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SPIAdv Gaming

Das Dokument ist ein Einführungshandbuch für Adventure Gaming, das drei typische Spiele vorstellt: 'The Creatures that Ate N.Y.', 'Napoleon at Waterloo' und 'The Tower of Azann'. Es ermutigt Spieler, die Spiele ohne Perfektion zu spielen, um die Mechanik und den Spaß am Spiel zu erleben, und bietet Empfehlungen für eine umfassende Sammlung von Adventure Games. Zudem werden verschiedene Spieltypen und deren Merkmale beschrieben, um neuen Spielern einen Überblick über die Möglichkeiten im Adventure Gaming zu geben.

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0% fanden dieses Dokument nützlich (0 Abstimmungen)
29 Ansichten28 Seiten

SPIAdv Gaming

Das Dokument ist ein Einführungshandbuch für Adventure Gaming, das drei typische Spiele vorstellt: 'The Creatures that Ate N.Y.', 'Napoleon at Waterloo' und 'The Tower of Azann'. Es ermutigt Spieler, die Spiele ohne Perfektion zu spielen, um die Mechanik und den Spaß am Spiel zu erleben, und bietet Empfehlungen für eine umfassende Sammlung von Adventure Games. Zudem werden verschiedene Spieltypen und deren Merkmale beschrieben, um neuen Spielern einen Überblick über die Möglichkeiten im Adventure Gaming zu geben.

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khardwick100
Copyright
© All Rights Reserved
Wir nehmen die Rechte an Inhalten ernst. Wenn Sie vermuten, dass dies Ihr Inhalt ist, beanspruchen Sie ihn hier.
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BBs cet) PY siesta includes i cA So designed to introduce you to Adventure Gaming PERN SSC Me am TO) ea LN ACL CLIT Science ela me ISA Re VT Led x ee dole od The Tower of Azann a or aoe CENTS —a Magical Quest Dear Gamer: Since the best way to find out about Ad- venture Gaming is (0 actually play games, this booklet has been specifically designed around three games, each of which is typical Of its Branch of the Adventure Gaming hob- bby, We suggest that you and your friends get right inio playing these introductory games — without worrying about whether you un derstand evervihing perfectly. The best way to learna gamicis 10 play it once ot twice with theres in hand. Just remember that every Adventure Game has one thing in common with every other Adventure Game — it is a re-creation of real or fantastic events ina specific setting ‘= not just set of arbitrary game rules. Each game tesa story, and if you keepin mind the Story’s basic theme, it will help you under- Stand the whys-and-wherefores ofthe rues. The Creatures that Ate N.Y. This game is a “spin-off” of the ex- tremely popular Creature that Ate Sheboy- gan. It is typieal of the just-for-fun science fantasy games that, tongue-in-cheek, re-cre- ate a well-known theme from classic movies and books. The monster movies of the 50's And 60's ive on in late-night TV and in our own imaginations. Napoleon at Waterloo This game is a classic. It also contains essential element of mainstream mil tary “Simulation” games: a map ofthe bal Uetield;historieal playing pices nth srenath and movement values; and avery dec! wo player format. Milvaty gaming fs the father Df all Adventare Gaming. It iraes ils ots back to ancient China and tndia (in the gene= sis of chess) right up fo the high-powered “Nhinkstank™” simulations. that direct the course of national defense policy The Tower of Azann Role-playing is perhaps the easiest game format co understand, You are explicitly a ing the role of a character ina make-t-up-2s you-go-along story. In one way of another, we've all role-played (remember “pretend” games asa child). Tower of Azann is designed {o be played without a gamesmaster, so you can get right (oit, The Adventure Gaming Library ‘The games and magazines recommend ca will give you a comprehensive exposure 10 {he hobby. Most interests develop along very Seti sibjet lines (thers areas many types Of gamer as there are games!) Buy the sim pler games first, Even the simplest Adventure Game ean be very rewarding = and demand ing! Visi your focal Adventure Gaming deal er He can further guide you in the selection ‘of games for your collection, ‘We're glad to have you join the hun- dreds of thousands of Adventure Gamers ‘who, we believe, form one of the mos teligent and remarkable increst groups im avinable- We want you to share your new i ierest with us and Benefit from Your oj ions. Let us know what you think of this troductory booklet and fll us what kind of Adventure Games you'd like tosee next? An Adventure Gaming Library 30 Recommended Military History, Fantasy & Science Fiction, and Role-Playing Adventure Games Miltary History Board Games, page 2. playing Games & Accessories, page 22, Military History Board Games Blue & Gray | Four Civil War Battles ‘An excellent introduction ¢0 military gam- ing, thi package of four games shares a com mon set of standard rules, with short exclu- sive rules for each separate game. One of the most popular head-toshead games, Chicka- ‘mauga, leads of the package, which also in- cludes three other major Civil War battles Shiloh, Antietam, and Cemetery Hill (Ge!= tysburg). The relatively simple game system shared by the uad inteoduees a novice tothe basic mechanics of gaming and offers him the first flush of changing the course of history Playing time: 3 hours 315.00 Napoleon's Last Battles The Waterloo Campaign. June 1815 In Napoleon's Last Bartle, the system em ployed in Napoleon at War is refined and ex panded upon, and the result isa detailed but playable game encompassing the entire Wa- terloo Campaign, Each of the four major battles — Ligny, Quatre Bras, Wavre, and La Belle Alliance — is treated separately, with its ‘own map and special rules. The four maps can be linked 10 form one 34" 44" map on Which the entire campaign can be simulated ‘The game's command system and the ratings for individual leaders provide fascinating in- sce and Science Fiction Board Gi mes, page 4. Role sights into the problems inherent in deploy- ing and committing a Napoleonic army 10 baitle Playing ye: 4hours (each battle) $18.00 2Ohours (Campaign Game) 18 October 1973 ‘A quick-playing game that captures the ddrama of the Israeli attack across the Suez Canal, Across Suez combines the simple ba- sics of military gaming with more advanced, yet easily comprehended, aspects, such as combined arms attacks, artillery’ support, sand the surprise of first attack, The fluidity of the situation creates a tight game that is usually not decided until the last move. Playing time: 2 hours SPIES! ‘The Multi-Player Game of International Intrigue An unusual game for two to five players, SPIESI is a game of diplomacy and double. cross. A player must send his spies into for eign countries 10 capture their secrets, while 38.00 Copyright © 1881, Simulations Publications, Inc, New York, NY 10010-7966 at the same time using his country’s potice 10 stymie opponents’ espionage rings. The short version of the game demands quick-witted- ness on a player's part — 10 take advantage ‘of an opponent's mistakes and to parry an "unexpected thrust ata closely guarded secret; the longer ame adds many optional rules 66 the basie game. Playing time: 3 hours short game) Ghours (long game) $18.00 ‘The Triumphs and Disa: the Blitzkrieg: 1940 and 1944 Containing much more than other games, this package includes four separate games which can be played individually or combin- ced together to create two complete campaign games. The successful German drive through the Ardennes in 1940 contrasts sharply with their last desperate attack during the Battle (of the Bulge to stop the advance of the lies. Players can concentrate on the actions ‘round St, Vith, Clervaux and Celles in 1944 for around Sedan in 1940, or combine the ‘maps into two separate campaigns. One of the best recreations of the most famous bat- tles of WWI. Playing time: 3 hours (cach separate game) 2Shours (each campaign game) $20.00 Empires of the Middle Ages ‘A Dynamic Simulation of Medieval Europe, 771-1467 ‘A game that reflects remarkably well the ‘luid dynamics of power in medieval Europe, Empires can be played by one to six players Such factors as the deaths of kings, the plague, invasions by Vikings and Saracens, and the outbreak of heresy all threaten the dynastic realm ofa player ashe seeks by con- ‘quest and diplomacy to expand his kingdom into an empire, A beautiful map and few playing pieces involved at any one time make Empires fast (0 play and exciting to experi- ence. A must-have for every gamer. Pla atime: 210 7S hours $20.00 (depending on scenario) Berlin ‘85 ‘The Enemy at the Gate 11 would seem an inevitable walkover for the hordes of Warsaw Pact troops surrounding the island city of Berlin to march in and take over, Though greatly outnumbered, the NATO forces defending the city can put up strong defense, for the more destruction the Warsaw Pact creates the more defensive po- sitions there are for the few NATO forces to defend in. A relatively complex game, Berlin "85 demands sharp thinkinig ancl quick reflex- es from each player. The fascinating map of the city almost makes you feel like you were there defending its streets, Playing time: 6hours $10.00 Austerlitz The Battle of Three Emperors, 2 December 1805 ‘Though the game comes in a small package, it offers a big challenge to the outnumbered French player. The superior morale and corps integrity of the French units offset the larger, but more fragile, Allied units. A good intermediate game, it has a number of rules added to recreate in great detail the unique sit- ution facing Napoleon and Tsar Alexander. Colorful, challenging, and attractive. Far ‘more complex than a simple beer ‘n° pretzel game, Playing time: 4 hours 38.00 War in Europe The Struggle Against Germany and Italy, 1939-45 (One of the largest games ever put in