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

FeatureDetails
CoverYellow-orange
BindingStapled
Pages62 total pages
Publisher AddressNo company address listed
Fantasy SupplementPresent
SpellsOnly 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)

FeatureDetails
CoverYellow-orange
Cover StockHeavy parchment-like paper
BindingStapled
Pages48 total pages
Publisher AddressEvansville, Indiana
Inside CoverWhite

Notes

This version incorporated corrections and rule changes previously published in The Domesday Book.


Second Printing (1972?)

FeatureDetails
CoverYellow-orange
Cover StockFlimsier paper
BindingStapled
Pages48 total pages
Publisher AddressBelfast, Maine
Inside CoverYellow-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)

FeatureDetails
CoverYellow-orange
BindingStapled
PublisherTactical Studies Rules
LogoGK (Gygax/Kaye)
Price$5.00
Product CodeNone
Tolkien TermsHobbits and Ents present

Notes

This is the last stapled version before TSR shifted to spiral binding.


Second Printing

FeatureDetails
CoverLight silver
BindingStapled
LogoGK logo
Tolkien TermsHobbits 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)

FeatureDetails
BindingBlack plastic spiral
CoverLight silver
LogoGK logo
Printing Statement“Second Printing”

Third & Fourth Printings (1976–1977)

FeatureDetails
LogoLizard logo
PublisherTSR Rules
Tolkien TermsHobbits 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 TermNew Term
HobbitHalfling
EntTreant

Additional Identifier

The front cover now includes:

Product Code 6002

This is one of the easiest collector identifiers.


Seventh & Eighth Printings (1979)

Key Changes

FeatureDetails
CoverDarker silver
LogoWizard logo
PackagingShrinkwrapped
Tolkien TermsHalflings 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

FeatureLikely Era
Yellow-orange stapled coverEarly editions
Silver coverLater 3rd Edition
Spiral bindingTSR-era printings
GK logoEarliest TSR printings
Lizard logoMid-period TSR
Wizard logoLate 1970s
Hobbits & EntsPre-1978
Halflings & Treants1978 onward
Product code 6002Later 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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