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Adventure Gaming Rules

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0% found this document useful (0 votes)
39 views13 pages

Adventure Gaming Rules

Uploaded by

calebdean428
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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5

SCIENCE FICTION

The Creatures
that Ate
New York
In this game, you take the part of one of one at random (keeping it secret). Turnface Determine the order of play (by agree-
the typical "movie monsters" from the down the ten Blond chits, mix them up and ment, or by rolling a die, or flipping coins).
American and Japanese films of the late 50's place one each on the ten locations ori the The starting position of the first player is
and early 60's. Each of the other players in map. These Blond chits cannot be looked at determined by the second player; and that of
the game also assumes the role of a monster. except by monsters who enter the space con- the second player by the third player and the

@
The object of the game is to accomplish the taining the chit (see How to Find a Blond). third's by the fourth. You can play with more
mission that you randomly draw at the start SAMPLE than four players by combining two game
of the game. MONSTERS sets and picking other starting positions.
You have a single playing piece under ~ Movemenr When adding a second set, use only the addi-
your control representing the monster that S:rength 8G4F Flyer tional rubble and Mission chits (no addi-
you are - a giant lizard, or a giant ape, or a tional Blonds or duplicate monsters).
giant turtle, etc. The two numbers on your Good
playing piece tell you how strong you are (the How to Proceed
Your monster has two numbers printed

@•
left hand number) and how many spaces per
turn you can move (the right hand number). on it. The left hand number is its strength.
You move your monster on the playing field The right hand number is the maximum per-
Strength Movement
which is actually a simplified map of mid- turn movement in terms of the spaces on
town Manhattan (coincidentally enough the E vil the map. Each turn in the game is played in
very area where SPI has its editorial offices!). the following sequence:
When it's your turn, you first move and then 1. First player moves his monster
attack with your monster (you can attack 2. First player attacks with his monster
other monsters or buildings)'. The other 3. Next player moves
players do the same in their turns and this cy-
cle repeats itself until one of you has won ( or 4. Next player attacks
all of you have lost!). Each of remaining players move then attack,
SAMPLE BLOND (False)
in turn.
,--F.
_r...,on=re=-False Blond The game continues until one player
# 3,1 Explanation Number declares that he's completed his mission (and
HowtoWin Copter can prove it by showing his Mission Chit and
At the very start of the game, you c:1nd
every other player each pick one of the 7
r Effect
the results he's achieved). Upon this declara-
tion the game ends immediately.
Monster Mission chits. Pick your chit at
random and don't let the other players know
what letter is on it. The code letter cor- The Monster Mission Chart (and exit the north edge west of Eighth
responds to one on the Monster Mission A . Find Blond (and carry her off the west Avenue).
chart that tells you what you must do with edge oft he map). F. Destroy the Empire State Building
your monster in order to win the game. The B. Find Blond and devour her(and exit the (and exit the west edge of t~_e map). In order
first monster that performs its mission suc- west edge of map). If you're a good monster, to destroy the Empire State you must get two
cessfully wins the game (the game ends at this gets translated to Mission A: find Blond. turns of successful attacks against it (just as
that point and all the losing monsters console NOTE : T he wes1 mapedge c::tn be exited o n o r nonh of 20th if it were two separate buildings).
each other). S1tee1 only.
G. EatMacys(andexit the south edge).
C. Kill one other monster (and exit the Note: If you're a good monster, you must
How to Start sputh edge west of Fifth Avenue). fulfill the entire mission; if you're an evil
Lay out the map flat on a table big D. Inflict at least one point of loss on monster, you needn't exit the map in order to
enough to seat all the players. Place all the every other monster (and exit the east edge of win. Also, if you're a good monster, Mission
monsters in a cup and have each player draw the map north of34th Street). B (devour Blond) gets translated to mean the
one at random. Place all the Monster Mis- E. Be first to eat 257 Park Avenue South exact same as Mission A (find Blond and
sion chits in a cup and have each player draw - the building containing SPI offices - exit).
{continued on page BJ
8
(rontlnrmifrom page SJ the "3 or 4 more" column. Let's say you roll- paper. Each point lost translates to the loss of
ed a 3, the result would be that the enemy one strength point or one space of movement
How to Move monster loses one point and you get to dis- (your choice). For example, if you lost three
When it's your turn, you move your place him to the adjacent space of your points you could reduce your movement
monster as much or as little as you wish so of your choice (so long as it's a space he could (permanently) by two spaces and reduce your
long as you don't exceed the number of could ordinarily move into). strength (permanently) by one point, or you
spaces printed on your monster (or the reduc- could take the entire loss in movement or
ed movement value, if you've suffered How to Apply the Results of strength exclusively. When both of your
damage). When moving you may not move values are zero, your monster is dead (you're
diagonally (through the corner of a space);
the Monster Attack Table out of the game).
you may only move straight north, south, There a re three possible results: Defend-
east, or west. You may move in different er loses the specified number of points; At- How to Find a Blond
directions in the same turn (for example, one tacker loses the specified number of points;
or both lose one point each. If a Blond is in a n intact building, you
space north, th ree spaces west, then another must first successfully eat the building (that
space north). If you wish, you can choose to Defender Loses 1 (or 2 or 3): The other is, obtain a "Defender loses" result). You
not move at all. player's monster loses one point and you im- may t hen turn the chit over and examine it . If
You cannot normally move into or mediately displace him to the adjacent space it isn't the real Blond you must read the
through an intact building space (unless of your choice (so long as its a space he could keyed paragraph on the False Blond Sche-
you're a flying monster, in which case all normally enter). dule and take the action indicated, im-
spaces are the same to you). You may move Attacker Loses 1 (or 2 or 3): Your monster mediately. Once revealed, False Blonds are
into park and street spaces and buildings loses the indicated number of points and is removed from the map.
which have been reduced to rubble. If you displaced into an adjacent space by the 1fa Blond is in a Park space, you must
decide to eat a building, you must finish your enemy player. end your move in that space in order to ex-
move on that building space and you must at- amine the chit.
tempt to eat it. If you fail, you instantly move Both Lose 1: Both monsters lose one point
back to the space from which you entered the and stay together in the space. The other
building space. Similarly, you may not enter player's monster must stay and attack you in Carrying or Devouring
or move through a space containing another his turn. the Blond

00
monster, unless you intend to attack him, in If you fi nd the real Blond, you may pick
which case you must end your move in the her up and carry her off on the turn after you
space with the other monster. first examined the chit. Carrying the Blond
slows you down by one space per t urn. If
How to Attack When A ttacking (Eat ing) a Building: you choose to attack while carrying the
You may only attack a mons ter or a A building has a strength value of 5. When a Blond, your effective strength is reduced by 2
building by ending your move on its space "Defender" or "Both" result is obtained, (unless you choose to put her down and let
and declaring your intention to attack. Com- put a Rubble marker on the building space her escape). If you lose more than one point
pare your strength with that of the monster (you've successfully eaten it). You still take in the attack while carrying the Blond, the
or building by subtracting the strength of the damage when obtaining a "Both" result, but Blond is considered to be accidently squash-
building or enemy monster from your you don't have to retreat. If you get "At- ed as a result (and is automatically lost from
strength and reading the appropriate column tacker loses," you must displace yourself in- the game). . ·
on the Monster Attack table. Roll the die and to the space from which you entered the The Blond may be devoured (whether or
cross index the die number with the column. building space (and the building remains in- not its your mission) simply by finding her,
All buildings have a strength of" 5." tact). picking her up, and s pending that whole
Example : Your monster has a strength W hen you lose point s: Tum your move in the same space. You may not con-
of 13 and it attacks a monster with a strength counter over (to remind you rself you've been duct an attack in the turn in which you eat
of 9. You roll the die and read the result on weakened) and record the loss on a piece of the Blond.

Creatures That Ate New York Creative Credits Note: You may wish to vary play somewhat
Game Design: Redmond Simonse n, Just in Leites by placing the Blond chits in any named loca-
tions on the map rather than only in those
Graphic Design and Rules: Redmond Simonsen
spaces coded for chits.
Graphic Production: Ted Koller, Manfred F. M ilkuhn, Ke n Stec

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5
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#3
Rush Hr

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Blond,
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- --
Counters for The Creatures that Ate New York (40 pieces)

7 E5
~

9E5F
~
10E3 5E7F
tAr
9E4 A B C D
~

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7 G3 13G6 11G7

MONSTERS
~
8G4F E
MISSION CHITS
F G
9

[ 1.O] How to Start


GENERAL RULE:
Napoleon at Waterloo consists of a
body of rules, a separate group of cardboard

apoleon
playing pieces and a map.
PROCEDURE:
The components should be spread out
on a large table with two Players sitting on
either side. The die-cut counters should be

at carefully punched out and carefully segre-


gated as to national group. The P layers
should skim through the rules by reading
only the bold sentence-headlines in the vari-
ous rules sections. Then the pieces should be

aterloo placed in their starting positions (as indicated


by the four-digit numbers on the faces of the
playing pieces). At this point, the Players
should review the Sequence of Play and
begin a trial game, referring to the details of
the rules when they have a question. Note
that it is possible to play an enjoyable
solitaire game against oneself simply by
assuming the role of either Player in proper
sequence. To remove the map from the
bookiet, gently pry open the staples, remove
the map, and close the staples again.

