the new player.
Cheers!
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