a box, there are 46 square feet of game-maps, repre- senting Europe from Gibraltar to the Urals and from Norway to Sicily. Thirty-six hun- dred playing pieces represent the armies. The ‘most exciting Feature of the game is the ex- tensive production system, which allows a player to allocate his economic resources in concert with his strategy. Should the Axis ‘build more tanks or more subs? More fight 1s or more bombers? WIE allows a player 10 run the war the way he thinks best. Despite its size, the game system itself is moderate in complenity, allowing for reasonably quick play. Many smaller scenarios are included land the Campaign Game is well suited for ‘multi-playeraction. Playingtime: 310 1,000hours $50.00 (depending on scenario) Pea Ridge ‘The Gettysburg of the West Adapting the award-winning Terrible Swift ‘Sword game system, Pea Ridge offers those players interested in tactical simulations of the American Civil War a detailed system of play while still remaining playable in one sit- ting, Not for the beginner, this game has ex- tensive rules for infantry, cavalry and aril lery, stressing the benefits and deficits of cach branch. A highly attractive map, pictor- jal counters, and intensive rules make this @ ‘must forthe serious Civil War gamer. Playing time: 7hours 10.00 The Next War Modern Combat in Europe ‘Three big maps and two mini-maps cover Europe from Denmark to Italy. Twenty-four hundred playing pieces represent the armies fof the nations of the Warsaw Pact and NATO. The Next Waris the most up-to-date and comprehensive simulation of the current military situation in Europe available, The game system takes into account supply, weather, chemical warfare, nuclear weapons, electronic warfare, amphibious landings, naval combat, air combat, the use of helicop- {ers — all the elements of modern warfare. Several short scenarios using, only one of the maps, allow the experienced gamer a taste of what may happen if the balloon goes up in Europe, before delving into the full-seale Campaign Game. Playing time: 1 to 400hours 980.00 (Gepending on scenario) Air War ‘Modern Tactical Air Combat ‘When it was published in 1977, Air War won the Charles Roberts Award as the best mod- ern game, It has since been updated to in ‘lude 15 new planes, new scenatios and addi tional rules, and today remains the most complex and complete simulation of modern aerial combat available. Possibly SPI's most complicated game, the 136 pages of rules and. data cover attitude maneuvers, radar search- 8, missile combat, electronic counter-mea- sures, cannon combat, pilot capability, the effects of the sun, bombing missions,..even hhow to eject! Included are detailed daia on 46 currently deployed fighter planes and 28 Ve { i t different ait-to-air missiles. The classic mod- ‘em simulation, and a necessity For any seti= ous wargamer. Playing time: | to hours $25.00 ‘The Creature that Ate Sheboygan Wreak Havoc with the Monster of Your Choice ‘A great introduction to science fiction/fan- tasy gaming, Creature is simple in structure and infinitely variable in play. The great 50's ‘monster movies are lovingly recreated as a ‘monster with special talents chosen by the player takes on the police, fire department and National Guard, with a screaming popu- lation running for their lives. Lots of action and lots of fun, Creature should belong in every library. Playing time: | hour Citadel of Blood Fantastic Adventure in the Fortress of Evil An evil mage controls the terrible Hellgate, ‘which must, at all costs, be destroyed. The 98.00 unusual game system of Citadel uses no sgame-map; instead, chits are drawn to create the labyrinth room by room and corridor by corridor. Monsters lurk in passageways, awaiting the adventurers, and rooms are fill ed with precious jewels and mysterious ‘magical items. A great solitaire game which can be played with up to six players. This game should prove to bea fantasy classic. on ‘A Fantastic Character Action Game Based on the Film A very clean, very simple game system will in {roduce new players to adventure gaming in a few minutes and will have them playing this game immediately. Dragonslayer is some- What unusual in that a player controls a ma- sician-hero out gathering friends, weapons and magic to slay a terrible dragon, while controlling bands of the king’s men who try todelay the opponents. A great introductory game, especially for youngsters. Playing time: 11 hours, 918.00 War of the Ring Based on the Works of J.R.R. Tolkion One of the most popular fantasy games ever, War of the Ring is a loving tribute 10 Tolkien's masterpiece. Two game systems are contained in one package; in the character game the Fellowship attempts (0 elude the minions of Sauron and destroy the ring of power, and in the campaign game the armies of Middle Earth clashin the war that brought the end to the Third Age. The map is breath- taking and the best available representation const on pee 2a} In this game, you take the part of one of the typical “‘movie monsters” from the ‘American and Japanese films ofthe late 50'S and early 60's. Each of the other players in the game also assumes the role of a monster. ‘The object of the game is to accomplish the mission that you randomly draw at the start ofthe game. ‘You have a single playing piece under your control representing the monster that you are —a giant lizard, or a giant ape, or a Biant turtle, etc. The two numbers on your playing piece teli you how strong you are (the Jeft hand number) and how many spaces per turn you can move (the right hand number). You move your monster on the playing field which is actually a simplified map of mid- town Manhattan (coincidentally enough the very area where SPI has its editorial offices!) When it’s your turn, you first move and then attack with your monster (you can attack fother monsters or buildings). The other players do the same in their turns and this ey- le repeats itself until one of you has won (or allof you have ost!) How to Win AL the very start of the game, you and ‘every other player each pick one of the 7 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- responds to one on the Monster Mission ‘chart that tells you what you must do with your monster in order to win the game. The first monster that performs its mission sue- cessfully wins the game (the game ends at ‘that point and all the losing monsters console ‘each other), How to Start Lay out the map flat on a table big enough to seat all the players. Place all the ‘monsters in a cup and have each player draw fone at random. Place all the Monster Mis- sion chits in a cup and have each player draw fone at random (keeping it secret). Turn face down the ten Blond chits, mix them up and place one each on the ten locations onthe map. These Blond chits cannot be looked at ‘except by monsters who enter the space con- taining the chit (see How ro Find a Blond). ‘SAMPLE MONSTERS ne Seeneth-P+BGAF +t Per ii “God & srerain-f+St4e-f Movement na 1306+} Sensi ‘SAMPLE BLOND (False) rom te gt Back VeSig] Esmioaton Number ea, “Peer ag The Monster Mission Chart A, Find Blond (and catty her off the west edge of the map), B. Find Blond and devour her and exit the ‘west edge of map). If you're a good monster, this gets translated to Mission A: find Blond. NOTE ewe maaan redo sor th ©. Kill one other monster (and exit the south edge west of Fifth Avenue), D. Infiict at least one point of loss on every other monster (and exit the east edge of the map north of 34th Street). E, Be first to eat 257 Park Avenue South = the building containing ‘SPI offices — SCIENCE FICTION The Creatures Sy that Ate Determine the order of play (by agree- ment, or by rolling a die, or flipping coins) ‘The starting position of the first player is determined by the second player; and that of the second player by the third player and the third’ by the fourth. You can play with more than four players by combining two game sets and picking other starting positions, ‘When adding a second set, use only the addi tional rubble and Mission chits (no addi- tional Blonds or duplicate monsters). How to Proceed Your monster has two numbers printed on it. The left hand number is its strength. The right hand number is the maximum per turn movement in terms of the spaces on the map. Each turn in the game is played in the following sequence: 4. First player moves his monster 2. First player attacks with his monster 3. Next player moves 4. Next player attacks ach of remaining players move then aitack, ‘The game continues until one player declares that he’s completed his mission (and ‘ean prove it by showing his Mission Chit and. the results he’s achieved). Upon this dectara- tion the game ends immediately. (and exit the north edge west of Eighth ‘Avenue, F. Destroy the Empire State Building (and exit the west edge of the map). In order to destroy the Empire State you must get fwo turns of successful attacks against it (just as itwere two separate buildings), G. Eat Macy's and exit the south edge). Note: If you're a good monster, you must fulfill the entire mission; if you're an evil ‘monster, you needn't exit the map in order to win. Also, ifyou're a good monster, Mission B (devour Blond) geis translated to mean the exact same as Mission A (find Blond and exid. omimaonperet] False Blond Explanations: #1. Your monster bites into one of Con Ed’s main power lines and gets a zap equal to a +7 re the Robot or Saucer, you bur instead get a benefit | of one point of increased movement ability and two points of strength. Robot also gels an end-of-month computerized statement. #2. I's the cops! New York's finest open up with M-79 grenade launchers, 357 Mag rnums, and shotguns which equal a +B at tack on your monster, Monster also gets 103, summons for traffic violations. #8, Rush-hour! Your