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A dungeon is a room or cell in which prisoners are held, especially underground. Dungeons are generally associated with medieval castles, though their association with torture probably derives more from the Renaissance period. An oubliette (from the French oublier, meaning 'to forget') or bottle dungeon is a basement room which is accessible only from a hatch or hole (an angstloch) in a high ceiling.
Etymology
The word dungeon comes from French donjon (also spelled dongeon), which means "keep", the main tower of a castle. The first recorded instance of the word in English was near the beginning of the 14th century when it held the same meaning as donjon. The earlier meaning of "keep" is still in use for academics, although in popular culture, it has come to mean a cell or "oubliette". Though it is uncertain, both dungeon and donjon are thought to derive from the Middle Latin word dominus, meaning "lord" or "master".
In French, the term donjon still refers to a "keep", and the English term "dungeon" refers mostly to oubliette in French. Donjon is therefore a false friend to dungeon (although the game Dungeons & Dragons is titled Donjons et Dragons in its French editions).
An oubliette (same origin as the French oublier, meaning "to forget") is a basement room which is accessible only from a hatch or hole (an angstloch) in a high ceiling.
The use of "donjons" evolved over time, sometimes to include prison cells, which could explain why the meaning of "dungeon" in English evolved over time from being a prison within the tallest, most secure tower of the castle into meaning a cell, and by extension, in popular use, an oubliette or even a torture chamber.
The earliest use of oubliette in French dates back to 1374, but its earliest adoption in English is Walter Scott's Ivanhoe in 1819: "The place was utterly dark—the oubliette, as I suppose, of their accursed convent."
History
Few Norman keeps in English castles originally contained prisons, which were more common in Scotland. Imprisonment was not a usual punishment in the Middle Ages, with most prisoners awaiting an imminent trial, sentence or a political solution. Noble prisoners were not generally held in dungeons, but lived in some comfort in castle apartments. The Tower of London is famous for housing political prisoners, and Pontefract Castle at various times held Thomas of Lancaster (1322), Richard II (1400), Earl Rivers (1483), Richard Scrope, Archbishop of York (1405), James I of Scotland (1405–1424) and Charles, Duke of Orléans (1417–1430). Purpose-built prison chambers in castles became more common after the 12th century, when they were built into gatehouses or mural towers. Some castles had larger provision for prisoners, such as the prison tower at Caernarfon Castle.
Features
Although many real dungeons are simply a single plain room with a heavy door or with access only from a hatchway or trapdoor in the floor of the room above, the use of dungeons for torture, along with their association to common human fears of being trapped underground, have made dungeons a powerful metaphor in a variety of contexts. Dungeons, as a whole, have become associated with underground complexes of cells and torture chambers. As a result, the number of true dungeons in castles is often exaggerated to interest tourists. Many chambers described as dungeons or oubliettes were in fact water-cisterns or even latrines.
An example of what might be popularly termed an "oubliette" is the particularly claustrophobic cell in the dungeon of Warwick Castle's Caesar's Tower, in central England. The access hatch consists of an iron grille. Even turning around (or moving at all) would be nearly impossible in this tiny chamber.
However, the tiny chamber that is described as the oubliette, is in reality a short shaft which opens up into a larger chamber with a latrine shaft entering it from above. This suggests that the chamber is in fact a partially back-filled drain. The positioning of the supposed oubliette within the larger dungeon, situated in a small alcove, is typical of garderobe arrangement within medieval buildings. These factors perhaps point to this feature being the remnants of a latrine rather than a cell for holding prisoners. Footage of the inside of this chamber can be seen in episode 3 of the first series of Secrets of Great British Castles.
A "bottle dungeon" is sometimes simply another term for an oubliette. It has a narrow entrance at the top and sometimes the room below is even so narrow that it would be impossible to lie down but in other designs the actual cell is larger.
The identification of dungeons and rooms used to hold prisoners is not always a straightforward task. Alnwick Castle and Cockermouth Castle, both near England's border with Scotland, had chambers in their gatehouses which have often been interpreted as oubliettes. However, this has been challenged. These underground rooms (accessed by a door in the ceiling) were built without latrines, and since the gatehouses at Alnwick and Cockermouth provided accommodation it is unlikely that the rooms would have been used to hold prisoners. An alternative explanation was proposed, suggesting that these were strong-rooms where valuables were stored. Folklore often has it that one mode of use for oubliettes in the Borders, which would obviate latrines anyway, was to throw attackers into the oubliette, close the latch, and leave them to die. It seems likely that this gruesome act was threatened more often than it was carried out in practice, with the real aim being deterrence of potential attackers via the notoriety of the rumor that such a fate was entirely possible, and (plausibly) perhaps not unlikely, for anyone who might dare to attack.