COMMENT:
Napoleon at Waterloo is a simulation of
the battle between the French under
Napoleon and the Anglo-Allied and Prussian
forces in June 1815.

[2. O] Equipment
GENERAL RULE:
The game equipment consists of the
rules, charts, map, and playing pieces.
CASES:
[2.1] The game map represents
the terrain on which the battle
was fought.
An hexagonal grid is superimposed on
the terrain of the map to regulate movement
and positioning of the playing pieces. To
make the mapsheet lie flat, one should back-
fold it against its machine-made folds .
Players will note that each hexagon (here-
after called "hex") on the map has its own
four digit identity number.
[2.2] The Terrain Effects Chart
summarizes how the features on
the map affect the movement and
combat of the playing pieces.
[2.3] The Combat Results Table
Read This First: is the primary means for
The rules to this game are organized into
resolving combat.
a set of numbered Sections. Each Section
[I.OJ How to Start, Players will need one die from a set of
begins with a General Rule (and sometimes a
Procedure) followed by a series of specific [2.0) Equipment common six-sided dice in order to play the
Cases. - decimally numbered paragraphs (3 .0) Basic Procedure game, or they may use the six numbered chits
to provide random numbers.
headed by a boldface sentence containing the [4.01 Movement of Units
main thought of that specific rule. Should [5.0) Combat Preconditions [2.4] The playing pieces represent
you have any questions concerning these (6.0] Combat Resolution the actual military units that took
rules, please write SPI, enclosing a stamped, part in the historical battle.
(7. OJ Reinforcement
self-addressed envelope and phrasing your There are five items of information on
questions so that they may be answered by a (8.0) How the Game Is Won
the front face of each unit. T he Player is told
simple sentence, word or number. Mark your what type of unit it is (infantry, cavalry, or
query to the attention of Napoleon at artillery), and what its 'name' or military
Waterloo Rules Question Editor. designation is. Additionally, the Player is
10
given the Combat Strength and the Move- The Allied Player may move his
ment Allowance of each unit. The Player is units and bring in reinforcements.
also told which hex the unit starts in or what He may move as many or as few as he wishes,
Game-Turn the unit enters the game as a one after another, within the limitations of
reinforcement. the rules of movement.

SAMPLE INFANTRY UNJT(French) Step 4. Allied Player's Combat Phase.

Unit The Allied Player must attack


Designation Set-Up adjacent Enemy units.
Hex He may perform these attacks in any order he
Combat Movement
wishes, applying the results immediately as
Strength Allowance each attack is made.
These four steps are repeated ten times.
The game is then over and the Players deter-
mine the victor according to the rules on [4.5] A unit must stop upon
How the Game is Won. Note that the game entering a hex that is in the Zone
may be ended earlier if one Player achieves of Control of an Enemy unit.
- SAMPLECAVALRYUNIT his victory conditions. Whenever a unit enters a hex that is
- (Anglo-Allied) directly adjacent to any of the Enemy Play-
er's units, the moving unit must immediately
[4.0] Movement of Units stop and move no further that Phase. Note
that there are six hexes adjacent to most
SAMPLE ARTILLERY UNIT GENERAL RULE: hexes on the map. The six hexes adjacent to
(Prussian) Each unit has a Movement Allowance an Enemy unit are called the Zone ofControl
Game-Turn ofEntry number printed on it which represents the of that unit.
in Variant Game· basic number of hexes it may move in a single A unit may not move so long as it is in an
Movement Phase. Each Player moves only Enemy controlled hex. Only by freeing itself
[2.5) Combat Strength is the his own units during the Movement Phase of through a combat result may a unit escape
basic power of a unit when his Player-Turn (as outlined in the Sequence the 'freezing' effect of an Enemy Zone of
of Play). Control.
attacking or defending.
The Terrain Effects Chart will detail PROCEDURE: [4.6] Except for French Victory
how this number is affected by combat. The Units move one at a time, hex-by-hex, in Requirements, units may not leave
Combat Strength value of a unit is deemed to any direction or combination of directions the map.
consist of the printed number of Combat drat the Player desires. The Movement Phase If forced to do so by the Combat Results
Strength Points. ends when the Player announces that he has Table, they are eliminated instead. [See Case
[2.6) Movement Allowance is the moved all of his units that he chooses to (or 8.3]
as of the time that he begins to make at-·
unit's basic ability to move in one tacks).
Movement Phase.
This ability is expressed in terms of CASES: [5.0] Combat
Movement Points. Each hex entered costs a
unit one Movement Point. [4.1 ] A unit may never exceed its Preconditions
Movement Allowance.
During its Movement Phase, each unit Eligibility Requirements for
may move as far as its Movement Allowance Attacking Units.
[3 .0] Basic Procedure permits. Basically, each unit spends one GENERAL RULE:
The Sequence of Play Movement Point of its total Allowance for Each unit has a Combat Strength
The Players take turns moving their each hex that it enters. Individual units may number printed on it which represents its
units and making attacks. The order in which move less than their Movement Allowance. basic power to attack during its Combat
they take these actions is described in this se- Units are never forced to move during their Phase and to defend during the Enemy Com-
quence of play outline. One completion of Movement Phase. Units may not, however, bat Phase. Whether or not a unit can attack
' lend or accumulate unused Movement is strictly a matter of how it is positioned with
the sequence of play is called a Game-Turn. Points.
Each Game-Turn consists of two Player- respect to Enemy units. All units that are in
Turns. Each Player-Turn consists of two [4.2] Units must spend one Enemy Zones of Control must attack during
Phases. Movement Point to enter each hex. their Combat Phase; artillery units not in
Units may only enter or leave woods Enemy Zones of Control but that have
THE FRENCH PLAYER-TURN : Enemy units within the range of their guns
hexes through hexsides crossed by roads
Step 1. French Player's Movement Phase. (even when advancing or retreating due lo may execute a special form of attack called
combat). bombardment.
The French Player may move his
units and bring in reinforcements. [4.3) A unit may never enter nor PROCEDURE:
He may move as many or as few as he wishes, The Player examines the positions of his
pass through a hex containing an
one after another, within the limitations of Enemy unit. units, determining which are in Enemy Zones
the rules of movement. of Control and which artillery units have
[4.4] A unit may never end its Enemy units within their range. Attacks are
Step 2. French Player's Combat Phase. Movement Phase in the same hex conducted using the Combat Results Table,
as another Friendly unit. the die, and the procedures detailed in the
The French Player must attack One or more units may move through a section on Combat Re~olution.
adjacent Enemy units. hex containing another Friendly unit, but the CASES:
He may perform these attacks in any.order he moving units may never end the Movement
wishes, applying the results immediately as Phase in the same hex as another unit. If this [5 . 1] A unit that is in an Enemy
each attack is made. should inadvertently happen, the opposing Zone of Control must attack - and
Player gets to choose which of the illegally every Enemy unit that has a
THE ALLIED PLAYER-TURN : placed units are to be destroyed (so that only phasing unit in its Zone of Control
Step 3. Allied Player's Movement Phase. one unit remains in the hex). must be attacked.
{continued on page 15}
11
Examples of Attacks
In the following examples, the Blue units are
the Attackers and the Red units are the
Defenders. A circle is drawn around those
units (Attacker and Defender) which are in-
volved in combat with each other. Each circl-
ed battle situation constitutes an attack and
would require the rolling of the die. Note
that when several attacking and defending
units are adjacent to each other, the attacks
may be constituted in more than one way.
Artillery attacks are indicated with an arrow
when the defending unit being bombarded is
not directly adjacent. The odds of each at-
tack are given next to each situation.
Anything which can logically be inferred
from these examples is tantamount to a rule
unless explicitly covered in the written rules.