monster gets blitzed by | the crosstown traffic and suffers a 43 at- tack. Also, if you're a non-flyer, you're stuck for the next turn and may not move You vow to move to Toronto, #4. WCBS Traffic copter__ bravely kamikazee’s into your monster inflicting a +3 attack on ail flyers or +1 on no! fiyers. Pilot reports heavy traffic at Queens Midtown Tunnel #5. You're all wet, The NYFD unlimbers Su. | perPumper and knocks you over with high pressure hoses, Suffera +1 attack (+3 on flyers). Green slime suffers additional follow up attack by Sanitation street machines at +1. Alternate side of the street parking is suspended, 36. New York’s cabbies have had enough of ¥you, strect hog! Hundreds of yellow vehicles Tam you and all monsters in adjacent stre spaces, inflicting +1 attacks on all non: flyers. Cabbies go off duty. #7. Your monster is hungry and gets distracted by the food aromas wafting from Ninth Avenue. In order to win, you must eat three buildings fronting on Ninth Avenue, in addition to your normal Monster Mission. Robot and Saucer are not affected by this chit. Moth or Flying Lizard is grounded wn he finishes this additional mission, Rude gestures are made at you for filing to tip. 48. Your monster fails through “temporar street decking and is rammed by IRT subway, Suffers +1 attack and may not move in next turn. Subway fare goes up 25%. #8. ABC News stops you for a taped inter. view to demonstrate how buildings are eaten ‘You may not move next turn (you're busy do- ig two-shots and retakes with reporter) Since you are now a media person- ality, you must talk contract with CBS, NBC, and ABC as well as Paramount, MGM, Col lumbia, and Warner, In addition to” your assigned mission, you must exit the map to | thenorth of Sixth Avenue within six turns of | getting this chit (otherwise everyone has Torgotten you and you'rea media has-been) COMBAT TABLE oe Tor GorS 4or3 2or1 "4 fewer less less less even FAS WRAL AS) A? AD Bs ARABS ORT | AIT | i OF 20 EXIT ON OR NOR MONSTERS EXITING THE WEST MAPEDGE MI or2 30r4 S0r6 Tor more more more greater ARS AD) is AO SRD 8 ome ropes} How to Move When it’s your tum, you move your monster as much of as litle as you wish $0 Tong as you don’t exceed the number of spaces printed on your monster (or the reduc- ed_movement value, if you've suffered damage). When moving you may not move diagonally (through the corner of a spacey: you may only move straight north, south, feast, oF west, You may move in different directions in the same turn (for example, one space north, three spaces west, then another space north). If you wish, you can choose to ‘not move at all You cannot normally move into or through an incact building. space (unless you're a flying monster, in which case all Spaces are the same (0 you). You may move into park and street spaces and buildings Which have been reduced to rubble, If you decide to eat a building, you must finish your ‘move om that building space and you must at- fempt to cat it. Ifyou fal, you instantly move back to the space from which you entered the building space. Similarly, you may not enter ‘oF move through a space containing another ‘monster, unless you intend (0 attack him, in which case you must end your move in the space with the other monster, How to Attack You may only attack @ monster or a building by ending your move on its space and declaring your intention to attack. Com- pare your strength with that of the monster or building by subtracting the strength of the building or enemy monster from your strength and reading the appropriate columa fon the Monster Attack table, Roll thedie and cross index the die number with the column. All buildings havea strength of "5. Example: Your monster has a strength of 13 and itattacks a monster with a strength of 9. You roll the die and read the result on the "3 0r4 more" column. Let’ say you roll- ced a 3, the result would be that the enemy ‘monster loses one point and you get to dis place him to the adjacent space of your of your choice (so long as it's a space he could ‘could ordinarily move into), How to Apply the Results of the Monster Attack Tabl There are three possible resus: Defend- er loses the specified number of points: At- tacker loses the specified number of points; ‘or both lose one point each. Defender Loses 1 (or 2 or 3): The other player's monster loses one point and you itn: mediately displace him to the adjacent space of your choice (60 longasitsa space he could normally enter) Attacker Loses 1 (or 2 or 3): Your monster loses the indicated number of points and is displaced into. an adjacent space by the enemy player. Both Lose 1: Both monsters lose one point and stay together in the space. The other Player's monster must stay and attack you i i a When Attacking (Eating) a Building, ‘A building has a strength value of 5, When a “Defender” or “Both” result is obtained, put a Rubble marker on the building space Gou've successfully eaten it). You still take damage when obtaining a “Both” result, but you don’t have to retreat. If you get "At- lacker loses,” you must displace yourself in- to the space from which vou entered the building space (and the building remains in (acd), When you lose points: Turn your counter over (to remind yourself you've been weakened) and record the loss on a piece of Creatures That Ate New York Creative Credits Game Design: Redmond Simonsen, Justin Leites Graphic Design and Rules: Redmond Simonsen Graphic Production: Ted Koller, Manfred F. Milkuhn, Ken Stec paper. Each point lost translates to the loss of ‘one strength point or one space of movement (our choice). For example, if you lost three Points you could reduce ‘your movement (permanently) by two spaces and reduce your strength (permanently) by one point, or you could take the entire loss in. movement or strength exclusively. When both of your values are zero, your monster is dead (you're out of the game), How to Find a Blond Ifa Blond is in an intact building, you ‘must first successfully eat the building (hat is, obtain a “Defender loses" result). You ‘may then turn the chit over and examine it. If it isn't the real Blond you must read the keyed paragraph on the False Blond Sch dule and take the action indicated, im- mediately. Once revealed, False Blonds are removed from the map. fa Blond isin a Park space, you must end your move in that space in order 10 ex- amine the chit. Carrying or Devouring the Blond I you find the real Blond, you may pick her up and carry her off on the turn after you first examined the chit. Carrying the Blond slows you down by one space per turn, If you choose to attack while carrying the Blond, your effective strength is reduced by 2 (unless you choose to put her down and let her escape). If you lose more than one point in the attack while earrying the Blond, the Blond is considered to be accidently squash cd as a result (and is automaticaly lost from the game) ‘The Blond may be devoured (whether or ‘ot its your mission) simply by finding her, Picking her up, and spending that whole move in the same space. You may not con- dluct an attack in the turn in which you eat the Blond. Note: You may wish to vary play somewhat by placing the Blond chitsin any named loca- tions on the map rather than only in those spaces coded for chts, 2 Up] "ig? Rad HR Es sy! 2 Bet 1 @ Se 2 wi Se 785 9E5F We3 SEF Sed ew kB xe 763° 1366 «G7 8G4F MONSTERS er @ aoa 4224 @ ‘Counters for The Creatures hat Ate New York (40 pieces) A B C D Eo EG MISSION CHITS SeaMnaVHN TAMA “Napoleon Waterloo Read This First: ‘The rules to this game are organized into a set of numbered Sections, Each Section begins with a General Rule (and sometimes a Procedure) followed by a series of specific Cases. — decimally numbered paragraphs hheaded by a boldface sentence containing the main thought of that specific rule, Should you have any questions concerning these rules, please write SPI, enclosing a stamped, self-addressed envelope and phrasing. your questions so that they may be answered by a simple sentence, word or number. Mark your query to the attention of Napoleon at Waterloo Rules Question Editor. [1.0] How to Start: [2.0] Equipment (G.0) Basic Procedure [4.0] Movement of Units [5.0] Combat Preconditions [6.0] Combat Resolution [7.0] Reinforcament [8.0] How the Game Is Won [1.0] How to Start GENERAL RULE: Napoleon at Waterloo consists. of a body of rules, a separate group of cardboard playing pieces anda map. PROCEDURE: ‘The components should be spread out on a large table with «wo Players sitting on either side, The die-cut counters should be carefully punched out and carefully segre- gated as to national group. The Players should skim through the rules by reading only the bold sentence-headlines in the vati= ‘ous rules sections. Then the pieces should be 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 atrial 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 booklet, gently pry open the staples, remove the map, and close the staples again ‘COMMENT: Napoleon at Waterloo isa simulation of the battle between the French under Napoleon and the Anglo-Allied and Prussian forces in June 1813, GENERAL RULE: The game equipment consists of the rales, charts, map, anid 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 mapshtee le 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 is the primary means for resolving combat. Players will need one die from a set of ‘common six-sided dice in order to play the game, of they may use the six numbered chits toprovide random numbers, [2.4] The playing pieces represent the actual military units that took Part in the historical battle. There arc five items of information on the front face of each unit. The Player is told what «pe of unit it is infantry, cavalry, or artillery), and what its ‘name” or miliary