In fiction
Oubliettes and dungeons were a favorite topic of nineteenth century gothic novels or historical novels, where they appeared as symbols of hidden cruelty and tyrannical power. Usually found under medieval castles or abbeys, they were used by villainous characters to persecute blameless characters. In Alexandre Dumas's La Reine Margot, Catherine de Medici is portrayed gloating over a victim in the oubliettes of the Louvre.
Dungeons are common elements in modern fantasy literature, related tabletop, and video games. The most famous examples are the various Dungeons & Dragons media. In this context, the word "dungeon" has come to be used broadly to describe any labyrinthine complex (castle, cave system, etc) rather than a prison cell or torture chamber specifically. A role-playing game involving dungeon exploration is called a dungeon crawl.
Near the beginning of Jack Vance's high-fantasy Lyonesse Trilogy (1983–1989), King Casmir of Lyonesse commits Prince Aillas of Troicinet, who he believes to be a vagabond, to an oubliette for the crime of having seduced his daughter. After some months, the resourceful prince fashions a ladder from the bones of earlier prisoners and the rope by which he had been lowered, and escapes.
In the musical fantasy film Labyrinth, director Jim Henson includes a scene in which the heroine Sarah is freed from an oubliette by the dwarf Hoggle, who defines it for her as "a place you put people... to forget about 'em!"
In the Thomas Harris novel The Silence of the Lambs, Clarice makes a descent into Gumb's basement dungeon labyrinth in the narrative's climactic scene, where the killer is described as having an oubliette.
In the Robert A. Heinlein novel Stranger in a Strange Land, the term "oubliette" is used to refer to a trash disposal much like the "memory holes" in Nineteen Eighty-Four.
See also
Immurement
Keep
References
Further reading
Berti, Paolo; De Vincentis, Stefania; de Seta, Gabriele, eds. (2023). "Megadungeon [special issue]". magazén: International Journal for Digital and Public Humanities. 4 (2). doi:10.30687/mag/2724-3923/2023/02. ISSN 2724-3923.
Nevell, Richard (2014–15). "Castles as prisons". The Castle Studies Group Journal. 28: 203–224. hdl:10871/128699.
Artikel: Dungeon! GudangMovies21 Rebahinxxi
Dungeon! is an adventure board game designed by David R. Megarry and first released by TSR, Inc. in 1975. Additional contributions through multiple editions were made by Gary Gygax, Steve Winter, Jeff Grubb, Chris Dupuis and Michael Gray. Dungeon! simulates some aspects of the Dungeons & Dragons (D&D) role-playing game, which was released in 1974, although Megarry had a prototype of Dungeon! ready as early as 1972.
Dungeon! features a map of a simple six-level dungeon with hallways, rooms, and chambers. Players move around the board seeking to defeat monsters and claim treasure. Greater treasures are located in deeper levels of the dungeon, along with tougher monsters. Players choose different character classes with different abilities. The object of the game is to be the first to return to the beginning chamber with a set value of treasure.
The game has been described as the first adventure board game.
Original edition
David M. Ewalt, in his book Of Dice and Men, described Megarry's original edition of the game as "a Blackmoor-inspired board game that represented TSR's most ambitious production to date: a color game map, customized cards, tokens, dice, and a rules booklet all packaged in an attractive box".
= Artwork and game pieces
=The original edition of the game featured the rulebook, a folding vinyl cloth gameboard, four colors of Parcheesi-style playing pieces (white, blue, red, and green), a pair of six-sided dice, and an assortment of color-coded monster and treasure cards for the six levels of the dungeon. The artwork on the face of the cards was in black and white, while the backs were colored by level: gold for first, orange for second, red for third, magenta for fourth, green for fifth, and blue for the sixth level. The original (1975) game featured four character classes: the Elf, Hero, Superhero, and Wizard (the hero and superhero are warriors, with the superhero being more powerful). These were ordinarily represented by the green, blue, red, and white pieces respectively. The 1989 'New Dungeon' had six classes: the Warrior, Elf, Dwarf, Wizard, Paladin, and Thief. The 1992 'Classic Dungeon' had the same six classes. As there were multiple playing pieces, custom game variations could be set up with more than one of a given character class (using an arbitrarily-colored piece), but ordinarily a game involved players selecting different classes. In the 2012 version of the game, released under the Dungeons & Dragons brand name, the heroes are Rogue, Cleric, Fighter, and Wizard, allowing for up to 8 players.