1 to 2, doubled due to
Building hex
14

SOLITAIRE
s
PLAY
The Opponent Who Always There
We all suffer from a scarcity of worthy specifically plan moves far in advance, the sets of alternate orders can be written and
opponents - though growing by leaps and dynamics of the solitaire play will closely randomly chosen so that much of the sur-
bounds, the wargamer population is still resemble two-player gaming ... and be just prise element is maintained. This can also be
thinly spread over this great land of ours. about as interesting! done in games that don't usually require
Most veteran gamers have partially solved One must exercise a little more discipline plotting of moves - just write several sets of
this problem by playing games solitaire. Al- in solitaire play - there's a great temptation broadly worded orders for your units and
though in retrospect it must seem an obvious to "play favorites" (i.e., cheat) with one side choose one at random.
solution, many new gamers hesitate to play or the other when playing against oneself. Of course, some games are more
games solitaire, perhaps because they feel Moreover, if one plays the same game soli- suitable for solitaire play than others. The
they need some special set of rules or pro- taire several times in a row, the course of play Games Rating Chart in S&Trates the general
cedures to do so. Remember, wargames are often becomes stereotyped. There are some one-player adaptability of most games. Per-
complex and that complexity can be in- simple techniques to avoid such stereotyping, sonally, I find that the operational level
timidating to new players. It's easy to get the one of them being merely sitting on a dif- games are the most rewarding when played
impression that the rules must be followed to ferent side of the game map than you're used solitaire. Usually the number of moves and
the letter of the law and anything that's not to! Another is to roll the die for one or both counters are manageable and the options
specifically pointed out in the rules is ver- sides each turn to decide whether you'll per- broad enough to permit variation in play.
boten. It is the very complexity ofwargames, form high-risk or low-risk moves. This will But whatever you prefer, a lot of enjoyable
however, that allows solitaire play without change your rhythm of play sufficiently so gaming can be had simply by exercising the
special rules. In most games one can just set that it will seem as if another personality is initiative and imagination required to play
up both sides and play them both in proper involved in the game. solitaire... plus, you always win.
sequence. Because it's virtually impossible to In games that involve plotting, several -Redmond Simonsen