designation is. Additionally, the Player is 10 siven the Combat Strength and the Move- ‘ment Allowance of each unit. The Player is also told which hex the unit starts in or what Game-Turn the unit enters the game as a reinforcement. ‘SAMPLE INFANTRY UNIT (French) Designation Psi Combat Ye_| Movement Sensi {PSF Atiowance ‘SerUp Hee SAMPLE CAVALRY UNIT (Anglo-Allied) SAMPLE ARTILLERY UNIT. (Prussian) Game-Turn of Enry in Variant Game [2.5] Combat Strength is the basic power of a unit when attacking or defending. The Terrain Effects Chart will detait hhow this number is affected by combat. The Combat Strength value of a unit is deemed to consist of the printed number of Combat Strength Points [2.6], Movement Allowance is the tunit’s basic ability to move in one Movement Pha: This ability is expressed in terms of Movement Points. Each hex entered costs & unit one Movement Point. [3.0] Basic Procedure The Sequence of Play ‘The Players take turns moving their units and making attacks. The order in which they take these actions is described in this se- {quence of play outline. One completion of the sequence of play is called a Game-Turn Each Game-Turn consists of two Player- Turns. Each Player-Turn consists of two Phases ‘THE FRENCH PLAYER-TURN: ‘Stop 1. French Player’s Movement Phase, ‘The French Player may move his units and bring in reinforcements. He may move as many or as few ashe wishes, fone afier another, within the limitations of the rules of movement Stop2. French Player's Combat Phase, ‘The French Player must attack adjacent Enemy units. He may perform these attacks in any order he wishes, applying the results immediately as each altack is made. ‘THE ALLIED PLAYER-TURN: Stop3. Allied Player's Movement Phase The Allied Player may move his units and bring in reinforcements. He may move as many or as few as he wishes, fone after another, within the limitations of the rules of movement. ‘Stop4. Allied Player's Combat Phase. The Allied Player must attack adjacent Enemy units. He may perform these attacksin any order he wishes, applying the results immediately as each atiack 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 How the Game is Won, Note that the game may be ended earlier if one Player achieves his vietory conditions. [4.0] Movement of Units GENERAL RULE: Each unit has a Movement Allowance ‘number printed on it which represents the basic number of hexesit may move ina single Movement Phase. Each Player moves only his own units during the Movement Phase of his Player-Turn (as outlined in the Sequence of Play), PROCEDURE: Units move one ata time, hex-by-hex, in any direction or combination of directions tat the Player desires. The Movement Phase ends when the Player announces that le has ‘moved all of his units that he chooses to (or a of the time that he begins to make al- tacks), CASES: [4.1] A unit may never exceed its Movement Allowance. During its Movernent Phase, each unit may move as faras ils Movement Allowance permits. Basically, each unit spends one Movement Point of its total Allowance for ‘each hex that it enters. Individual units may ‘move less than their Movement Allowance Units are never forced to move during theit Movement Phase. Units may not, however, lend or accumulate unused Movement Points. [4.2] Units must spend one Movement Point to enter each hex. Units may only enter or leave woods hexes through hexsides crossed by roads (even when advancing or retreating due to combat). [4.3] A unit may never enter nor pass through a hex containing an Enemy uni [4.4] A unit may never end its Movement Phase in the same hex as another Friendly unit, ‘One or more units may move through a hex containing another Friendly unit, but the moving units may never end the Movement Phase in the same hex as another unit. If this, should inadvertently happen, the opposing Player gets to choose which of the illegally placed units are to be destroyed (so that only ‘one unit remains in the hex). [4.5] A unit must stop upon entering a hex that is in the Zone of Control of an Enemy unit. ‘Whenever a unit enters a hex that is directly adjacent to any of the Enemy Play- e's units, the moving unit must immediately stop and move no further that Phase, Note that there are six hexes adjacent to most hhexes on the map. The six hexes adjacent to aan Enemy unit are called the Zone of Control of that unit. [Link] may not moveso longas itisin an Enemy controlled hex. Only by freeing itself through a combat result may a unit escape the ‘freezing’ effect of an Enemy Zone of Control [4.6] Except for French Victory Requirements, units may not leave the map. If forced 1o do so by the Combat Results ‘Table, they are eliminated instead. [See Case 83) [5.0] Combat Preconditi ments for Attacking Units. (GENERAL RULE: Each unit has a Combat Strength umber printed on it which represents its basic power to attack during iis Combat Phase and to defend during the Enemy Com- bat Phase. Whether or not a unit can attack is strictly a matter of how itis positioned with respect to Enemy units. All units chat are in Enemy Zones of Control must attack during their Combat Phase; artillery units not in Enemy Zones of Control but that have Enemy units within the range of their guns ‘may execute a special form of attack called ‘bombardment. PROCEDURE: ‘The Player examines the positions of his units, determining which arein Enemy Zones fof Control and which artillery units have Enemy units within their range. Attacks are conducted using the Combat Results Table, the die, and the procedures detailed in the section on Combat Resolution, CASES: [5.1] A unit that is in an Enemy Zone of Control must attack — and every Enemy unit that has a Phasing unit in its Zone of Control must be attacked. omimetonooels) units (Attacker ai ‘volved in combat with each other. Each circ ‘ed battle situation constitutes an attack and would require the rolling of the die, Note that when several attacking and defending tunits are adjacent to cach other, the attacks may be constituted in more than one way. Anillery attacks ate 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. I I ry A & rae eer Soro? 1to2, doubled due to Building hex Ww sd 94 2a oq 4V 2V oY ov ov 9 ay ay oy ov op || ig_ay sq 3a qa TERRAIN KEY andexplanation ofits effects on play. OD *% @@ Clear-Road Woods = | Building Woods-Road Movement: One Movement Point per | Movement: Movement: One Movement Point per hexentered. Eniry Prohibited. | hex ei Combat: No ete. 2 Ae Ae Ar Ar Dr Dr Dr De De De Ac Ar Ar Dr Dr Dr _De_ De 4 Ae Ac 4 SOLITAIRE PLAY The Opponent Who's Always There We all suffer from a scarcity of worthy ‘opponents — though growing by leaps and bounds, the wargamer population is still thinly spread over this ereat land of ours. ‘Most veteran gamers have partially solved this problem by playing games solitaire. Al- ‘though in retrospect it must seem an obvious solution, many new gamers hesitate to play games solitaire, perhaps because they feel they need some special set of rules or pro- cedures to do so. Remember, wargames are complex and that complexity cam be in- timidating to new players. I's easy to get the impression thatthe rules must be followed to the letter of the law and anything that's not specifically pointed out in the rules is ver- boten. Its the very complexity of wargames, however, that allows solitaire play without special rules. In most games one can just set up both sides and play them both in proper sequence. Because it's Virtually impossible to specifically plan moves far in advance, the dynamics of the solitaire play will closely resemble two-player gaming.,.and be just about as interesting! (One must exercise a little more diseipline in solitaire play — there's a great temptation to “play favorites” (i.e., cheat) with one side for the other when playing against oneself Moreover, if one plays the same game soli taire several times ina row, the course of play often becomes stereotyped. There are some simple techniques to avoid such stereotyping, ‘one of them being merely sitting on a dif. {erent side ofthe game map than you're used to! Another is to roll the die for one or both sides each turn to decide whether you'll per form high-risk or low-risk moves. This Will change your rhythm of play sufficiently so that it will seem as if another personality is involved in the game, In games that involve plotting, several sets of alternate orders can be written and randomly chosen so that much of the sur- prise element is maintained. This can also be done in ganies that don't usually require plotting of moves — just write several seis of broadly worded orders for your units and choose one at random, OF course, some games are more suitable for solitaire play than others. The Games Rating Chart in S&T rates the general one-player adaptability of most games, Per- sonally, I find that the operational level games are the most rewarding when played solitaire, Usually the number of moves and counters are manageable and the options broad enough to permit variation in play. Buc whatever you prefer, a lot of enjoyable gaming can be had simpiy by exercising the initiative and imagination required to play solitaire...plus, you always win, Redmond Simonsen SYNOPSIS: The Battle of Waterloo 18 June 1815 ‘The dawn, on Sunday, 18 June 1815, was ‘damp and misty in central Belgium, There, amid the rain-soaked, gently rolling hills, nearly 150,000 men were poised to decide the fate of Europe, I had been a spectacular spring. Napo- leon, escaping from Elba, had seized control of France anew, rebuilt her armies in weeks, and set forth northward on the road to con: Guest. Ina lightning four-days campaign, he hhad succeeded in driving a wedge between the powerful Prussian and Anglo-Allied armies confronting him. The Prussians had been broken in