"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Monday, March 31, 2025

Supplement I: Greyhawk (1975)

From the web:

The first supplement to the original Dungeons and Dragons first edition. To quote the forward by Gary Gygax:

"There are new characters, new abilities, more spells to use, a horde of new monsters, heaps of new magical treasure, and various additions to the suggestions and rules for adventuring above and below ground."

This supplement introduces the Thief as a character class and Paladins as a sub-class of Fighting Men.

Greyhawk is the world where it all began, the personal campaign world of the creator of Dungeons and Dragons, and this booklet was the first glimpse the general public had into this unique land. Penned by the gaming giants of Gary Gygax and Robert Kuntz, no collection of D&D items is complete without this recognizable booklet.
 

Sunday, March 30, 2025

Dungeons & Dragons Volume #3 - The Underworld & Wilderness Adventures

From the web:

Dungeons & Dragons Volume #3 - The Underworld & Wilderness Adventures contains the rules for the fantastic medieval wargames campaigns playable with paper and pencil and miniature figures.

The original, the first, the Grandfather of them all, anyway you look at it this is the item that spawned an entirely new industry that is loved and enjoyed by millions of people today. The original Dungeons & Dragons box set was based on the fantasy portion of the earlier Chainmail rules and also suggested the use of Outdoor Survival, a board game from Avalon Hill. There have been many incarnations and editions of Dungeons & Dragons over the years but this is the product that started it all.
 

Saturday, March 29, 2025

Dungeons & Dragons Volume #2 - Monsters & Treasure

 From the web:

 Dungeons & Dragons Volume #2 - Monsters & Treasure contains the rules for the fantastic medieval wargames campaigns playable with paper and pencil and miniature figures.

The original, the first, the Grandfather of them all, anyway you look at it this is the item that spawned an entirely new industry that is loved and enjoyed by millions of people today. The original Dungeons & Dragons box set was based on the fantasy portion of the earlier Chainmail rules and also suggested the use of Outdoor Survival, a board game from Avalon Hill. There have been many incarnations and editions of Dungeons & Dragons over the years but this is the product that started it all.

Friday, March 28, 2025

Dungeons & Dragons Volume #1 - Men & Magic

From the web:

Rules for fantastic Medieval wargames campaigns playable with paper and pencil and miniature figures. Volume 1: Men & Magic.

The original, the first, the Grandfather of them all, anyway you look at it this is the item that spawned an entirely new industry that is loved and enjoyed by millions of people today. The original Dungeons & Dragons box set was based on the fantasy portion of the earlier Chainmail rules and also suggested the use of Outdoor Survival, a board game from Avalon Hill. There have been many incarnations and editions of Dungeons & Dragons over the years but this is the product that started it all.
 

Thursday, March 27, 2025

Swords & Spells (1976)

From the web:

Swords and spells was never officially labeled as a supplement for the D&D game, but it was nonetheless intended as the fantasy successor to Chainmail. Loved by some as a much needed update and despised by other as a hastily-produced cash grab, whatever camp you fall in, the serious D&D collector cannot ignore the presence of this book as an influence on the early D&D game.
 

Wednesday, March 26, 2025

Traveller Boxed Set (1977)

From the box:

Welcome to the exciting universe of the far future! Who knows what the future holds? With Traveller, you can find out as you personally journey far into the depths of interstellar space and to the surface of alien worlds. With Traveller, you can choose your own destiny and attempt to fulfill it in a life of adventure, power, and fortune. With Traveller, the universe of the future is yours.

Traveller is a science fiction role-playing game of the far future. As science fiction, it realistically approaches the the problems of future society, and portrays what the coming millennia may bring. As a role-playing game, it enables each individual player to participate in the action, the suspense, the dangers, and the rewards of every adventure mission. Set in the far future, every scientific advance is possible, allowing the opportunity to understand and utilize the marvels of ultra-sophisticated technology.

Specific rules topics in this three-volume Traveller set include --

CHARACTERS-- Individual characters, the alter-egos of the game players, may be generated and recorded. Special rules cover skills, weapons, combat, material benefits, experience, in prior careers, and rank.

STARSHIPS-- Complete rules cover the design and construction of starships, including how much they cost, what profit can be made in commercial service, and rules for combat.

WORLDS-- Rules cover the characteristics of alien worlds, from simple facts of atmosphere and size to the types of animals and people to be found on them.

SPECIALS-- Additional rules cover special aspects of future society, such as trade and commerce, and special psionic powers.

This basic rules set provides all necessary information for understanding the Traveller game system, generating player characters, creating futuristic science fiction adventures, and playing Traveller. Additional books of rules, supplementary information, and adventure scenarios are available separately for advanced players.