SYNOPSIS defeated, were still game. Their old Field men holding · the walled manor of Hougo-
Marshal Blu·c her had vowed to come to Well- mont, which covered approaches to the Al-
The Battle ington's aid with all he had as soon as hu-
manly possible. Napoleon would have to win
lied right. The attack went awry, as the Bri-
tish held tenaciously. Rather than break off,
of Waterloo quickly if he was to win at all. the French became too deeply involved. In-
The battle began as a skirmish. At 1150 a stead of screening the position and bombard-
18 June 1815 division over on the French left became in- ing it to pieces, the French II Corps fed in
volved in an assault on the British Guards- more and more troops, while Wellington
The dawn, on Sunday, 18 June 1815, was fconrinued on page 16/
damp and misty in central Belgium. There,
amid the rain-soaked, gently rolling hills, Napoleon at Waterloo Counters
nearly 150,000 men were poised to decide the Images of the counters in this game are provided as an aid to players in reproducing damaged or
fate of Europe. misplaced pieces.
It had been a spectacular spring. Napo-
leon, escaping from Elba, had seized control
of France anew, rebuilt her armies in weeks, Introduction to Adventure Gaming Counters (100 pieces): Front
and set forth northward on the road to con- Counters for Napoleon at Waterloo (60 pieces)
quest. In a lightning four-days campaign, he
had succeeded in driving a wedge between the I Br/I 1 Br/ Res J Br/I 2 l)r/11 4 Brill 6 Br/R,.r 2 DBI/ JDB/1 Brn Res 5111
1010 170). 1209 0810 0509 1509 1608 0310 0807 Qt3
powerful Prussian and Anglo-Allied armies
confronting him. The Prussians had been 7-4 7-4 6-4 6-4 6-4 6-4 5-4 4-4 2-4 5-4
broken in a furious battle at Ligny two days Hvy R,s <,,n Res Rt Res Lf Res DBC/1 I Reserve II 0,111 /]/IV
before, and now the victorious French pre- 1109 1407 071 1 1707 1207 1409 1310 IU0 0914 Gt3
pared to fall upon the motley host of the
Duke of Wellington, defending near the tiny
village of Waterloo.
4-5 4-5 3-5 3-5 1-5 3-3 3-3 2-3
, )-4 4-4
The French, with some 72,000 men -
many of them seasoned veterans - and 246 5C//C JC/Ill Guard IV II IV 14/ I V
cannon, held a front of about 15,000 yards.
Across some hundreds of yards of wet
1515
1-5
1414
1-5
1~11
5-3 1 2 3 Gt3
3-5
Gt3
4-3
Gt3
3-3
Gt3
4-4
ground were the foe, some 68,000 Britons,
Hanoverians, Brunswickers, and Nether- I II VI II /6/TV /5//V
landers - regulars and recruits and militia-
men mixed together - supported by no more
0915
3-3
IHI
3-3
1415
2-3
4 5 6 Gt3
3-5
Gt3
4-4
Gt3
4-~
than 156 cannon. The Emperor was confi-
dent that such poor troops would never stand FRENCH
before him. But Wellington had a trick or
Gren Gd 6111 (.,'has Gd YngGd 2//
two up his sleeve which might just save the 9/ 11 /IT JI/ 4/T 5111
1517 Q_8l4 'i 317 1416 1612' -l,014 1513 1712' 812 l314
day. Most of his men were posted behind a
series of modest riagelines, while others were 7-4 7-4 6- 5-4 5-4 5-4 4-4 4-4 4-4 4-4
in hastily fortified farms and hamlets. Am-
/9//V 201/V Gd f/VJ' Gd l,t I C// lCIII TTCl/1/C llC/11/G IJC/TVO T4CI /VC
munition was plentiful. The muddy ground 13 15 1316 I0J6 1814 201I 0514 1015 0916 1714 1813
would hinder the advancing French and min-
imize the impact of their cannon fire. And,
4-4 2-4 4-5 3-6 2-5 2-5 2-5 2-5 1-5 1-5
most importantly, the Prussians, .though
15
fcontinuedfrom page /OJ
defender. Defending unit has the option tO
If there are several possible combina-
[6.0] Combat Resolution advance after combat.
tions, the Player may choose which of his How Attacks are Evaluated Ee= Equal elimination; the defending force
units will attack which Enemy unit - so long and Resolved is eliminated and the attacking force must
as every Enemy unit that is required 10 be at- lose a number of Com bar Strength Points at
tacked is attacked. GENERAL RULE:
least equal to the printed value of the defen-
An 'attack' is defined as the comparison
[5.2] No unit may be involved in ding force. If any attacking units survive,
of the strength of a specific attacking force
more than one attack per one of them may advance after combat.
with that of a specific defending force resolv-
Combat Phase. Bombarding artillery can never suffer from
ed by the throw of a die in connection with this result.
No unit may participate in more than the Combac Results Table. The results may
one attack, nor may a given Enemy unit be affect either or both !he allacked and the Dr= Defender retreats; the defending unit is
the object of more than one attack, in a defender. forced to move one hex away from the at-
single Combat Phase. tacking unit(s). One of the artacking units
may advance after combat.
[5.3] More than one unit may PROCEDURE:
The attacking Player totals the Combat De= Defender eliminated; the defending
participate in a given attack.
Strength of all of his units that are involved unit is destroyed. One of the attacking units
As many units as can be brought to bear may advance after combat.
can participate in the same attack. in a given attack and compares the total with
the total Combat Strength of the Enemy unit [6.4] Units may be retreated (by
[5.4] More than one Enemy unit or units being attacked. The resulting com- their owners) only into 'safe' hexes.
can be the object of the parison is called the Combat Ratio. The A 'safe' hex is defined as a traversable
same attack. Player locates the column heading on the hex, not in an Enemy Zone of Control. If
So long as each participating attacking Combat Results Table that corresponds to there is no safe hex available, the unit is
unit could have attacked every one of the the Comba1 Ratio. He rolls the die and cross destroyed instead. A 'traversable' hex is one
defending units separately, then all may at- indexes the die number with the Combat that the unit could legitimately enter during a
tack all the defending units in a single com- Ratio column and reads the result. The indi- Movement Phase.
bined attack. [See Case 5.8] cated result is applied immediately, before
going on to any other attacks. When he has [6.5] When the only 'safe' hex is
[5.5] A unit's Combat Strength made all of his attacks, the Player announces occupied by a Friendly unit, that
is indivisible. the end of his Combat Phase. unit may be displaced.
Units may not use part of their strength The displaced unit must itself have a hex
in one attack and part in another, neither CASES: to retreat to (if not, the original unit is
may they reserve or withhold pan of their destroyed instead of causing displacement).
strength in an attack or defense. [6. l] The attacking Player must
The displaced unit may itself cause a
announce which of his units are displacement in a sort of chain reaction of
[5.6] An artillery unit not in an involved in a given attack against a retreats.
Enemy Zone of Control may make specific defending unit or group Note that a retreating unit may not
a bombardment attack against an of units. displace an artillery unit that has yet to per-
Enemy unit two hexes distant. He must calculate and announce the form a required bombardment attack. A 're-
The important distinction between Combat Ratio, specifying which of his units quired' bombardment attack is one that is
bombardment and regular attacking is that are participating in the attack, before it is made when some other Friendly unit is in the
bombardment attacks can be made only by resolved. He may resolve attacks in any order Zone of Control of the Enemy · unit being
artillery units that are not in the Zone of he chooses. Once the die is thrown, he may bombarded and that Friendly unit is artack-
Control of any Enemy unit. This bombard- not change his mind. ing srill another Enemy unit.
ment attack can be used to sacisfy the require- [6.2] The calculated Combat Ratio
ment that a given Enemy unit be attacked is always determined to represent [6.6] When a hex is vacated as a
(because some other Friendly unit happens to a specific column of results on the result of combat, a single
be in its Zone of Comrol) so long as the other Combat Results Table. victorious participating LJnit may
Friendly unit can attack another Enemy unit. If the Combat Ratio in an attack is advance into that hex.
[5.7] Except when making an higher (or lower) than the highest (or lowest) Such an advance as a resulr of combat is
combined attack [see 5.8) shown on the table, it is simply treated as the an option which must be exercised im-
bombarding artillery units may highest (or lowest) column available. Note mediately before going on to resolve any fur-
that the Combat Ratio is always a simplified ther combat in that Phase. A unit is never
attack only a single
version of the literal ratio. For example, if forced to advance after combat. A unit may
Enemy-occupied hex. advance into an Enemy controlled hex (even
eleven Combat Strength Points attack four
Even though it may have several Enemy when advancing directly from an Enemy
occupied hexes in range, a given artillery unit Combat Strength Points, the Combat Ratio
is simplified to '2 to I.' Rations are always conrrolled hex).
may bombard only one of them in a single
rounded off in favor of rhe defender.
Combat Phase. Note that several artillery
The attacker may deliberately lower the
[6. 7] Movement duririg the
units may direct their bombardment at the
Combat Ratio, if he so desires, simply by an- Combat Phase does not expend
same hex, in which case their strengths are Movement Points.
totalled into one aggregate bombardment nouncing the fact before throwing the die.
This is sometimes advantageous (see the Retreats and advances arc, technically,
attack. not considered to be movement.
Combat Results Table).
[5.8] An attack may be made [6.8] An artillery unit that is not
[6.3] The abbreviations on the
which combines the strength of adjacent to the unit that it is
Combat Results Table will indicate
adjacent units with that of attacking is not affected by
that units are either retreated
bombarding artillery. or destroyed. adverse combat results.
The strength of the artillery unit is simp- When an artillery unit is bombarding or
ly added to_that of the adjacent attacking Ae = Attacker eliminated; all units involved making a combination attack (as described in
units. Note that if the Enemy is in more than in the artack are destroyed (except bombar- Case 5.8), it is totally unaffected by combat
one hex, the contributing bombarding ar- ding artillery). Defending unit has the oprion results. Even in the case of an 'Ee' result, the
tillery need have only one of the Enemy oc- to advance after combat. defender is destroyed but the artillery unit is
cupied hexes in range in order to a,dd ics Ar = Attacker retreats; all units involved in unaffected. Bombarding artillery units may
strength to the attack. This is the exception the attack (except bombarding artillery) are voluntarily retreat after combat when they
to Case 5.4. forced to move one hex away from the obtain an 'Ae,' 'Ar,,' or 'Ee' result.
losses when the forty Strength Point limit is [conlinuedfrom page /4/
(7 .0) Reinforcement approached. kept the well-fortified garrison supplied with
How Additional Units munitions and manpower. Time passed. Na-
CASES: poleon hesitated, concerned over the muddy
Enter the Game
[8.1 ) T he Allied Player wins by condition of the ground. A few hours more
GENERAL RULE: would permit it to dry. But then came an omi-
In addition to the force with which he destroying forty French Combat
Strength Points before losing forty nous sign. Some hills to the east were taking
starts the game, the Allied Player receives on a dark coloration, as if masses of tro9ps
Prussian units during the Movement Phase of his own.
were gathering. Could the Prussians be com-
of Game-Turn Three. If this happens, the game stops immedi-
ing? An attack was ordered at 1300.
ately and the Allied Player is declared the
PROCEDURE: winner. At 1345 four divisions of the French I
At any time during the specified Move- Corps advanced, swamping outlying Allied
ment Phase, newly arriving units may enter [8.2] The Allied Player is positions. An entire Dutch brigade was rout-
the map in non-Woods hexes of hex-column demoralized immediately upon ed, the Allied front pierced. Wellington
2300 (i.e., the easternmost hex column). losing forty Combat Strength threw in his finest division, the 5th. The
Points. French wavered and then streamed back to
CASES: When demoralized, all Allied attacks their own positions.
(including those made by Prussian units) are Driving the French before them, British
[7 .1) When reinforcements arrive cavalry attacked in turn, only to be routed by
on the map, they behave reduced by one ratio column (for example a
three-to-one becomes a two-to-one). the enemy's heavy horse. Nearly two hours
identically to units already of furious cavalry action followed, as Mar-
on the map. When demoralized, all French attacks
are raised by one ratio column (for example a shal Ney, Napoleon's "bravest of the brave,"
When reinforcements are placed in an attempted to smash the Allied front. Each
entry hex, the arriving unit must pay one one-to-two becomes a one-to-one).
If the Allies destroy forty French time the troopers charged forward, the
Movement Point for entering that hex. When steady British infantry formed square and
Strength Points after losing forty of their
more than one unit enters in the same place, own this does not demoralize the French nor drove them off with well aimed fire. At 1800
they enter singly without regard to which one Ney pressed two infantry divisions forward
does'it benefit the Allies in any way. The only
entered first (i.e., it doesn't cost subsequent hope for a demoralized Allied Player to !s. on the heels of the cavalry, only to see them
units more to enter the map because they are prevent the seven French units from exllmg beaten off as well. Within ten minutes the ac-
entering "behind" the first unit). The uni_ts tion in the center had fallen off. Both armies
the map (thereby drawing the game).
move (and they may participate in combat) m had been severely tested, but the Allies had
the Player-Turn of arrival. [8.3] The French Player wins by. held and the French situation was becoming
[7 .2) Units may never be placed in demoralizing the Allies and exiting precarious, for the Prussians had arrived.
an entry hex that is Enemy seven French units from the map The Prussian IV Corps, some 30,000
occupied or which is in Enemy (between hexes 0101 and 0901). men, was driving into Napoleon's right rear
Zones of Control. The units must exit from the indicated near the village of Placenoit. The 10,000 de-
They may never be placed in an entry hexes during one or more French Movement fenders bravely held the enemy to minimal
hex under conditions which will forc~a viola- Phases. Units may not exit the map as a result gains, but the threat was enormous. ~n a des-.
tion of the movement rules (i.e., too many of combat (if forced to do so they are con- perate move, Napoleon ordered in eight bat-
units in the hex at the end of the Movement sidered destroyed instead). French units that talions of the Young Guard and two of the
Phase). exit the map during their Movement Phase veteran O ld Guard. At bayonet point, these
are not considered destroyed. More than 5,000 men cleared Placenoit, securing t~e
[7 .3) The entry of reinforcements seven French units may exit the map and they flank. But final victory could come only m
may be delayed for as long as the may do so before and/or after the Alli~s lose the front. At 1900 Napoleon ordered his Old
Player w ishes. forty Strength Points. Once the mm1m_um Guard to prepare an attack.
The Player may choose to hold back any French Victory conditions have been achiev- Meanwhile, fighting along the front had
reinforcements due him in any given Game- ed the game stops immediately and the become general . As more Prussians began t_o
Turn. He should keep a record of any such French Player is declared the winner. come into action, Wellington fed most of his
delayed reinforcements. He need not re- few remaining reserves into the line. Massed
[8.4) The game is a Draw if_"!either French artillery began pounding the Allied
schedule their appearance; they may enter
during any subsequent Movement Phase. side fulfills its victory cond1t1ons. troops.
If the French destroy forty Allied At 1930 the attack began. Some 4,500 of
They must enter by means of the proper en-
try hex. If prevented from entering by Fre_nch Strength P oints but fail to exit th~ir .s~ven the finest soldiers in the world, Napoleon's
units or their Zones of Control, the Prussians units before the end of the game or 1f neHher Old Guard, advanced in columns across the
may enter anywhere between 1201 and 2101. Player destroys forty Strength Points, the fire-swept ground. On the right, two battal-
game is a draw (which is, in historical terms, ions of the Guard smashed the surviving
an Allied moral victory). Brunswickers, forced back a British brigade,
1f by some freak chance, both armies
only·to be halted by the Dutch -3rd ~ivision.
[8.0] How the Game reach the forty or greater loss level at the Two battalions in the center broke into the
lsWon same instant of combat (due to an "Ee" Allied line, to be beaten off by Wellington's
result) then the French Player would win if he
1st Guards Brigade in a furious exchange of
Demoralization and the Conditions had already exited the seven units from the
fire. And on the left, a final battalion scaled
of Victory map; otherwise, the Allied Player would be
the slope behind which the ene'!ly la~, ~::mly l?
declared the victor.
GENERAL RULE: be taken in the flank by an entrre Bnt1sh bn-
It is the object of both Players to destroy gade. It was over, the beaten Guardsmen
forty Enemy Strength Points before losing Napoleon at Waterloo streamed back in defeat. In the stunned
forty Friendly Strength Points. The French Design Credits French ranks the cry went up, "Le Guard re-
Player has the additional objective of exiting cule! - The Guard breaks!" Panic took
seven units off the north edge of the map Game Design: hold. Ignoring all discipline, men began to
(through the hexes indicated on the map) . James F. Dunnigan flee. Sensing his moment, Wellington order-
Graphics and Rules: ed a general advance, throwing in his_ I_ast
PROCEDURE: fresh troops, to be joined by newly arnvmg
As losses accumulate during the game,
Redmond A. Simonsen
Prussians. Napoleon, shocked and exhaust-
the Players should array the destroyed Editorial and Graphic Production: ed, tried to rally his men, then gave up and
counters off the map in easily counted Bob Ryer, Ted Koller, Michael E. fled in turn, never to trouble the peace of the
groups. Players should be especially alert to Moore, Manfred F Milkuhn, Ken Stec world again. - A/Nofi
17

