Chainmail: The Forgotten Origin of Dungeons & Dragons
Before there were roleplaying games, before fantasy gaming became a global industry, and before millions of players explored digital worlds like EverQuest or World of Warcraft, there was a modest little medieval wargame called Chainmail.
Printed as a thin booklet with a yellow-orange cover, Chainmail was ostensibly a set of medieval miniatures rules. Yet hidden within its pages was something revolutionary:
The foundation of Dungeons & Dragons itself.
Today, Chainmail is often overshadowed by the game it inspired, but its influence on fantasy gaming and popular culture is difficult to overstate.
The Origins: Wargaming in the Late 1960s
The roots of Chainmail stretch back into the late 1960s and a small but passionate network of American wargamers.
In 1967, a relatively obscure play-by-mail club known as the United States Continental Army Command (USCAC) focused largely on Avalon Hill strategy games. The club was run by Scott Duncan, Bill Speer and a young Gary Gygax, who served as treasurer.
Around 1968, the organisation reinvented itself as the International Federation of Wargamers (IFW), an ambitious attempt to unite miniature and board wargamers internationally.
At Gary Gygax’s urging, the IFW organised the first Gen Con in Lake Geneva, Wisconsin, in 1968.
Fewer than one hundred people attended.
Yet from those humble beginnings would eventually emerge one of the largest gaming conventions in the world.
One particular game at that convention proved enormously influential.
Jerry White arrived with an elaborate collection of Elastolin 40mm medieval figures and a spectacular castle setup for a scenario called The Siege of Bodenburg, written by Henry Bodenstedt.
Gygax was enthralled.
The combination of medieval warfare, castles, miniatures and immersive battlefield storytelling deeply shaped his imagination.
The Castle & Crusade Society
Inspired by medieval history and heraldic campaigns, Gygax soon founded the Castle & Crusade Society.
The organisation blended historical gaming with fictional medieval politics, kingdoms and campaigns, creating an atmosphere that increasingly resembled proto-roleplaying.
Around this same period, Gygax met Robbie Kuntz while playing Afrika Korps.
Soon afterward, the Lake Geneva Tactical Studies Association (LGTSA) was formed by Gygax, Kuntz, Mike Reese and several others. Members gathered around the now-famous sand table in Gary Gygax’s basement at 330 Center Street to fight miniature battles and experiment with evolving rules systems.
One frequent visitor was Jeff Perren, who possessed an impressive collection of Elastolin medieval miniatures.
During one trip from Rockford, Perren brought four handwritten pages of medieval combat rules for 1:20 scale battles.
Those four pages became the foundation of Chainmail.
The Creation of Chainmail
Over the next several years, Gygax revised, expanded and refined Perren’s original concepts into a far more comprehensive ruleset.
By 1971, the Castle & Crusade Society had become highly active, and its fanzine, The Domesday Book, served as both newsletter and experimental laboratory for new mechanics and scenarios.
Originally, Chainmail was intended as a historical miniatures game covering:
- medieval combat
- siege warfare
- jousting
- man-to-man combat
- massed battlefield engagements
But many players wanted something more imaginative than historical simulation alone.
Gygax responded by adding a remarkable new section.
The Fantasy Supplement
The Fantasy Supplement transformed Chainmail from a historical wargame into something approaching fantasy roleplaying.
Suddenly players could field:
- heroes
- superheroes
- dragons
- giants
- trolls
- wizards
- magical creatures
- fantasy armies
The supplement also introduced magical combat and iconic spells such as:
- Fireball
- Lightning Bolt
- Phantasmal Forces
- Conjure Elemental
The influence of Tolkien, mythology and pulp fantasy literature was unmistakable.
In many ways, this was the moment fantasy gaming truly began.
The original rules first appeared within The Domesday Book before being formally published by Guidon Games in 1971 as:
Chainmail Rules for Medieval Miniatures
Collectors today often refer to these early copies as “the little yellow booklet.”
