The mighty Thorsz is hiring guards. But the test is a killer. You have to make it through his labyrinth full of traps, monsters, and other would-be guards!
These adventures can be played by a single player or a group of up to four. You can even play with a GM, but you don’t need one . . . these are “programmed adventures” that take you through the labyrinth. Your choices – and whether you conquer or flee – determine what paragraph you go to next. Until you succeed, gaining rewards and honor . . . or lose.
Death Test is 24 pages of murderous goodness. Death Test 2, the sequel, is twice as long and at least twice as deadly. These games use the Melee map and the Melee and Wizard rules.
Rulebooks and 66 counters. You'll need Melee and Wizard to play.
"Clean, fast, and deadly."
-- David Ritchie, Ares Magazine #1, March 1980
A classic game of fantasy combat. Create characters in just a few minutes – then send them into the arena. Winners become stronger and faster for the next battle. Losers die.
Each counter in this fast-moving game is a single warrior. Players choose weapons and tactics for their fighters, and send them into combat against men, beasts, or monsters – to victory, or death.
Includes rulebook, 12" X 22.5" game map, 86 counters, and 3 dice.
This is the basic combat system for The Fantasy Trip.
Includes rulebook, 12" x 22.5" game map, 86 counters, and 3 dice.
The magic companion to Melee . . . sorcerous combat, in the arena or in the dungeon.
Create your wizard, choose his spells, and go into combat. Zap your foes with fireballs or lightning. Summon giants, dragons, and wolves to destroy them all. Or be subtle and entangle them with magic rope and Sticky Floor spells. Successful wizards gain skill and power. Losers die.
Includes rulebook, 19" X 23" game map, 62 counters, and 3 dice.
This is the basic magic system for The Fantasy Trip.
Includes rulebook, 19" x 23" game map, 62 counters, and 3 dice.