,.. ,..
eheeower
ofllzann
Deep in the rugged wilderness of the
Duchy of Anakon, there rises a
solitary tower, grim and forlorn.
For years there have been terrible
rumors concerning the occupant of
that bleak edifice, the sorcerer
A zann. Whispered tales have
circulated throughout the land of
children stolen in the dead of night,
and frightful ceremonies performed
in the name of some dark deity.
Now the very son of the Duke has
been lost, and all evidence points to
the Tower of Azann. Although
deeply angered and desperately
sorrowful at the heir :S-
disappearance, neither the Duke nor
the members of his court nor
anyone in all of Anakon is willing
to brave the terrors of that sinister
abode to rescue the child. What is
needed is an adventurer. .. a stalwart
warrior to stake his life on the
quest. You are that champion.

Unlike many role-playing games, Tower


of Azann does not require the use of a
gamesmaster to referee character actions.
Instead, a programmed system of indivi-
dual paragraphs leads the character
through the adventure, posing problems,
calling for decisions, and introducing
strokes of fortune - both good and bad
(sec Using the Paragraphs). Once play-
ers are familiar with the game system, a
gamesmaster may be used, if desired, to
expand upon the paragraphs or even in-
troduce new ones to freshen the adventure
for repeated play.
18
Entering Rooms. Although a character is manently, however, and cannot be recovered.
How to Win never far from a staircase, the interior of the If a character is directed to such an item
Your mission is to rescue the young heir Tower is confusing in its construction, and it again after having lost it, treat the location as
and escape the Tower with him. Incidentally, is easy to become lost, wandering sometimes empty.) Any time a character is directed to an
a fabled gem - the Jewel of Dinakk - is through the same room repeatedly in search item that he currently possesses, the location
said to be in Azann's possession, and you of some object. Whenever a player wishes to is treated as empty.
may have the opportunity to acquire that enter a room, he notes the level his character A character may never carry more than
treasure as well. occupies (2, for instance) and rolls one die 4 items (combined total of magic items and
• If you escape the Tower with the child and (rolling, say, a 3). The player reads these weapons) at one time. Note that a character
the Jewel, you win fame and fortune. numbers in sequence and turns to the para- is considered armed when he enters the Tow-
• If you escape the Tower with the child only, graph indicated (in this case, 23) and follows er, but the weapons he brings with him can
you win the gratitude of the Duke, but liule whatever instructions are there. never be lost and do not count against the to-
in the way of wealth. tal number of items that can be carried .
Combat. The Tower is infested with all man-
• If you escape the Tower with the Jewel only, ner of evil monsters, none of which intend a Nerve Checks. From time to time in the
you are a weahhy adventurer, but the venge- player's character any good. The paragraphs paragraphs, particularly after a harrowing
ful Duke will haunt you always. often indicate an ambush or encounter with experience or in an especially unpleasant situ-
these wandering creatures. To perform a ation, a character will be required to make a

l
• If you escape the Tower with nothing, no
one will want to talk to you. combat, the player refers to the Monster Val- Nerve Check. To do so, the player simply
ues Chart to determine the Combat Strength adds together all of the character's current
• If you die, at least your memory will be and Agility of the creature that has been en- Characteristic Points and rolls a die. ff the
respected. I
countered. Then the character attacks (the die roll is greater than the character's total
character always attacks first unless the para- Characteristic Points, the character passes
How to Start graph specifies otherwise) by subtracting the the check. The paragraphs provide instruc-
The first thing you must do is generate monster's Agility from the character's Com- tions as to the effects of failing a Nerve
your character. You have 12 Characteristic bat Strength. If the result is a negative num- Check.
Points that you can assign among 3 charac- ber, the character must reduce either his Ducking Out. There are certain times in the
teristics: Combat Strength, Agility, and Ma- Combat Strength or Agility by one point. If Tower of Azann when discretion is the better
gic Skill. Combat Strength is important when the result is zero, roll a die; if the result is part of valor, and a player's character may
you encounter monsters wandering through greater than the monster's Agility, the mon- wish to extricate himself quickly from a room
the Tower. Agility has several uses, including ster loses one point; if the same die roll is or other location within the Tower. In such
keeping from harm in tight situations. Magic greater than the character's Combat Strength, cases, the player rolls one die and compares
Skill allows you to take advantage of magic the character also loses a point. If the number the die roll with the character's Agility. If the
items and spells. is positive, the player reduces either the mon- die roll is equal to or greater than the charac-
You must assign at least 2 Characteristic ster's Agility or Combat Strength by one point. ter's Agility, the attempt fails, and the char-
Points to each of these characteristics. Write For example, a character with a Combat acter must deal with whatever it is he would
down your starting characteristic values on Strength of 4 and an Agility of 5 encounters a rather avoid. If the die roll is less than the
the Adventure Log. Be sure to write lightly wraith (Combat Strength 2; Agility, 5). Sub- character's Agility, the character may imme-
in pencil, because your values will change tracting the wraith's Agility of 5 from the diately roll for another stairway or room.
during the game. character's Combat Strength of 4 results in Whether the attempt succeeds or fails, the
Next, pick two spells from the Magic -1, so the character must reduce either his character loses one Agility point immediately
Spell Summary, and write them down on the Combat Strength or Agility. He chooses to after resolving the die roll. A character with
Adventure Log. Then, in the space on the reduce his Combat Strength by I. an Agility of zero may not attempt to duck out.
Log labelled "Current Level" write 1 (you Next, the monster attacks by subtract-
ing the character's Agility from the monster's Escape. To escape the Tower of Azann is no
will be starting on the first floor of the Tower.
Combat Strength. In the preceding example, simple matter. To get out, a character must
Now, when you are ready to begin, you
the wraith's Combat Strength is 2 and the make his way to level I and roll for a room
can proceed to paragraph 040, and you are that has portion of the paragraph marked for
on your way. character's Agility is 5, for a difference of
- 3 - the wraith is hit, and the player choos- escape. Such a paragraph will indicate _range
of die rolls. The player rolls a die and, if the
Using the Paragraphs es to reduce the wraith's Agility to 4. Combat
die roll falls within the specified range, he
The paragraphs are the heart of The proceeds in this manner untiJ either the char-
acter or the monster (or monsters) is dead. follows the instructions for escape in that
Tower of Azann. They provide the charac- paragraph. If the die roll falls outside the
ters, descriptions, and events that give the When more than one monster attacks,
the character takes them on one at a time. . range indicated, the character is subject to
adventure life. It is important that players whatever other instructions (other than for
not read through the paragraphs before play- A monster is dead once either its Agility
or Combat Strength is reduced to zero. A escape) are specified in the paragraph.
ing. While it is intended that characters have
some control over what befalls them, the ran- character is dead when both his Agility and Two or More Players
dom hazards and benefits that come as sur- Combat Strength are reduced to zero. The Tower of Azann is designed to be
prises in the paragraphs are the very essence Using Spells. The Summary of Spells gives playable by a single player o r by several.
of the adventure. details on the uses and effects of the various When more than one player participates,
Going Up and Down Stairs. There are six spells that the characters may use. These each character may go his own way, making
floors in the Tower of Azann, and a charac- spells may be used in combat or in movement paragraph decisions independently. In com-
ter will no doubt want to explore each of throughout the Tower at any time. bat, only one character may attack each
them in his search. To go up the central stair- Discovering Items. Scattered throughout monster. Thus, if several monsters attack
case (which is adjacent to virtually every the Tower are various powerful weapons and several characters, a number of individual
room in the Tower) a player notes what level magic items. The paragraphs direct the char- combats may occur simultaneously.
he is starting from (for instance, level I) and acter to the locations of these items from Tower of Azann
rolls one die (rolling a 5, by way of example). time to time, and with a little luck and good
The player then adds the two numbers to- sense, a character can accumulate a potent Creative Credits
gether and turns to the paragraph indicated col'ection of these useful tools. Any time an Game Design:
(in this case, 006) and follows the instruc- ite,ri is acquired, the player should record it Bob Ryer. Justin Leites, Gerard C.
tions. To go downstairs, the first digit is the on the Adventure Log. Losses should also be Klug, Redmond Simonsen
floor you wish to descend ro, and the second recorded. Note that most items can be found Graphic Design:
digit is, again, a die roll. Remember, once again if they have been lost if the paragraphs Redmond Simonsen
you ·arrive on a new level, to change the Cur- direct the character to them again. (Some Graphic Production:
rent Level on the Adventure Log. items, such as the EmeraJd Rod, are lost per- Ted Koller, Manfred F. Milkuhn, Ken Stec
19