a furious battle at Ligny two days before, and now the victorious French pre- pared to fall upon the motley host of the ike of Wellington, defending near the tiny village of Waterloo. ‘The French, with some 72,000 men — ‘many of them seasoned veterans — and 246 ‘cannon, held a front of about 15,000 yards. ‘Across ‘some hundreds af yards of wet ‘ground were the foe, some 68,000 Britons, Hanoverians, Brunswickers, and Nether” landers — regulars and recruits and militia- ‘men mixed together — supported by no more than 156 cannon. The Emperor was confi- dent that such poor troops would never stand before him. But Wellington had a trick or two up his sleeve which might just save the day. Most of his men were posted behind a series of modest ridgelines, while others were in hastily fortified farms and hamlets. Am- ‘munition was plentiful, The muddy ground would hinder the advancing French and min- imize the impact of their cannon fire, And, most importantly, the Prussians, hough defeated, were still game. Their old Field Marshal Blucher had vowed to come to Well- ington's aid with all he had as soon as hu- manly possible. Napoleon would have to win ‘quickly if he was to win at all. The battle began [Link], At 1180 division over on the French left became in- volved in an assault on the British Guards. ‘men holding the walled manor of Hougo- ‘mont, which covered approaches to the AL- lied right. The attack went awry, as the Bri- tish held tenaciously. Rather than break off, the French became too deeply involved. In: stead of screening the position and bombard- ing it to pieces, the French II Corps fed in more and more troops, while Wellington [koninedonpeee Napoleon at Waterloo Counters Images ofthe counters inthis game are provided as An aid to misplaced pieces, Introduction to Adventure Gaming Counters (100 pic Counters for Napoleon at Waterloo (60 pieces) sets in reproducing damaged or 3): Front ) omit rom pse 0} If there are several possible combina- tions, the Player may choose which of his units will attack which Enemy unit — so long as every Enemy unit that is required to be al- tacked isattacked. [5.2] No unit may be involved in more than one attack per Combat Phase. No unit may participate in more than ‘one attack, nor may a given Enemy unit be the object’ of more than one attack, in a single Combat Phase. [5.3] More than one unit may Participate in a given attack. ‘AS many units as can be brought to bear ‘an participate in the same atiack. [5.4] More than one Enemy unit can be the object of the same attack. So long as each participating attacking unit could have attacked every one of the defending units separately, then all may av tack aif the defending units in a single com bined attack. [See Case 5.8] [5.5] A unit’s Combat Strength \divisible. Units may not use part oftheir strength in one attack and part in another, neither may they reserve oF withhold part of their sirength in an attack or defense, [5.6] An artillery unit not in an Enemy Zone of Control may make a bombardment attack against an Enemy unit two hexes distant. ‘The important distinction between bombardment and regular attacking is that bombardment attacks can be made only by anillery units that are nar in the Zone of Control of any Enemy unit. This bombard- ‘ment attack can be used to satisfy the require- ‘ment that a given Enemy unit be attacked (because some other Friendly unit happens to bbe in its Zone of Control so long as the other Friendly unit can attack anorher Enemy unit [5.7] Except when making an combined attack (see 5:8) bombarding artillery units may attack only a single Enemy-occupied hex. Even though it may have several Enemy cceupied exes in range a given artillery unit ‘may bombard only one of them in a single Combat Phase. Note that several acillery nits may direct thele bombardment ac the Same hex, in which case their strengths are totaled into one aggregate bombardment attack. [5.8] An attack may be made which combines the strength of adjacent units with that of bombarding artillery. ‘The strength of the artillery unit is simp- ly added to that of the adjacent attacking units. Note that if the Enemy is in more than fone hex, the contributing bombarding ar- tillery need have only one of the Enemy oc- ccupied exes in range in order 10 add its strength to the attack. This is the exception toCase 5.4 [6.0] Combat Resolution How Attacks are Evaluated and Resolved GENERAL RULE: ‘An attack’ is defined as the comparison of the strength of a specific attacking force with that ofa specific defending force resolv. ced by the throw of a die in connection with the Combat Results Table. The results may affect either or both the atlacked and the defender PROCEDURE: ‘The attacking Player totals the Combat Strength of all of his units that are involved ina given attack and compares the total with the total Combat Strength of the Enemy unit or units being attacked. The resulting com- parison is called the Combat Ratio. The Player locates the column heading on the Combat Results Table that corresponds to the Combat Ratio. He rolls the die and cross indexes the die number with the Combat Ratio column and reads the result, The indi- cated result is applied immediately, before ‘going on to any other attacks. When he has ‘made all of his attacks, the Player announces the end of his Combat Phase. involved in a given attack against a specific defending unit or group of units. He must caleulate and announce the Combat Ratio, specifying which of his units ave participating in the attack, before resolved. He may resolveattacksin any order hie chooses. Once the dies thrown, te may not change his mind, {6.2] The calculated Combat Ratio lways determined to represent Sopecitig column of result on the Combat Results Table. If the Combat Ratio in an attack is higher (or lower) than the highest (or lowest) shown on the table itis simply treated asthe highest (or lowest) column available. Note ‘that the Combat Ratio is always a simplified version of the literal ratio. For example, if eleven Combat Strength Points attack four ‘Combat Strength Points, the Combat Rat is simplified to “2 t0 1." Rations are always rounded offi favor of the defender. ‘The attacker may deliberately ower the ‘Combat Ratio, if he so desires, simply by an- nouncing the fact before throwing the die This is sometimes advantageous (see the Combat Results Table). [6.3] The abbreviations on the Combat Results Table that units are either retreated or destroyed. ‘Ae= Attacker eliminated; all units involved in the attack are destroyed (except bombar- ding artillery). Defending unit has the option toadvance after combat. Ar= Attacker retreats; all units involved in the attack (except bombarding artillery) are forced to move one hex away from the defender. Defending unit has the option to advance after combat, Ee= Equal elimination; the defending force is eliminated and the attacking force must lose a number of Combat Strength Points at least equal to the printed value of the defen ding force. If any attacking units survive, fone of them may advance after combat Bombarding artillery can never suffer from this result Dr= Defender retreats; the defending unit is forced to move one hex away from the at- tacking unit(s), One of the attacking. units may advance after combat, De=Defender eliminated; the defending unit is destroyed, One of the attacking units may advance after combat, [6.4] Units may be retreated (by ‘their owners) only into’safe’ hexes. ‘A ‘safe? hex is defined as @ traversable hex, not in an Enemy Zone of Control. If there is no safe hex available, the uit is destroyed instead. A “traversable’ hex is one that the unit could iegtimately enter during a ‘Movement Phase [6.5] When the only ‘safe’ hex is ‘occupied by a Friendly unit, that unit may be displaced. ‘The displaced unit must itself have a hex to retreat 10 (if not, the original unit is destroyed instead of éausing displacement). The displaced unit may itself cause a displacement in a sort of chain reaction of retreats, Note that a retreating unit may nor displace an artillery unit that has yet to per- form a required bombardment attack. Are quired” bombardment attack is one that is ‘made when some other Friendly unit is in the Zone of Control of the Enemy unit being bombarded and that Friendly unit is attack= ing still another Enemy unit, [6.6] When a hex is vacated as a esult of combat, a sing! victorious participating unit may advance into that hex. Such an advance asa result of combat is an option which must be exercised im: mediately before going onto resolve any far- ther combat in that Phase. A unit is never foreed to advance after combat. A unit may advance into an Enemy controlied hex (even when advancing direetly from an Enemy controlled hen), [6.7] Movement duririg the Combat Phase does not expend Movement Points. Retreats and advances are, technically, not considered to be movement [6.8] An artill it that is not adjacent to the unit that it is. attacking is not affected by adverse combat results. ‘When an arilery unit is bombarding oF ‘making a combination attack (as deseribed in Case 5.8), its totally unaffected by combat results, Even in the case of an ‘Ee’ result, the defender is destroyed but the artillery unit is unaffected. Bombarding artillery units may voluntarily retreat after combat when they obiainan‘Ac,’*Ar,, or ‘Ee" result 16 [7.0] Reinforcement How Additional Units Enter the Game GENERAL RULE: In addition to the force with which he saris the game, the Allied Player receives Prussian units during the Movement Phase of Game-Turn Three, PROCEDURI ‘Al any time during the specified Move- ‘ment Phase, newly arriving units may enter the map in non-Woods hexes of hex-column 2300 (.e., the easternmost hex column). CASES: {7.1] When reinforcements