Original (1975): Elf, Hero, Superhero, Wizard
New Dungeon (1989): Warrior, Elf, Dwarf, Wizard, Paladin, Thief
Classic Dungeon (1992): Warrior, Elf, Dwarf, Wizard, Paladin, Thief
Dungeon! (2012): Rogue, Cleric, Fighter, Wizard (Male and Female of each)
Dungeon! (2014): Rogue, Cleric, Fighter, Wizard (Male and Female of each)
= Gameplay
=In the original edition, the monster and treasure cards were quite small, approximately 1.375 inches by 1 inch. At the start of the game, these would be randomized and placed face down to fill all the dungeon rooms, treasures being placed first, then monsters overtop. Additional monster cards were then placed in chambers, which were larger rooms at key intersections throughout the board. These monsters were placed three to a chamber, with only the top monster in the stack encountered when attempting to pass through a chamber.
Monster cards listed the minimum number totaled from two dice that had to be rolled in order to defeat the monster. If a player's roll to defeat a monster was lower than the required number, a second roll was made to see what happened to the player. The result of a player losing a battle could be any of the following:
The battle might end in a standoff, with the player staying in the room unhurt.
The player might be forced to retreat, losing one or two treasures in the process.
The player might be forced to retreat and lose a turn.
The player might be seriously wounded, losing all treasure and being placed back at the starting space.
In dire cases, the player could be killed, losing all treasure.
If a player's initial attack failed, then death from the resulting monster attack had only a 1 in 36 chance, occurring only on a die roll of 2 (on two 6-sided dice). If a player died, he or she could start a new character at the starting space after losing a turn. If, after a battle, a player remained alive but was unsuccessful in defeating the monster, he or she could return to attempt to defeat the same monster, sometimes required to retreat, drop a treasure, and lose a turn.
Once a monster was defeated, any treasure card under the monster card became the possession of the victorious player. Treasure cards listed a gold piece value, and ranged from a 250 gold piece value Bag of Gold in the first level to the 10,000 gold piece value Huge Diamond deep in the sixth level. Some treasures, such as magic swords and crystal balls, altered gameplay; swords added to a player's hand-to-hand combat rolls, while crystal balls permitted players to forego a turn of movement and spend the turn looking at monster and treasure cards in a room without entering the room. These had the lowest gold piece value for treasures on a given level of the dungeon.
= Dungeon levels
=The six levels of the dungeon offered a range of difficulty in monsters corresponding with the range of value in treasure. First level monsters were generally the weakest, while sixth level monsters were generally the most powerful. A small number of monster cards were not monsters, but traps that either opened a slide that dropped the character encountering them into a chamber one level deeper, or held the character in a cage for a number of turns.
= Character classes
=Each class had particular advantages:
The Hero was the basic "average" class. To win the game, the Hero would need to collect only 10,000 gold pieces (GP).
The Elf had twice the probability of others to pass through secret doors, marked by dotted outlines in the dungeon (1 through 4 on a roll of one six-sided die, whereas all others required rolling a 1 or 2). To win the game, the Elf would need to collect only 10,000 gold pieces (GP).
The Superhero was the toughest hand-to-hand fighter in the dungeon. Superheroes had to acquire 20,000 GP.
The Wizard had magic spells, permitting the launch of fireball or lightning bolt attacks into rooms without entering hand-to-hand combat, and teleport spells to move quickly through the dungeon from one chamber to another. Wizards had to acquire 30,000 GP.
The amount of treasure required to win the game varied by character class- theoretically, this evened out the odds of winning the game, and allowed the less powerful characters to stick to the upper levels of the dungeon.
Although the Hero arguably had no advantages, given the weighted treasure requisites to win the game, the Hero packed the most punch for a character class requiring the least amount of treasure to win, being slightly tougher against most monsters than the Elf.
The Elf and Hero were best suited to the 1st and 2nd levels, but could occasionally venture to the 3rd level to get larger treasures. The Superhero was best suited to the 4th level, while Wizards needed to go to the 6th level to get enough treasure to accumulate the 30,000 GP they needed to win. The 5th level was rarely visited due to a combination of hard-to-access rooms and monsters that were difficult for an Elf, Hero, or Superhero to defeat and smaller treasures than the 6th level monsters that Wizards could kill.
= House rules
=Some players created their own character classes, such as Ultraheroes, Elf Wizards, and Spellwarriors. TSR also printed some official variant rules in the Strategic Review and Dragon magazine, giving extra cards and new character classes.
Later editions
Rules containing new monsters and character classes were published in 1976. Revised editions of Dungeon! were published in 1980, 1981, 1989 and 1992. The original game had the versatility of a playing surface that could roll as well as fold and the advantage that the small monster and treasure cards could be easily laid out within the rooms depicted on the board. The constant throughout all the editions of Dungeon! was a quick simplified essence of the more complex Dungeons & Dragons environment.
Later editions also included rules for additional classes, each with unique advantages or rules and requiring different amounts of treasure to win the game.
Editions were also published in other countries including versions by Altenburger und Stralsunder Spielkarten-Fabriken playing card company in Germany and Jedko Games in Australia. The Jedko Games version closely resembled the original US edition but with a light cardboard map playing board instead of the cloth-vinyl one.