SUMMARY OF SPELLS SUMMARY OF MAGIC ITEMS WEAPON SUMMARY


Spell of Teleportation Emerald Rod (078) Silver Dagger (030)
Allows you to instantly remove yourself Allows you to increase your Agility as This deadly weapon allows you to attack
from any place to a random room. Roll much and as often as you wish. For each any opponent (your first opponent in an
two dice; the first die is the level and the point of Agility increase, however, de- encounter only, if more than one) twice
second the room. If you roll an 11, how- crease your Magic Skill by one point If, before he attacks you. Each time you use
ever, you are automatically outside the at any time while you possess the Emerald the Dagger against an opponent, reduce
Tower again. Each time you use this spell, Rod, your Magic Skill reaches zero, you your Agility by one. You can never use the
roll a die and reduce your Magic Skill by permanently lose the Rod. Dagger if your Agility is less than 2, al-
the amount rolled up to a maximum re- though you may carry it.
duction of 3. Enchanted Sandals (079)
Allows you to telcport at random to any Great Bow (037)
Spell of Resistance room in the Tower. Roll two dice; the first When you have combat with more than
Allows you to subtract 2 from any Nerve die is the level and the second the room. one opponent at a time, the Bow can be
Check die roll, or fo disregard certain in- Each time you use the Sandals, your Agil- used to attack each (except the first) with
fluences mentioned in the paragraphs ity is reduced by 2 temporarily, for as long a strength of 8. Each time you use the
(these paragraphs specifically state that as you are in the room to which you tele- Bow against an opponent, your Combat
you can use this spell). Each time you use port (as soon as you leave that room nor- Strength is reduced by l, and you can nev-
this spell, reduce your Combat Strength mally, the Agility points are regained). er use the Bow or carry ii if your Combat
by 1. If your Combat Strength falls below Strength is less than 3.
Crystal Sphere (080)
l, you lose the power to use this spell. Allows you to foresee ambushes. When- Great Axe (038)
ever you are attacked while in possession The solid weight of this weapon is very re-
Fireball Spell
of the Sphere, you may attack twice be- assuring. As long as you carry the Axe,
This potent enchantment produces an in- fore your opponent (your first opponent
ferno that will instantly incinera(e any you may subtract 2 from each Nerve Check
only, if more than one) attacks you. Each die roll. If your Combat Strength falls be-
monsters, no matter how many, that are time you take advan tage of this magic low 2, you can no longer carry the Axe.
anacking you. As soon as you have used item, your Magical Skill is reduced by
this spell, your Magic Skill drops to zero, one, and the Sphere cannot be used if Spear of Grom (039)
and your Combat Strength is halved (round your Magic Skill is reduced to zero, al- This heavy weapon infuses you with
fractions up). strength, raising your Combat Strength
though you may stil carry it.
by as many points as you wish. For each
Spell of Regeneration Ruby of Kreesh (081) point of increased Combat Strength, how-
Allows you to shuffle your strengths. Allows you to increase your Magic Skill as ever, reduce your Agility by I. If your Agil-
Thus, you could increase your Combat much and as often as you wish. For each ity falls below 2, you cannot carry the Spear.
Strength by 2 reducing your Magic Skill point of Magic Skill increase, however,
by l and your Agility by I, or increase decrease your Combat Strength by one Players are enc:ouraged lo develop their own
your Agility by 2 by decreasing your point. You may not use the Ruby once spells and items for inclusion in the game.
Combat Strength by 2, or re-arranging your Combat Strength reaches zero, al- Experimentation is an important part of
your current points in any way you like. though you may continue to carry it. role-playing.

MONSTER VALUES CHART ADVENTURE LOG


COMBAT It is suggested that players copy this log, or a similar one of their own devisin·g, for
MONSTER STRENGTH AGILITY repeated playing. SPI grants permission to copy this Adventure Log for personal
Azann 8 4 use only.
Goblin 3 3
Character Name Date _ _ __
Ogre 5 2
Skeleton 2 3 Current Agility Value_ _ _ _ _ _ __ _ _ _ _ _ __ _ _ __ _ _ __
Spider 6 3 Current Combat Strength _ _ _ __ _ _ __ __ _ _ __ __ _ _ __
Troll 4 2
Current Magic Skill _ _ _ _ _ _ __ _ _ _ _ _ __ _ __ _ _ _ _ __
Wraith 2 5
Demon 6 5 Current Tower Level _ _ _ _ _ _ __ _ _ _ _ _ __ _ __ __ _ _ __

Magic Items Possessed: Weapons Possessed: Spells Possessed:

Developing Monsters
Any number of insidious creatures and
evil characters can be encountered in role-
playing games. As with spells and special
items, players are encouraged to develop
their own monsters or adjust those included.
It may take some time to balance monster-
character strengths, but the effort can be Notes:
very rewarding.
20
you. Attack and figh1 it our. If you win, you have 041. It's a library! You can't make out much of
managed to escape. what is written there, bur you pick up enough 10
020. You can either throw the Jewel back at your learn one additional spell of your choice.