arrive ‘on the map, they behave lontically to units already on the map. When reinforcements are placed in an entry hex, the arriving unit must pay one Movement Point for entering that hes. When ‘more than one unit enters in the same place, they enter singly without regard 10 which one entered first (Le., it doesn’t cost subsequent units more to enter the map because they are entering “behind” the first unit). The units ‘move (and they may participate in combat) in the Player-Turn of arrival 7.2] Units may never be placed in an entry hex that is Enemy occupied or which is in Enemy Zones of Control. ‘They may never be placed in an entry hhex under conditions which will forces viola- tion of the movement rules (ie., 100 many tunits in the hex at the end of the Movement Phase) [7.3] The entry of reinforcements may be delayed for as long as the Player wishes. ‘The Player may choose to hold back any reinforcements due him in any given Game- Turn, He should keep a record of any such delayed reinforcements. He need not re- schedule their appearance; they may enter during any subsequent Movement Phase, They must enter by means of the proper en- lay hex. Ifprevented from entering by French lunits or their Zones of Control, the Prussians may enter anywhere between 1301 and 2101 [8.0] How the Game IsWon Demoralization and the Conditions of Victory GENERAL RULE: Itis the object of both Players to destroy forty Enemy Strength Points before losing forty Friendly Strength Points. The French Player has the additional objective of exiting seven units off the north edge of the map (through the hexes indicated on the map). PROCEDURE: ‘AS losses accumulate during the game, the Players should array the destroyed counters off the map in easily counted groups. Players should be especially alert to losses when the forty Strength Point limit is approached. CASES: [8.1] The Allied Player wins by destroying forty French Combat Strength Points before losing forty of his own, If'this happens, the game stops immedi- ately and the Allied Player is declared the [8.2] The Allied Player is demoralized immediately upon losing forty Combat Strength Points. When demoralized, all Allied attacks (including those made by Prussian units) are reduced by one ratio column (for example a three-to-one becomes a tw0-10-one), When demoralized, all French attacks are raised by one ratio ealumn (For example a fone-to-two becomes a one-to-one). If the Allies destroy forty French Strength Points after losing forty of theit ‘own, this does nov demoralize the French nor does it benefit the Allies in any way. The only hhope for a demoralized Allied Player is t0 prevent the seven French units from exiting the map (thereby drawing the game), [8.3] The French Player wins by demoralizing the Allies and exiting seven French units from the map (between hexes 0101 and 0901). The units must exit from the indicated hhexes during one or more French Movement Phases. Units may not exit the map as a result of combat (if foreed to do so they are con- sidered destroyed instead). French unis that exit the map during their Movement Phase are not considered destroyed. More than seven French units may exit the map and they may do so before and/or after the Allies lose forty Strength Points, Once the minimum French Victory conditions have been achiev ced the game stops immediately and the French Player is declared the winner, [8.4] The game is a Draw if neither side fulfills its victory conditions. Tf the French destroy forty. Allied Strength Poinis but fal to exit their seven Lnits before the end of the game orf neither Player destroys forty Strength Points, the game isa draw (whichis, in historical terms, an Allied moral victor). If by some freak chance, both armies reach the forty of greater loss level at the same instant of combat (due to an “Ee” result) then the French Player would win if he had already exited the seven units from the map; otherwise, the Allied Player would be declared the victor James F. Dunnigan Graphics and Rules: Redmond A. Simonsen E Bob Ryer, Ted Koller, Michael E. Moore, Manfred F. Milkuhn, Ken Stec omined rompese 4) kept the well-fortfied garrison supplied with ‘munitions and manpower. Time passed. Na- poleon hesitated, concerned over the muddy condition of the ground. AA few hours more would permit it to dry. But then came an omi- nous sign. Some hills to the east were taking con a dark coloration, as if masses of troops were gathering. Could the Prussians be com- ing? An attack was ordered at 1300, ‘AU 1345 four divisions of the French 1 Corps advanced, swamping outlying Allied positions. An entire Dutch brigade was rout- ed, the ‘Allied front pierced. Wellington threw in his finest division, the Sth, The French wavered and then streamed back to their own positions. Driving the French before them, British ‘cavalry attacked in turn, only tobe routed by the enemy’s heavy horse, Nearly two hours of furious cavalry action followed, as Mar- shal Ney, Napoleon’s “bravest ofthe brave,” attempted to smash the Allied front. Each time the troopers charged forward, the steady British infantry formed square and rove them off with well aimed fire, At 1800 Ney pressed two infantry divisions forward ‘on the heels of the cavalry, only to see them beaten off as well. Within ten minutes the ac- tion in the center had fallen off, Both armies had been severely tested, but the Allies had held and the French situation was becoming precarious, for the Prussians had arrived. ‘The Prussian IV Corps, some 30,000 ‘men, was driving into Napoleon's right rear near the village of Placenoit. The 10,000 de- fenders bravely held the enemy to minimal gains, but the threat was enormous. Ina des~ perate move, Napoleon ordered in eight bat- talions of the Young Guard and two of the veteran Old Guard. At bayonet point, these 5,000 men cleared Placenoit, securing the flank. But final victory could come onty in the front. At 1900 Napoleon ordered his Old ‘Guard to prepare an attack. Meanwhile, fighting along the front had ‘become general. As more Prussians began to come into action, Wellington fed most of his few remaining reserves into the line. Massed French artillery began pounding the Allied ‘oops. ‘Ai 1930 the attack began. Some 4,500 of the finest soldiers in the world, Napoleon's ‘Old Guard, advanced in columns across the fire-swept ground. On the right, 1wo battal- ions of the Guard smashed the surviving Brunswickers, forced back a British brigade, only to be halted by the Dutch 3¢d Division. ‘Two battalions in the center broke into the Allied line, 1o be beaten off by Wellington's ‘Ist Guards Brigade in a furious exchange of fire. And on the left, a final battalion scaled the slope behind which the enemy lay, only to ‘be taken in the flank by an entie British bri- ade. It was over, the beaten Guardsmen streamed back in’ defeat, In the stunned French ranks the cry went up, “Le Guard re- ‘cule! — The Guard breaks” Panic took hold. Ignoring all discipline, men began to flee. Sensing his moment, Wellington order- ed a general advance, throwing in his last fresh troops, to be joined by newly arriving Prussians. Napoleon, shocked and exhaust- cd, tried to rally his men, then gave up and fled in turn, never to trouble the peace of the ‘world again. —AINofl Che Gower of Azann 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 Azann, 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 witli 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, 8 How toWin Your mission is to rescue the young heit and escape the Tower with him. Incidentally, a fabled gem — the Jewel of Dinakk — is said t0 be in Azann’s possession, and you may have the opportunity to acquire that treasureas well. * Ifyou escape the Tower with the child and the Jewel, you win fameand fortune, ‘Ifyou escape the Tower with the child only, you win the gratitude of the Duke, but little inthe way of wealth, + Ifyou escape the Tower with the Jewel only, youare a wealthy adventurer, bué the venge- ful Duke will haunt you always If you escape the Tower with nothing, no ‘one will want to talk to you. * If you die, at least your memory will be respected How to Start The first thing you must do is generate your character. You have 12 Characterietic Points that you can assign among 3 charac- teristics: Combat Strength, Agility, and Ma- ‘Skill, Combat Strength i important when you encounter monsters wandering through the Tower. Agility has several uses, including keeping from harm in tight situations, Magic Skill allows you to take advantage of magie items and spell, ‘You must assign atleast 2 Characteristic Points to each of these characteristics, Write down your starting characteristic values on the Adventure Log. Be sure to write lightly in pencil, because your values will change during the game. Next, pick two spells from the Magic Spell Summary, and write them down on the ‘Adventure Log. Then, in the space on the Log labelled “Current Level” write 1 (you will be starting on the firs floor of the Tower, Now, when you are ready to begin, you can proceed to paragraph 040, and you are ‘on your way, Using the Paragraphs The paragrapis are the heart of The Tower of azann. They provide the charac. ters, deseripiions, and events that give the adventure life 1 is important that players hot read through the paragraphs before pay ing. While itis intended that characters have Some control over what befalls them eran dom tapards and benef that come as Sur. Drises in the paragraphs are the very essence Oftheadvenare Going Up and Down Stare. There are six floor in the Tower of Arana ands chara ter will no doubt want to explore each of them in is search. Togo up the cena stat- case (which is adjacent virtually every room in the Tower) a player notes what level he is starting from (for