Braunstein, Blackmoor and the Birth of Roleplaying
The transition from fantasy wargaming into true roleplaying remains one of the most debated topics in gaming history.
Dave Arneson argued that Chainmail alone did not create D&D.
Instead, Arneson pointed to David Wesely’s experimental “Braunstein” games as the true conceptual breakthrough.
Unlike traditional wargames, Braunstein scenarios assigned players individual roles, motivations and personalities rather than simply commanding armies.
Arneson adapted these ideas into his own Blackmoor campaign, combining:
- fantasy adventure
- persistent characters
- exploration
- open-ended storytelling
- dungeon expeditions
These concepts moved far beyond conventional miniatures gaming.
According to Arneson, Blackmoor introduced many features absent from Chainmail, including:
- character levels
- classes
- campaign progression
- individual player identity
Gary Gygax viewed matters differently.
Writing later in Best of Dragon Volume 1, Gygax described how Arneson began using the Fantasy Supplement within his campaign before sending notes and ideas to Lake Geneva. Gygax then expanded these concepts into the framework that eventually became Dungeons & Dragons.
The precise balance of influence between Chainmail and Blackmoor remains debated to this day.
What is beyond dispute, however, is that early D&D drew heavily from Chainmail.
Many creatures, spells and combat assumptions appear almost directly within the 1971 rules.
Early editions of D&D even assumed players already owned a copy of Chainmail.
Tolkien, Lawsuits and Changing Terminology
Early editions of Chainmail and D&D borrowed heavily from Tolkien.
References to:
- Hobbits
- Ents
- Balrogs
appeared openly within early fantasy gaming material.
Eventually, legal pressure from the Tolkien estate forced TSR to alter this terminology.
“Hobbits” became “Halflings.”
“Ents” became “Treants.”
“Balrogs” evolved into “Balor Demons.”
These changes remain useful identifying features for collectors examining different Chainmail printings.
The Legacy of Chainmail
Today, Chainmail survives as both a collector’s item and a historical artefact.
Its pages capture the exact moment when historical miniature wargaming began transforming into fantasy roleplaying.
Without this obscure little rulebook — developed in basements, newsletters and tiny gaming conventions by passionate hobbyists — modern gaming culture might look very different.
From these experiments emerged:
- Dungeons & Dragons
- tabletop RPGs
- fantasy gaming culture
- computer RPGs
- MMORPGs
- and eventually online worlds such as EverQuest
What began as sand tables and toy castles helped reshape modern fantasy entertainment itself.
The influence of Chainmail stretches far beyond its modest yellow and silver covers.
It is not merely an old rulebook.
It is one of the foundational relics of modern gaming history.
Identifying Chainmail Editions and Printings
For collectors and historians of early tabletop gaming, identifying different printings of Chainmail can be surprisingly complicated.
Fortunately, there are several easy ways to distinguish the various editions and printings, including:
- cover colour
- binding type
- publisher
- logos
- page count
- Tolkien references
- and TSR product codes
Below is a simplified collector’s guide to the major printings of Chainmail.
1st Edition (1971)
Published by Guidon Games.
Key Identifiers
| Feature | Details |
|---|---|
| Cover | Yellow-orange |
| Binding | Stapled |
| Pages | 62 total pages |
| Publisher Address | No company address listed |
| Fantasy Supplement | Present |
| Spells | Only 6 spells |
Notes
This is the true first edition and the rarest version of Chainmail.
Contrary to long-standing rumours, the famous 15-page Fantasy Supplement is included in this printing.
Although this edition contains more pages than later versions, much of the difference comes from larger font sizes and formatting rather than additional content.
2nd Edition (1972)
The second edition refined and reformatted the rules into a more compact and readable version.
First Printing (1972)
| Feature | Details |
|---|---|
| Cover | Yellow-orange |
| Cover Stock | Heavy parchment-like paper |
| Binding | Stapled |
| Pages | 48 total pages |
| Publisher Address | Evansville, Indiana |
| Inside Cover | White |
Notes
This version incorporated corrections and rule changes previously published in The Domesday Book.