Adventure unseen pursuer ( ► 027) or simply try 10 outrun


whatever is chasing you .
042. Th is is a dim and mus1y room that reeks of
some bestial presence. You may investigate
Paragraphs 021 . No sooner do you enter the room than you
are savagely attacked by a goblin. Conduct com-
(► 101) or race through as quickly as your legs will
carry you(► 080).
The following paragraphs should not be read bat immediately. 043. Roll a die. On a roll of l- 4, nothing occurs
through in their entirety; players should read indi- 022. The room, apparently a kitchen at one time, and you proceed on your way. On a roll of 5, 3
vidual paragraphs only as directed. Once the in- is well -li t and contains nothing of inreresr. goblins jump you . On a roll of 6( ► 011).
structions of a paragraph have been completed 044. Roll a die. On a roll of l- 3, no1hing occurs
023. An empty room, with nothing of interest in it
and no other paragraph is indicated, roll for a new • and you proceed on your way. On a roll of 4-6
at all.
room or s1airway. The symbol(►) indicates tha t a (► 037).
new paragraph should be referred 10. 024. Roll a die. On a roll of 1- 4, nothing occurs
and you proceed on your way. On a roll of 5 or 6, 045. There is nothing in the room ...except an
001. You dash through 1he door into the morning two trolls jump you. Conduct combat. ogre... with an axe . .. and he's mad. Conduct com-
sunlight with the child and the Jewel. No one pur- bat immediately.
025. Roll a die. On a roll of 5 or 6, nothing occurs
sues. After resting for a few minutes on the green, and you proceed on your way. On a roll of 1- 4 046. In this room you find a flask of pu re,
green grass, you head off to the city to collect your refreshing water. You take a drink and feel like
(► 079).
just rewards. kicking up your heels. Increase your Agility by 2.
026. Roll a die. If the roll is equa l to or less than
002. You reach the next level without mishap. your Magic Skill ( ► 080). lf 1he roll is grea1er than 047. The door stands open before you, but is slow-
003. As you progress, cobwebs brush agains1 your your Magic Skill, nothing occurs and you continue ly clos ing. Roll a die. If the die roll is equal to or
face and hands with increasing regu larity: Nerve on your way. greater 1han your Agility (► 048). If the die roll is
Check. If you pass ( ► 038); if you fail (► 088). less than your Agili1y (► 109).
027. There is a deafening explosion that knocks
004. You reach the next level without mishap. you to the ground. Behind you is the sound o f a dy- 048. Nerve Check. If you pass(► l 08). If you fail
ing creature. The Jewel comes floating back (► 049).
005. As you progress, an enormous troll wielding
a cudgel comes at you. Conduct comba1. toward you and, if your Agility is 3 o r more, you 049. Roll a die. If the roll is greater than your
ca1ch ii; otherwise, it disappears over 1he horizon. Combat Strength( ► I l !). l f rhe roll is equal 10 or
006. If your Agility is 3 or more, you ascend (or In either case, you have escaped. less than your Combat Strength(► 108).
descend) w[thout mishap. If your Agility is less
than 3 ( ► I 18). 028. The wraiths are quite anxious to com- 050. Roll a die. On a roll of 1-3 ( ► 088). On a roll
municate. In fact, they are insisten1. For years, of4or 5,( ► 115). Ona roll of6( ► 116).
007. As you progress, the stairs begin to weave and they have wanted to do away with Azann, bur 1hey
pitch, unbalancing you. If your Agility is 3 or have lit tle or no power against him. They are the 051. Roll a die. If the roll is l - 3, nothing occurs
more, you make it back 10 the level from which and you continue on your merry way. lf the roll is
remains of children he has taken in the past, and
you began; if your Agility is less than 3 (► 087) . their thirst for revenge is unbounded. They extract
4-6( ► 081).