instance, level 1) and rolls one de(olling aS, by way of example). ‘The player then adds the two numbers to- gether and turns to the paragraph indicated tin this case, 006) and follows the instruc: tions. To go downstairs, the first dit isthe floor you wish vo descend fo, and the second digit &y again, a die roll. Remember, once you ative ong new level, tochange the Cure rent Levelon the Adventure Log. Entering Rooms. Although a character is never far from a staircase, the interior of the ‘Tower is confusing in its construction, and it is casy to become lost, wandering sometimes through the same room repeatedly in search ‘of some object. Whenever a player wishes to enter a room, he notes the level his character ‘occupies (2, Tor instance) and rolls one die (olling, say, a 3). The player reads these ‘numbers in sequence and turns to the para- raph indicated (in this case, 23) and follows ‘whatever instructions are there Combat. The Tower is infested with all man- ner of evil monsters, none of which intend a player’s character any good. The paragraphs Often indicate an ambush or encounter with these wandering creatures, ‘To perform a combat, the player refers to the Monster Val- ues Chart to determine the Combat Strength and Agility of the creature that has been en- countered. Then the character attacks (the character always attacks first unless the para- raph specifies otherwise) by subtracting the ‘monster's Agility from the character's Com- bat Strength. If the result isa negative num- ber, the character must reduce either his Combat Strength or Agility by one point. If the result is zero, roll a die; ifthe result is areater than the monster's Agility, the mon- ster loses one point; if the same die roll is _eater than the character's Combat Strength, the character aiso loses a point. Ifthe number is positive, the player reduces either the mon- ster’s Aulty or Combat Strength by one point For example, a character with a Combat Strength of 4and an Agility of Sencountersa ‘wraith (Combat Strength 2; Agility, 5). Sub- tracting the wraith’s Agility of S from the eharacter’s Combat Strength of 4 results in =1, so the character must reduce either his Combat Strength or Agility. He chooses 10 reduce his Combat Strength by I. Next, the monster attacks by subtract- ing the character's Agility from the monster's ‘Combat Strength. In the preceding example, the wraith’s Combat Strength is 2 and the character’s Agility is 5, for a difference of =3 — the wraith is hit, and the player choos- esto reduce the wraith’s Agility 1o4. Combat proceeds in this manner until either the char- acter or the monster (or monsters) is dead. When more than one monster attacks, the character takes them on one at a time, ‘A monster is dead once either its Agility ‘or Combat Strength is reduced to zer0. A character is dead when both his Acility and ‘Combat Strength are reduced to zer0, Using Spells. The Summary of Spells ives details on the uses and effects of the various spells that the characters may use. These spells may be used in combat or in movernent throughout the Tower at any time, Discovering Items. Scattered throughout the Tower are various powerful weapons and magic items. The paragraphs direct the char- acter to the locations of these items from time to time, and with a little luck and good sense, a character can accumulate a potent col'ection of these useful tools. Any time an itera is acquired, the player should record it ‘on the Adventure Log. Losses should also be recorded. Note that most items can be found again if they have been lost if the paragraphs direct the character to them again, (Some items, such as the Emerald Rod, are lost per= ‘manently, however, and cannot be recovered. If-a character is directed to such an item again after having losit, treat the location as empty.) Any time a character is directed toan fem that he currently possesses, the location is treated as empty. ‘A character may never carry more than 4 items (combined total of magic items and weapons) at one time. Note that a character is considered armed when he enters the Tow- er, but the weapons he brings with him can never be lost and do not count against the to- tal number of items that can be carried, Nerve Checks. From time to time in the paragraphs, particularly after a harrowing experience orin an especially unpleasant situ- ation, a character will be required to make a Nerve Check. To do so, the player simply adds together all of the character's current Characteristic Points and rolls a die. If the die roll is greater than the character's total Characteristic Points, the character passes the check. The paragraphs provide instruc- tions as to the effects of failing a Nerve Check. Ducking Out. There are certain times in the ‘Tower of Azann when diseretion isthe better part of valor, and a player’s character may ‘wish to extricate himself quickly from a room cor other location within the Tower. In such cases, the player rolls one die and compares the die roll with the character's Agility. Ifthe die rll is equal to or greater than the charac- ter’s Agility, the attempt fail, and the char- acter must deal with whatever itis he would rather avoid. If the die roll less than the ‘character's Agility, the character may imme diately roll for another stairway oF room. Whether the attempt succeeds or fails, the character loses one Aeility point immediately after resolving the die rol. A character with an Agility of zero may not attempt to duck out Escape. To escape the Tower of Azann is no simple matter. To get out, a character must make his way to level 1 and roll for a room ‘that has portion of the paragraph marked for escape. Such a paragraph will indicate range of die rolls, The player rolls a die and, if the die roll falis within the specified range, he follows the instructions for escape in that paragraph. If the die roll falls outside the ange indicated, the character is subject to whatever other instructions (other than for ceseape) are specified in the paragraph. ‘Two or More Players The Tower of Azann is designed to be playable by a single player or by several. When more than one player participates, cach character may go his own was, making paragraph decisions independently. In com- bat, only one character may attack each monster. Thus, if several monsters attack several characters, a number of individual combats may occut simultaneously Tower of Azann Creative Credits Game Design: Bob Ryer, Justin Leites, Gerard C. Klug, Redmond Simonsen Graphic Design: Redmond Simonsen Graphic Production: ‘Ted Koller, Manfred F. Milkuhn, Ken Stec 19 SUMMARY OF SPELLS ‘Spell of Toleportation Allows you to instantly remove yourself from any place to a random room. Rell two dice; the first die isthe level and the second the room. IF you roll an 11, how- ever, you are automatically outside the ‘Tower again, Bach time you use this spel, roll a die and reduce your Magic Skill by the amount rolled up to @ maximum re- duction of 3. Spell of Resistance Allows you to subtract 2 from any Nerve Check die roll, or to disregard certain in- fiuences mentioned in. the paragraphs (these paragraphs specifically state that you can use this spell). Each time you use this spell, reduce your Combat Strength by 1. If your Combat Strength falls below 1, you lose the power to use this spell. Fireball Spelt ‘This potent enchantment produces an in- fetno that will instantly incinerate any monsters, no matter how many, that are attacking you. As soon as you have used this spell, your Magic Skill drops to zero, and your Combat Strength ishalved (round fractions up). Spell of Regeneration Allows you to shuffle your strengths. Thus, you could increase your Combat Strength by 2 reducing your Magic Skill by 1 and your Agility by 1, or increase your Agility by 2 by decreasing your Combat Strength by 2, or re-arranging yourcurrent points in any way you ike SUMMARY OF MAGIC ITEMS Emerald Rod (078) Allows you to increase your Agility as ‘much and as often as you wish. For each point of Agility increase, however, de- crease your Magic Skill by one point. If, ‘at any time while you possess the Emerald Rod, your Magic Skill reaches zero, you permanently lose the Rod. Enchanted Sandals (078) Allows you to teleport at random to any oom in the Tower, Roll two dice; the first die isthe level and the second the room, Each time you use the Sandals, your Agil- ity isreduced by 2 temporarily, for as long 5 you are in the room to which you tele- Port (as soon as you leave that room nor- mally, the Agility points are regained). Crystal Sphere (090) Allows you to foresee ambushes. When- ‘ever you are attacked while in possession ff the Sphere, you may attack twice be- fore your opponent (your first opponent ‘only, if more than one) attacks you. Each time you take advantage of this magic item, your Magical Skill is reduced by fone,”and the Sphere cannot be used if your Magic Skill is reduced to zero, al- though you may stilearryit, Ruby of Kraesh (081) Allows you to inerease your Magic Skillas ‘much and as often as you wish. For each point of Magic Skill increase, however, decrease your Combat Strength by one point. You may not use the Ruby once your Combat Strength reaches 2et0, al- though you may continue tocarty it WEAPON SUMMARY Silver Dagger (030) This deadly weapon allows you to attack any opponent (your first opponent in an encounter only, if more than one) twice before he attacks you. Each time you use the Dagger against an opponent, reduce ‘your Agility by one. Youcan never use the Dagger if your Agility is less than 2, al- though you may carry i. Great Bow (037) ‘When you have combat with more than ‘one opponent at a time, the Bow can be used to attack each (excep? the first) with a strength of 8. Each time you use the Bow against an opponent, your