Welcome to the exciting universe of the far future -- welcome to the universe of ... Traveller(tm).

 From the web:

Traveller is a science-fiction role-playing game set in the distant future, when humanity has made the leap to the stars and interstellar travel is as common as international travel is today. This means that Traveller is set against a background drawn from adventure-oriented science fiction literature, and the scope and breadth of the game are limited only by the imagination and skill of the players and their referee. Players are no longer limited to wandering inside a single underground labyrinth, to exploring a single continent, or even a single world. In Traveller there is an entire universe to be explored. Almost any situation which occurs in any SF novel, movie, or short story can be recreated in Traveller with a little work on the part of the referee.

In Traveller, mankind has conquered the stars, and travels from one stellar system to another as easily as present day Terrans can travel from one continent to another. The tremendous distances involved, however, dictate that interstellar voyages can take weeks, months, and sometimes even years. A situation similar to earth in the eighteenth century is created, where communication is limited to the speed of travel, and the stage is set for adventure in a grand fashion, with all the trappings of the classic space opera: giant, star-spanning empires (good, evil, or both), huge starfleets, wily interstellar merchants (or pirates, depending upon your point of view), complex diplomatic maneuvers, larger than life heroes, heroines, and villains the mind boggles.

Tuesday, March 25, 2025

Volo's Guide to Waterdeep (1992)

From the back of the book:

Well met, traveler!

You hold in your hands an amazing and insightful guide to Waterdeep—the metropolis of the North, the City of Splendors. This handy pouch-sized tome presents Volo's choice of the finest, most spectacular, and least known (but most desired) information about the people, customs, and locations in Waterdeep—ranked with a handy coin, dagger, pipe, and tankard ratings system.

Discover:

  • What it's like to attend a private party hosted by Waterdhavian nobles,
  • Where Waterdeep's ghosts walk,
  • Legends and clues about famous, as-yet-uncovered treasures,
  • What fare a typical Waterdhavian menu offers you,
  • The best moon-kissed spots to meet Waterdhavians of the opposite sex,
  • Waterdeep's best shops and craftsmen,
  • The best places to dine, stay, see—and, of course, avoid!

Suitable for all levels of play.

Special Note: This edition of Volo's Guide to Waterdeep, intended for travelers from beyond the borders of Faerun, contains notes and commentary by the famous archmage and sage Elminster.

 

Monday, March 24, 2025

Volo's Guide to Cormyr (1995)

From the back of the book:

You hold in your hands the fourth popular - nay, indispensable ! - travel guide penned by the indefatigable, all-seeing Volo. The tireless traveler has seen the sights of the beautiful Forest Kingdom, and he offers this pouch-sized tome so your own visit to the fabled realm of shining knights may be a carefree success. Many of the finest establishments and most striking sights and landmarks of Cormyr are featured here, ranked with the handy coin, dagger, pipe, and tankard ratings system. No visitor to Cormyr should be without this peerless guidebook.

Discover:

> Where to dine on the best wyvern tail in all Cormyr,
> The rules of the games most favored by Purple Dragons at play,
> State secrets about the War Wizards of Cormyr,
> Where the elusive ghost stag prances - and all about the exclusive royal hunting lodge from which a lucky few guests hunt it,
> The lyrics of Cormyr's most popular drinking song,
> Where Tempus speaks directly to warriors,
> And the powerful magic the mysterious Sword Heralds have left behind for only the wisest, boldest adventures!

Suitable for all levels of play.

Special Note: This edition of Volo's Guide to the Cormyr, intended for travelers from beyond the borders of Faerun, contains notes and commentary by the famous archmage and sage Elminster.

 

Sunday, March 23, 2025

Volo's Guide to the Dalelands (1996)

From the back of the book:

Behold the newest, brightest, and perhaps best travel guide by the world-walking, all-seeing Volo! Fresh from recounting the splendors of Cormyr, the Forest Kingdom, and circumnavigating all of Toril in a bold and wonderous adventure that none have equaled for its haste and humor, the tireless Volo has come at last to the beautiful Dales of the Dragonreach in the Heartlands of the Realms and set forth his florid account of things to see, things to do...and things to avoid. Many of the finest establishments and striking sights and landmarks of the Dales are featured here, ranked with the handy coin, dagger, pipe, and tankard ratings system. Volo has identified the best and the worst, so you need waste no precious time nor coins of your own discovering just which attraction best suits your taste.