008. As you progress, the air is pierced by a keen- from you an oath that you will kill the wizard and 052. You stroll into the room, minding your own
ing wail. Nerve Check . If you pass, you reach the they send you on your way ... (► 096). business, and 3 goblins attack you. Combat.
next level without mishap. If you fail(► 115) 053. Roll a die . On a roll of 1-3, nothing occurs
029. You can abandon the child in an effort 10 and you proceed. On a roll of 4 - 6 (► 038).
009. If your Agility is 3 or more, you reach the
make good your escape( ► I 19) or you can turn to
next level without mishap. If your Agility is less 054. You find a mail shirt lying around and try it
face whatever follows (► 018) .
than 3, you have alerted two goblins to your on. It's enchanted! Roll a die. On a roll of I-4,
presence, and they attack. Conduct combat. 030. You come across a silver dagger lying on a
your Combat Streng1h increases by 2. On a roll of
table . You can leave it alone and proceed or pick it
010. The s tairway creaks and groans as you pro- 5 or 6, nothing happens.
up( ► 070).
g ress. Suddenly, the stairs give way altogether. If 055. Roll a die. On a roll of 1-3, nothing occurs
your Agility is 2 or more, you manage to reach the 031. The room is pitch black. If your Agility is4or
and you proceed. On a roll of 4-6(► 078).
level toward which you were ascending (or descen- more, you avoid falling into the yawning pit al the
ding). If your Agility is less than 2(► 089) center of the room. If your Agility is less than 4 056. You have a moment to catch your breath in
you fall in (► 057). this room, and increase your Agility by I.
011. You have stepped into a demonic vortex of
blinding light, how ling winds, and terrific cold. If 032. Roll a die. If the die roll is equal 10 or less 057. Reduce your Agility by I and lose any one
your Magic Skill is 3 or more ( ► 090). If your than your Combat S1reng1h (► 030). If the die roll weapon or magic i1em (your choice of which) you
Magic Skill is less than 3 (► 091). is greater than your Combat Strength, nothing oc- have found in the tower. Then you are attacked by
curs and you continue on your way. a giant, unpleasant-smell ing spider. The spider at-
012. Roll a d ie. On a roll of 4-6, 1wo ogres enter tacks first! If you survive, roll for ascending stairs
• the room . Conduc1 comba1. Otherwise, proceed 033. Nerve Check. If you pass, you may proceed . as though beginning at level J.
unmolested. If you fail (► 116).
Escape: 1-3 (► I IO). 034. Seemingly from out of the woodwork , two 058. One goblin and one ogre come at you our of
the gloom. Conduct combat.
013. Roll a die. On a roll of 5 or 6, you are attack- trolls spring to anack. Conduct combat.
ed by two trolls. Conduct combal. Otherwise, pro- 035. Roll a die . On 1- 4, two apparently sedate 059. Roll a die. On a roll of 1-3, the room is empty
ceed without mishap. skeletons leap to life and at1ack you. Conduct and you can proceed. On a roll of 4-6(► 016).
Escape: 1-4(► I IO). combat. On a 5 or 6, you proceed without mishap. 060. The creature is a crazed cave troll, intent on
014. Unless you are trying to escape (► 032). rearranging your flesh in grotesque ways. Your
036. It is a nice room, a charming, lovely room. Sit
Escape: 1-5 ( ► 110). down for a few minutes and regain some strength. alert attack reduces his Combat Strength by the
amount you roll on one die. Conduct combat.
015. Roll a die. On a roll of 1-3 (► 021). On a roll Increase your Combat Strength by I.
of4-6( ► 022). 037. Groping your way through the gloom, you 061. Roll a die. On a roll of 1- 3 (► 039). On a roll
Escape: 1-3 (► 110). of 4-6, you are jumped by 3 goblins. Conduct
encounter a great bow. You can leave it alone and
proceed on your way, or pick it up ( ► 070). combat.
016. Just a small, empty room . Proceed.
Escape: Automatic(► I JO). 038. A great axe appears before you, hanging on a 062. Nothing here. Nothing at all. Proceed.
017. You dash through the door into the morning wall~racket. You can leave it alone and proceed, 063. You enter and, in the gloom, you hear
sunlight with the c~'ild and the Jewel. Something or pick,it up (► 070). footsteps and the sound of children's voices.
pursues you, but yo4 cannot see i1. Nerve Check. Nerve Check. If you fail (► 116). If you pass
039. Yo~ uddenly espy the legendary Spear of (► 092).
If you fail (► 018). If you pass, you have escaped Grom. You can leave it alone and proceed, or you
unscathed and woo! can pick it up ( ► 070). 064. Pity. You've stumbled over a dozing troll and
018. A huge, ugly trot! bears down on you and at- awakened his wrath. Conduct combat.
040. You can go to the front door( ► 093) or to the
tacks firs/ . If you manage to finish him off, you 065. Two trolls, swapping grisly stories, are inter-
back door:( ► 075) if your Agility is I or 2; (► 076)
have escaped with the child. if your Agility is 3 or 4; (► 077) if your Agility is 5 rupted by your entrance. Conduct combat.
019. A huge, ugly brute of a troll catches up with or more. 066. Roll a die. On a I or 2, nothing happens and
21
you proceed. On a 3-6, three skeletons arise and 086. Roll a d ie and subtract your Agility f rom the 104. Conduct combat normally. If you survive,
do battle. Conduct combat. die ro ll. That number of ogres a11acks you. Con- Azann engages you i n combat. Before conduct ing
067. There is n o thi ng there at a ll, but the ex- duct combat. If the result is O o r less, nothing oc- the combat, however:( ► 120).
perienc.e of your journey through the hall has been cu rs. 105. If you have the Jewel of Dinakk, you im-
harrowing. Nerve C heck. If you pass, proceed 087. You fall back 10 the level from which you mediately lose all you r combat s1 reng1h. You can
without mishap. If you fail(► 115). were ascending (or down 10 the level you were ap- a11emp1 escape or throw the Jewel at Azann
068. Roll a die. On a roll of 1- 4, nothing happens. proaching). Roll a die if your Combat Strength is I (► 107}. If you do not have the Jewel, conduct
On a roll of 5 or 6 (► 087) . or more, and reduce your Combat Strength by that combat. If you survive, you can f ree the child and
number. If your Combat Strength is only Oor l 10 proceed.
069. Roll a d ie. lf the die roll is less than your
Magic Skill, you can take and use the item . If the start with, reduce your Agility by I instead. 106. You can rush 10 attack Azann (► 099), at -
die is eq ua l IQ or greater tha n your Magic Skill, 088. Your wits desert you. Immedia tely forget all tempt to speak to him (► 097), or duck o ul of the
you fai l to recogn ize the item's wort h a nd leave it the spells you know except one (your choice). room(► 098).
behind as you proceed. 089. You plummet into a room below (roll for a 107. Roll a die and add y0tJr Magic Skill. lf the
070. Roll a d ie. Jf the die roll is less than your room) . Roll another die. If your Agility is more total is 9 or more, the J ewel explodes, des1 roying
Combat Strength, you can take and use the item . than 2, reduce it to 2 immediately. If your Agi li ty both itself and the wizard. You can then free the
If 1he die is equal ro or greater tha n your Combat is 2 or less, the fall has no effect (o ther than the e f- child and proceed. If 1he 101al is less 1han 9, you
Strength, you fail to recognize the item's worth fects of the room you land in). may try to duck out . If you fail , roll a d ie. On a 1-3
and leave ii behind as you proceed. ( ► 071). On a 4-6 (► 103).
090. You recognize the whirlwi nd as a powerful
071. As you stand dazed, 6 wraiths en ter the emanation of some sort and tap into it, raising 108. If you have the Jewel of Oinakk bu1 1101 the
room. They draw on your Magic Skill 10 give you r Magic Skill by the amount of a die roll {up to child ( ► 084). If you have the child bur not the
1hemselves st rength to attack Aza nn . Conduct a toral Magic Skill of7). Jewel (► 082). If you have both (► 017) . If you
combat between Azann and the wraiths (as you have neither, you escape wit hout furt her hin-
091. Roll a d ie. If the die roll is equal 10 or greater drance .
sta nd idly by). If the wraiths kill Azann ( ► 102). If than your Magic Skill, the whirlwind scares you
Azann wins(► 103). half to death and you forget o ne spell (your 109. If you have 1he J ewel of Dinakk but 1101 the
072. The gob lin commands you to neve r harm choice). If the die roll is less than your Magic Skill, child (► 085). If you have lhc child but not the
Azann, and then gives you the Jewel of Dinakk, you absorb pan of 1he energy around you and add Jewel (► 083). If you have borh (► 001). If you
which he had concealed in his armor. He then I IOyourMagicSkill. have neither, you escape without hind rance.
promptly dies. Proceed. 092. You are suddenly sur rounded by a large 110. You ca n see the exit clear ly before you . but
073. The goblin dies wit hout uttering another number of wraiths. They reach out for you . You before you reach it, you a re a11acked by three
wo rd. Proceed. can attempt to communicare (► 028) or conduct goblins. Conduc1 combat. If you survive ( ► 047).
074. There is a bo11le filled with a mys terious- combat (in which case, roll a die; the number roll- 111. You can push fiercely al the closing door, ex·-
s melling liquid. You can leave it and go on, or try a ed is the number of wraiths you must k ill before hausting yourself and reducing your Comba1
sip(► 112). the others go away). Strengt h 10 I, in which case (► 1 08), o r you can
(► I 10).
075. You are in a narrow, dim passage and canno1 093. You are standing before a grand s tai rcase. To
see anything. You ca n wail and hope that you r eyes your le ft is a heavy door, slightly ajar. You can go 112. Roll a d ie. On 1- 4 , you f ind the liquid 10 be a
adjust ( ► 058) or edge slowly forward and hope up the stai rs or go through the d oorway. pleasant im bibation th al immediatel y res1orcs I
for I he best(► 059). poin1 of your Combat S trengt h . On a roll of5 or 6,
094. He dies without a fight (no need for combat), the liquid is a disgusting substance 1ha1 reduces
076. You are in a narrow, d im passage and can but at the instant of his death, you feel a strange your Combat Strengt h by I.
barely see a pair of red, baleful eyes gazi ng at you. malignant power groping at your mind. Nerve
You can a11ack briskly ( ► 060) o r proceed with 113. There is a sui1 of ancient, yet oddly unta r-
Check . If you pass, proceed. If you fai l ( ► 115}.
caution along I he passage ( ► 067}. nished, armor that seems to glow dully in the
095. He offers to give you the Jewel of Dinakk, mu rk. You can approach it, en1ering I he halo of
077. You are in a narrow, dim passage wit h which he has concealed, if you swear beforehand light 1he armor sheds(► 114) or pass it bv.
a1101her passage leading off IQ your right, and you 10 obey his final command . If you agree 10 the deal
can see a sta tue wi1 h ruby eyes before )' OU . You can 114. Roll a die. On a 1- 3, you feel a rush of
(► 072). lfyoudonotagree(► 073).
approach rhe statue (► 080) or rake the right hand strength. Increase your Combat S1reng1h by 2. On
096. The room is large and, but for 1he flickering a 4-6, you feel s uddenly sapped by some malig-
passage ( ► 068).
flame in the center of rhe room, blanketed in nant magic in 1he glow. If your Magic Skill is 3 or
078. You discover an emerald rod embedded in a darkness. A tall , dark-robed man stands behind a more, you can leave I he room wi1 hout adverse ef-
n1che in a wall. You can leave it alone and proceed s tone allar. an obsidian dagger clutched in h is fect. If your Magic Skill is ll'ss 1han 3, lose one
or pick it up(► 069). hands, po ised above the chesr of a young child. poi nt o f Combat Strength .
079. You find a pair o f sandals thal seem ro Qu iv.:r This is Azann, prepared to sacrifice the Duke's
115. Your nerves give way and you feel your
as you gaze upon them. You can leave them alone heir 10 some nameless en1i1y. Nerve Check. If you
strength and wits fail you. Reduce your Combar
or pic k them up (► 069). pass( ► 106). If you fail (► 097).
S 1rengih, Magic Skill, and Agil ity b y I each.
080. Yo u st umble across a ruby stone of excep- 097. The evi l wizard s hout.,; a word of a11 u11k11own
116. You panic! Reduce yo ur Magic Sk ill and
tional brilliance. You can leave it a lone a nd pro- tongue and two demons appear. You ca n engage
Combat S trength by 2each.
ceed or pick it up( ► 069). the demons in combal (► 104) or duck oul of the
room ( ► 098). 117. This is a comfortably furnished room. You
081. You find a crystal sphere, pulsing w ith un- can rest here for a bit, regaining your s trengt h .
natural c rimson lighl. You can leave it a lone and 098. A sudden violent joh o f energy courses
Ro ll a die. O n a roll o f 1-4, you gain 3 points (ap-
proceed o r pick it up (► 069). through you r body, and you hear the voices of the
plied as you wish). On a roll of 5 or 6, you regain 4
child wrait hs u rging you 10 fu ry. If you have a
082. You run through rhe door into the morning points.
Spell of Resista nce, you can use it. If you have no
su n light wit h the child. Someth ing pursues, but such spell(► I 00). 118. Roll a die. On a roll of 1- 4, a goblin slashes al
you cannot see it. Nerve Check. !fyou fai l (► 029). you before you can duck, reducing your Combat
If you pass, you have escaped 10 bring glad tidings 099. If you have the Jewel of Dinakk, you im-
S trength by l. Cond uc1 combat. On a ro ll of 5 or 6
to the Duke. mediately lose all your Combat Strength. If you do
(► 086).
nor have the Jewel (► 097).
083. You run through the door into the m orning 119. The child rugs as you try 10 put him down,
sunlight wi th the child. No one pursues. Go see I he 100. The door s lams behind you, trapping you,
and you fa ll spraw ling o n the ground, just as a
Duke and collect his undying gratitude. and Azann engages you in combat. Before conduc-
huge troll appears from the tower. If your Ag ility
ting lhe combat, however, Nerve Check. If you
084. You run through the door into the morning is 2 or less, you are killed outrigh1. If your Agi lity
pass(► I 05). If you fail( ► 120).
sunlig ht with the J ewel. Something pursues, but is more than 3, have comba1 . If you win, you
you cannot see it. Nerve Check. If you fail (►020). 101. T he room contai ns one obviously very s ick escape, but the c hild has vanished. The Duke will
If you pass, you have a life of wealth and comfon goblin. You can kill him (► 094} without engaging not be pleased.
ahead o f you . in combat, or speak with him (► 095).
120. Before your stan led eyes. Azann stops ad-
085. You run through the door in the morning 102. The wraiths vanish as mysteriously as they vancing on you and makes a dramatic sweeping
sunlight with the Jewel. No one pursues. Con- appeared, and you can free the child and p roceed. gesture with his arms, a nd both he and the chi ld
gratula tions! You are a wealthy advemurer now. 103. You are killed. vanish into 1hin a ir.

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