Combat ‘Strength is reduced by 1, and you can nev- er use the Bow or earry iif your Combat Strength i ess than 3. Groat Axe (038) ‘The solid weight of this weapon is very re- assuring. AS long as you carry the Axe, you may subtract 2 from each Nerve Check die roll. If your Combat Strength falls be- ow 2, you can no longer earry the Axe. ‘Spear of Grom (039) This heavy weapon infuses you with strength, raising your Combat Strength by as many points as you wish, For cach point of increased Combat Strength, how- ever, reduce your Agility by I. Fyour Agil- ity falls below 2, you cannot carry theSpear, Players are encouraged (0 develop theit own spells and Items for inclusion in the game. Experimentation isan important par! of role-playing MONSTER VALUES CHART playing games. As with spells and special items, players are encouraged (0 develop their own monsters or adjust those included. It may take some time to balance monster- character strengths, but the effort can be very rewarding, ADVENTURE LOG is suggested that players copy this log, or a similar one of their own devising, for repeated playing. SPI grants permission to copy this Adventure Log for personal use only Character Name Current Agility Value. Current Combat Strength, Current Magic Skill Current Tower Level Magic Items Possessed: Notes: ‘Weapons Possessed: Date, Spells Possess: Adventure Paragraphs ‘The following paragraphs should mor be read ‘through in thee entirety; players should read in Vidual paragraphs only'as directed. Once the in Struetions of a paragraph have been completed and no other paragraph is indicated, rll for a new oom or stairway, The sy (B) indicates that a ‘ew paragraph should bereterred to, (001. You dash through the door into the morning sunlight withthe child and the Jewel. Noone pur ‘es. Aer resting fora few minutes onthe green, fareen grass, you head off othe city 1 collet your Just rewards, (002. You reach the nex level without mishap. — (003. As you progress, cobwebs brush agains! your face and hands with increasing regularity: Newwe (Check, Ifyou pass (> 038): if you fail OS) (004. You reach the nex level without mishap, 005. As you progress, an enormous troll wielding ‘cudgel zomes at you, Conduct combat. 006. 1f your Agility i 3 or more, you ascend (or descend) without mishap. If your Agility i less ‘han 30> 18). (007. As you progress, the stairs Begin 1 weave and Pitch, unbalancing you. If your Agility is 3 or more, you make it ack 10 the level from which ‘you began; if your Agility itess than 3 (087) (008. As you progzess, he ar is pierced by a keen- ing wal. Nerve Check. If you pass, you each the next level without mishap. Ifyou fail 115), 008. 1F your Agility is 3 or more, you reach the ext level without mishap. If your Agility is less than 3, you have alerted two goblins 10. your presence, and they attack, Conduel combat, 010. The ress. Sidden sive way allogethet. If sour Agility is or more, you manage 0 reach the level toward which you were ascending (or descen- ding) 1'your Agiiry isles than 20> 089) (11. You have stepped into a demonic vortex of blinding igh, howiing winds, and terete cold. IF your Magic Skil is 3 or more (090). It your Magic Skills ess than 3091 O12 Roll a die. On a roll of 4-6, owo ogres enter the room. Conduct combat. Otherwise, proceed unmolested. Escape: 1-3 (110), “ 013. Roll adie. Ona roll of Sor 6, you areatack ed by 0 rolls. Conduct combat. Otherwise, pro- eed without mishap, Escape: |-4( 110), (014. Unless you are ying to escape (032). Escape: 1-5(> 110) 016, Rolla die, On ayollof 1-3 (021). Ona roll 0f 4-60 022). Escape: -3(> 110) 016. Justasmall, empty room. Proceed Escape: Automatie(™ 110) 017. You dash through the door into the morning sunlight with the child and the Jewel. Something pursues you, but you cannot se it. Nerve Check Tf you fail (018) Ifyou pass, you have escaped ‘unscathed and won, 018. A huge, ugly troll bears down on you and a ‘acs first 1 you manage to finish him off, you escaped withthe child 919. A huge, ugly brute of a ol catches up with you. Attack and fight it out. IFyou win, you have managed to escape, aoe (20. You can cther throw the Jewel back at your tunseen pursues (027) oF simply try 10 outrun watever is chasing you (21. No sooner do you enter the room than you are savagely attacked by a goblin. Conduct com- batimmediaelys (22. The room, apparenily a Kishen at onetime, inwell-itand contains naihing of interest 23. An empty room, with nothing of interest init tall. 24, Rolla die. On a rol of -4, nothing ovcurs and you proceed on your way. On a roll ot Sor 6, twoitrollsjump you. Conduct combat. 028, Rolla die. Ona roll of Sor 6, nothing oscars and you proceed on your way. On a roll of 1-4 e079) 026. Rott a die. 1 he roll sequal 16 oF less than {your Magic Skill ® O80) Ife rolls greater than your Magic Skill, nothing oeours and you cominve ‘onyourway. 027. There is 4 deafening explosion that knocks you tothe ground. Behind you's the sound of ady ing creature. The Jewel comes floating back toward you and, if your Agility is 3 oF more, you ‘atch it otherwise, i disappears aver the horizon. Ineither ease, you have escaped, = 028. The wraiths ate quite anxious 10 com: unica. “In fac, they are insistent. For years, they have wanted todoaway with Azann, but hey have litte or no power against him. They are the Femains of children he has taken in the past, and their thirst for revenge is unbounded, They extract from you an oath thal you will il she wizard and they send youn your way... 096), (28. You can abandon the child in an effor vo make good your escape (119) or you can turn 0 facewhateverfllows( 018), 020. You come across a silver dagger fying on @ table, You can leave it alone and proceed or pick it ee (oO) eRe an Te ee (081. The oom|s pitch black. I your Agility oF more, you avoid falling into the yawning pit at the centei of the room. If your Agility isles than pe Pal (0s part nate (22. Roll a die. If the die rol sequal to or les than your Combat Strength (030). If he de rol isgreater than your Combat Strength, nothing oc- ‘utsand you continue on your way (033. Nerve Check. If you pass, you may proceed. you fail ® 116 as (034. Scominaly trom out af the woodwork, 160 twolisspring oattack. Conduer combat (036. Roll die. On 1-4, 1wo apparently sedate skeletons leap to Hife and atiack you. Conduct ‘combat. Ona $or6, you proceed without mishap, (036. {isa nice room, a charming, lovely room. Sit down fora few minuies and reeain some strength Increase our Combat Strength by 1 (027. Groping your way through ihe gloom, you encounter a great bow. You can leave i alone and proceed on your way, oF pik it up (070) 838. A yreat axe appears before you, hanging ona bracket. You can leave it alone snd proceed, orpickit up (070) (088. You suddenly espy the legendary Spear of Grom. You ca leaveit alone and proceed, or You npickitup 070), (040. You can go the Front door (© 093) or tothe back door: (> 095) if your Agility i 1 or 2; 0076) i your Aglity is 3or 4; (077) if your Agility is $ O41, Fs a libragt You can't make out much of whats writen there, but you pick up enough 9 learnoneaddtionalspellof yourchoise. (42, This is dim and musty room that reeks of Some. estal ‘presence. You may vestigate (on or race through as quickly a your legs wil carryyourogg), ee 043, Rolla die. On a roll of 1-4, nothing eure and you proseed on your way. Ona tol of 5,3 soblins jump you. Ona rll of 6(> 01). 044, Rolla die. Ona roll of 1-3, nothing cars ‘and you proceed on your way. On a roll of 6 eos, (46. There is nothing in the room..except an cogre..with an axe.-and he's mad Conduct om barimmeditey.— 046. tn this room you find @ task of pure, reffesing water. Vou take drink and eet ke icking up your heels Inrease your Agility by 2. (047, The door stands open before you, bt sslon= 'y closing. Roll ade I the die ols equa #0 or seater than your Agi (088). 1f he die ols ess than your Agility 109. (48, Nerve Check. If you pss 0 108-1 you foi (0th) eee ee (048, Roll a die. 1F the roll fs greater than y Combat Strength 1) 1 the rll equal 10 oF lesthan your Combat Strength 108) 50. Roll adie. On aol of 1-3 088). On aro of4or5. (119). Onarollof6( 116). 51. Rolla die. I the coll s 1-3, nothing ours and you continue on your merty way. If the rolls ae crosh 062. You siol ino the room, minding your own 053, Rolla die. On a fol of 1-3, nothing occurs and you proceed. Ona rollof4-6( 03), 064, You Find a mail shirt lying around and try fon. I's enchanted! Rol adie: Ona roll of 1-4, your Combat Strength increases by 2. Ona roliof 056. Rolla die. On atoll of 1-3, nothing occurs and you proceed. Ona roll of 4-6( 078) (56. You have a moment to catch your Breath in 057, Reduce your Asiliy by 1 and lose any one ‘seapon or magic em (our choice of which) you hhave found in the tower, Then you ae attacked by a giant, unpleasntesmelling spider. The spider at {acks frst If you survive, rll for ascending sats (058. One goblin and one ogre come at you out of 058, Roll adie. Ona rollof 1-3, che room isempiy and youcan proceed. Onarollof4-6(6-016). (060. The creature i razed eave tol, intent on rearranging your flesh in grotesque ways. Your let attack reduces his Comb Strength by the mount you ollon one de, Conduct sombat. 061. Roll die, On a roll of 1-3 (039). Onarall of 46, you ate jumped by 3 goblins. Conduct combs (62. Nothing here, Nothing aval. Proceed (063. You enter and, in the gloom, you hear fooisieps and the sound of childrens volces. Nerve Check, If you fail (116). If you pass 052 (064, Pry. You've stumbled over a dozing wrolland iene his wrath, Conduct combs 065. Two iol, swapping grisly stories, ae inte rupted by your entrance. Conduct combat (66. Roll a dic. Ona 1 or 2, nothing happens and

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