Second Printing (1972?)
| Feature | Details |
|---|---|
| Cover | Yellow-orange |
| Cover Stock | Flimsier paper |
| Binding | Stapled |
| Pages | 48 total pages |
| Publisher Address | Belfast, Maine |
| Inside Cover | Yellow-orange |
Quick Spotting Tip
The easiest way to distinguish the two 2nd Edition printings is:
- Evansville + white inside cover = First printing
- Belfast + orange inside cover = Second printing
3rd Edition (1975–1979)
The 3rd Edition is the most commonly encountered version and went through numerous printings under TSR.
This period also reflects TSR’s rapid growth and the transition from medieval wargaming into the early D&D era.
Early 3rd Edition Printings
First Printing (1975)
| Feature | Details |
|---|---|
| Cover | Yellow-orange |
| Binding | Stapled |
| Publisher | Tactical Studies Rules |
| Logo | GK (Gygax/Kaye) |
| Price | $5.00 |
| Product Code | None |
| Tolkien Terms | Hobbits and Ents present |
Notes
This is the last stapled version before TSR shifted to spiral binding.
Second Printing
| Feature | Details |
|---|---|
| Cover | Light silver |
| Binding | Stapled |
| Logo | GK logo |
| Tolkien Terms | Hobbits and Ents present |
Notes
This is the first silver-cover printing.
Spiral-Bound TSR Printings
Beginning in mid-1975, Chainmail adopted its famous black plastic spiral binding.
Second+ Printing (July 1975)
| Feature | Details |
|---|---|
| Binding | Black plastic spiral |
| Cover | Light silver |
| Logo | GK logo |
| Printing Statement | “Second Printing” |
Third & Fourth Printings (1976–1977)
| Feature | Details |
|---|---|
| Logo | Lizard logo |
| Publisher | TSR Rules |
| Tolkien Terms | Hobbits and Ents remain |
Quick Spotting Tip
The shift from the GK logo to the TSR “Lizard Logo” is the easiest way to identify these printings.
Fifth & Sixth Printings (1978)
These printings are historically important because TSR removed Tolkien-related terminology after legal pressure from the Tolkien estate.
Major Change
| Old Term | New Term |
|---|---|
| Hobbit | Halfling |
| Ent | Treant |
Additional Identifier
The front cover now includes:
Product Code 6002
This is one of the easiest collector identifiers.
Seventh & Eighth Printings (1979)
Key Changes
| Feature | Details |
|---|---|
| Cover | Darker silver |
| Logo | Wizard logo |
| Packaging | Shrinkwrapped |
| Tolkien Terms | Halflings and Treants |
Oddity
The Eighth Printing incorrectly still states:
“Seventh Printing, April 1979”
This printing error makes identification slightly confusing for collectors.
Late Photocopy Printings
Later printings after the Eighth are essentially photocopy reproductions.
Identifiers
- White photocopied-style cover
- Dark silver originals absent
- Same general layout as the Eighth Printing
These later copies are much less desirable to collectors.
Quick Collector Identification Guide
| Feature | Likely Era |
|---|---|
| Yellow-orange stapled cover | Early editions |
| Silver cover | Later 3rd Edition |
| Spiral binding | TSR-era printings |
| GK logo | Earliest TSR printings |
| Lizard logo | Mid-period TSR |
| Wizard logo | Late 1970s |
| Hobbits & Ents | Pre-1978 |
| Halflings & Treants | 1978 onward |
| Product code 6002 | Later TSR printings |
Why Chainmail Matters
Although often overshadowed by Dungeons & Dragons, Chainmail remains one of the most historically important tabletop games ever published.
Its Fantasy Supplement helped bridge the gap between traditional historical wargaming and modern fantasy roleplaying games.
Without Chainmail, there may never have been:
- Dungeons & Dragons
- tabletop RPGs
- MMORPGs
- fantasy gaming culture as we know it today
For collectors, historians and gamers alike, these little yellow and silver booklets are genuine relics of gaming history.

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