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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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Zu den vorherigen Artikeln Weiter zu den nächsten Artikeln
SPIAdvGaming für später speichern
BBs cet) PY siesta includes
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designed to introduce you to
Adventure Gaming
PERN SSC Me am TO) ea LN ACL CLIT
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Re VT Led x ee dole od The Tower of Azann
a or aoe CENTS —a Magical QuestDear 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 10010-7966at 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 ofcach 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
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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)
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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,
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‘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 is10
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.
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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. —AINoflChe 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 Stec19
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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