Dungeons & Dragons (D&D) is a tabletop roleplaying game: one person, the dungeon master, describes the world and plays everyone the heroes meet, while the other players each control a character and decide what they do. Dice decide whether risky actions succeed. There is no board and no winner; the group tells a story together over one evening or many.
To start, a group needs very little: a set of dice for each player, pencils and paper, and the rules. The Player’s Handbook is the book every group uses; the dungeon master usually also wants an adventure to run, and later the Dungeon Master’s Guide and the Monster Manual.
If you are new, an adventure written for beginning characters makes the first sessions much easier than inventing everything yourself.
The core books
| Book | Who needs it | What is in it |
|---|---|---|
| Player’s Handbook | Every group; ideally each regular player | Creating characters, classes, spells, the core rules |
| Dungeon Master’s Guide | The dungeon master | Running games, building adventures, magic items |
| Monster Manual | The dungeon master | Monsters and their statistics |
| Adventure books | The dungeon master | Ready-written stories with maps and encounters |
| Supplements | Optional | Extra options, settings and rules |
The Dungeons & Dragons range lists the Player’s Handbook alongside adventures and supplements such as Acquisitions Incorporated and Mordenkainen’s Tome of Foes.
2014 or 2024 rules
The fifth edition of D&D was first published in 2014. A revised Player’s Handbook followed on 17 September 2024, and Wizards of the Coast’s Jeremy Crawford described it as backwards compatible with the 2014 rules, so older fifth edition adventures can still be used with it. Books listed as “5th Edition” on this site are generally the 2014 versions. Both work; what matters is that everyone at the table uses the same version of the rules, so agree on one before people build characters.
What the dungeon master needs
- An adventure. A published adventure gives you the story, maps and monsters. Choose one written for first level characters.
- The rules. The Player’s Handbook covers most of the rules you need in play; the Dungeon Master’s Guide and Monster Manual help as the game grows.
- A screen (optional). A dungeon master’s screen hides notes and dice rolls and puts key tables in view.
- Time to prepare. Read the first part of the adventure before the session and note the main characters and places.
What players need
- Dice: a set of polyhedral dice (four, six, eight, ten, twelve and twenty sided).
- A character sheet: printed or hand drawn.
- Pencil and eraser: hit points and spells change constantly.
- A copy of the rules to share, at least one per table.
Optional extras
- Miniatures: painted or unpainted figures show who is where in a fight. Unpainted miniatures such as Nolzur’s Marvelous Miniatures are popular with players who enjoy painting.
- Battle map or grid: a wipeable mat with squares for tactical fights.
- Spell cards: handy reference cards for spellcasters.
- Board games set in the D&D world: games such as Castle Ravenloft or Rock Paper Wizard give a taste of the setting in one evening without a dungeon master. The board games range has more games for groups.
Buying on a budget
You do not need everything at once. A sensible order is:
- One Player’s Handbook for the table and one set of dice per player.
- A beginner adventure for the dungeon master.
- The Monster Manual and Dungeon Master’s Guide once the group knows it wants to keep playing.
- Extras such as miniatures, maps and spell cards last.
Many hardback books in the Dungeons & Dragons range are listed by edition and code; check the description to see whether a title is a rulebook, an adventure or a supplement.
Running a first session
- Keep the group small: three to five players plus the dungeon master is comfortable.
- Agree on how often you will play and how long sessions last.
- Talk about the tone before you start: serious or silly, scary or light, and any topics to avoid.
- Help players build characters together, or use ready-made characters to save time.
- Start with action and a clear goal, then let the players explore.
- End at a cliffhanger so everyone wants to come back.
Board game fans can also read our guide to choosing a board game.
Quick checklist
- Player’s Handbook for the table.
- An adventure for first level characters.
- One set of dice per player.
- Character sheets and pencils.
- Everyone agrees on 2014 or 2024 rules.
- Optional: screen, miniatures, map, spell cards.
Common questions
Do all players need their own Player’s Handbook?
No. One copy per table is enough to start, especially if the dungeon master knows the rules. Regular players often buy their own copy later to plan characters between sessions.
Can children play Dungeons & Dragons?
Many families play together. The rules involve reading and some arithmetic, and the dungeon master can keep the tone light. Check the age guidance on each product, and choose adventures with a gentle tone for younger players.
Are the 2014 and 2024 rules compatible?
Wizards of the Coast has said the 2024 Player’s Handbook is backwards compatible with the 2014 rules, so most fifth edition adventures still work. Mixing rules for characters at the same table can cause confusion, so pick one version. For storage ideas for your growing collection, see buying vintage furniture, and the Dungeons & Dragons range for books and miniatures.