= Wizards of the Coast editions
=The 2012 Edition of Dungeon! was released by Wizards of the Coast on October 16, 2012 under the Dungeons & Dragons brand. The game board and basic rules were returned to the original rule set. The new game features a change in the classes of the heroes. The heroes are Rogue, Cleric, Fighter, and Wizard.
The 2014 Edition ("Fifth Edition") of Dungeon! was released by Wizards of the Coast on June 24, 2014. The rules are unchanged from previous editions, but all of the art has been re-done in a more cartoony style.
Video game
In 1982, an adaptation was released as Dungeon! for the Apple II.: 29  The Dungeon! computer game received a Certificate of Merit in the category of "1984 Best Multi-Player Video Game/Computer Game" at the 5th annual Arkie Awards.: 29 
Reception
Fred Hemmings reviewed Dungeon! for White Dwarf #4, giving it an overall rating of 8 out of 10, and wrote that "even if you play D&D it is still worth having a game or two of Dungeon. You may argue that Green Slime is not as deadly as it is portrayed but a little thing like that shouldn't spoil your fun. If on the other hand D&D is not your cup of tea (or coffee), don't let the connections put you off, this is a game in its own right and a good one".
Forrest Johnson reviewed the 2nd edition of Dungeon! in The Space Gamer No. 38. Johnson commented that "whoever decided to make this simple game even simpler should have his brains impounded before he does more damage. [...] Recommended to rank beginners and the hopelessly drunk".
In the August 1989 edition of Games International (Issue 8), James Wallis reviewed the 1989 edition, retitled The New Dungeon! Game and noted that the components "are of a high quality" and "gameplay is straightforward". He gave the game an average rating of 3 out of 5, saying that "the game relies too much on rolls of the dice or the turn of a card, but this does not detract from its 'fun' potential".
In the 1980 book The Complete Book of Wargames, game designer Jon Freeman called this "a fine introduction to role-playing games, understandable by almost anyone, and helpful preparation for the far more complicated [role-playing games]". Freeman did find issues with the rules, pointing out that without the "Ambush" rules, there was no player interaction at all, but with them, "player interaction takes over the game completely, and no one ever gets anywhere". He also found issues with the balance of the various characters, finding some of them much more powerful than others. Freeman concluded by giving the game an Overall Evaluation of "Fair to Good".
Dungeon! was chosen chosen for inclusion in the 2010 book Family Games: The 100 Best. Game designer Robert J. Schwalb explained that Dungeon! provides a strong foundation for playing D&D and is, more importantly, a lot of fun in its own right".: 91 
David M. Ewalt of Forbes commented on the 2012 edition of Dungeon!: "For just $20, the new Dungeon! is a great buy — a classic game reborn in an affordable, attractive package". William Niebling of ICv2 gave it 2 out of 5; while this version met his nostalgia fix, Wizards made no effort to fix any issues and added a new problem. Both Niebling and Ewalt found that the change in the cards size to be larger than the rooms forcing the use of place-holder markers to indicate were the monsters were located was a problem.
DieHard GameFan said that "this is definitely a game any fantasy fan should be on the lookout for – especially if you played one of the earlier editions as a child. Nostalgia abounds here".
In a retrospective review of Dungeon! in Black Gate, Andrew Zimmerman Jones said: "If you just want to go, kill some stuff, and get some treasure, without worrying about a ton of elaborate rules, this is the game for you. If you're looking for more than that – including some cool miniatures – then this isn't the game for you". In another review in Black Gate, James Maliszewski said: "I'm not sure I can truly sum up the vistas that Dungeon! opened up for us. Prior to that Christmas break, 'fantasy' was the realm of fairy tales and King Arthur's knights. There were monsters and there was magic, yes, but they were both of a narrow and limited variety. And, as I said, a dungeon was a place where a beautiful damsel or an unlucky hero might be held for a time, not a place one voluntarily entered seeking gold and glory. Now, nearly 35 years later, it's hard not to think of these things when I think of fantasy. How many other board games have so thoroughly changed a person's view of the world?" In another review in Black Gate, Bob Byrne said that "Dungeon! is the ancestor of all dungeon crawler board games. Descent!, Runebound, the Dungeons and Dragons Adventure Board Game line, Talisman, Dungeonquest, and Star Wars: Imperial Assault: these all find their roots in Dungeon! TSR had a major innovation in not one, but two areas of the gaming industry in 1974-1975".
Other reviews
Shadis #33 (1996)
Games and Puzzles
The Playboy Winner's Guide to Board Games
References
External links
Dungeon! at BoardGameGeek
YouTube: 40 years of Dungeon!
YouTube: How to play Dungeon! with Ross Maker
David R. Megarry Interview (podcast)
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