Discover:
> Where to find caverns whose walls sparkle with gems,
> The way into the tombs of the Twelve Dancing Wizards - and why they dance,
> The curse that lies on several barrow tombs and why it was laid,
> Where one might take the Talking Bone and what it does,
> Why it is best not to move any of the Chessman of Valsprendar,
> The place where a god is said to sleep,
> Where to find a door that opens into a room halfway across Faerun - and why it should be used only in extreme caution.

Suitable for all levels of play.

Special Note: This edition of Volo's Guide to the Dalelands, intended for travelers from beyond the borders of Faerun, contains notes and commentary by the famous archmage and sage Elminster.

 

Saturday, March 22, 2025

Volo's Guide to the North (1993)

From the back of the book...

Well met traveler!

You hold in your hands the second travel guide penned by the insightful Volo. Following the awesome success of his guidebook to glorious Waterdeep, the wary wanderer has taken to the trails of the Savage Frontier, and this pouch-sized tome is the result. Most of the features and establishments of the North are here, ranked with the handy coin, dagger, pipe, and tankard ratings system. Volo has experienced the worst so you don't have to. He's also found the best, so you need waste no time in discovering the best for yourself. Just heed this guidebook, and you can't go wrong.

Discover:

> Where to find the best wine in all the North,
> The dark secret of the Weeping Witch of Amphail,
> The best place buy boots north of Waterdeep,
> Where dwarves go to forge the best enchanted blades,
> Where to see drow maidens dance in the moonlight,
> The place where a god is said to sleep,
> Where mithral and magic lie unclaimed,
> Where the best hunting is, and where hunters become the hunted,
> How to get into Luskan without being noticed by the Arcane Brotherhood,
> And many more important details for travelers visiting the North!

Suitable for all levels of play.

Special Note: This edition of Volo's Guide to the North, intended for travelers from beyond the borders of Faerun, contains notes and commentary by the famous archmage and sage Elminster.

 

Friday, March 21, 2025

Volo's Guide to the Sword Coast (1994)

From the back of the book...

Well met traveler!

Welcome to the latest in the popular series of guidebooks penned by Volothamp Geddarm. You hold in your hands an overview of the most important inns, taverns, shops, and tourist attractions in the western Heartlands, the coast of which is known as the Sword Coast. These lands begin south of fabled Waterdeep and the Savage Frontier, Continue up to the northern boarders of Amn, and reach east as far the desert's edge and Tunland. This perilous region sees some of the heaviest caravan traffic in all the Realms. Every merchant who enters the lands of the Sword Coast should have a copy of this guide ready to hand. As usual, all features and establishments covered are ranked with Volo's handy coin, dagger, pipe, and tankard ratings system.

Discover:

> Where pirates go to drink at and plot which ships and ports they'll next strike at,
> The best crafts folk of the Sword Coast,
> Where the best caravan masters can be found - and where they dare not go,
> Local legends and rumors of rich treasures not yet found and plundered,
> Haunted ruins and other places that must be seen - from a safe distance,
> Where mighty wizards and sword-swinging adventurers dwell,
> Where mithril and magic lie unclaimed,
> Dragon lairs - and the dwelling places of worse monsters!

Suitable for all levels of play.

Special Note: This edition of Volo's Guide to the Savage Coast, intended for travelers from beyond the borders of Faerun, contains notes and commentary by the famous archmage and sage Elminster.

 

Thursday, March 20, 2025

Joshuan's Almanac & Book of Facts (1995)

From the back of the book:

The Known World as it's never been known before! This fourth yearly edition of the Almanac of Mystara is different from the previous Poor Wizard's Almanacs. This updated volume, assembled by new publisher Joshuan Gallidox, includes more information useful to travelers, more maps of well-known (and some not so well-known) places, "Spotlight On" segments focusing on fascinating locations, plus special "You Are There" reports from Joshuan's correspondents. "The Year in Review", covering the year AC 1013, and a special section of "Predictions and Prognostications" round out the most entertaining and practical Almanac yet produced.

Don't miss this chance to get the inside information (along with extensive editorial commentary) on the Known World!

It only comes out once a year.. grab it before it disappears!

 

Wednesday, March 19, 2025

Aurora's Whole Realms Catalog (1992)

From the web:

At last! Complete in one catalog, all the finest merchandise Faerun has to offer is presented by that enterprising entrepreneur, Aurora the Eclectic.

A catalog of goods of all kinds.

This accessory focuses on whimsical items, offering an eclectic inventory that includes bard's instruments, household items, and 14 types of cheese. The designers modeled the book after an actual turn-of-the-century mail-order catalog, meaning that exaggerated salesmanship accompanies each product description
 

Tuesday, March 18, 2025

AC1011: Poor Wizard's Almanac II & Book of Facts (1993)

From the back of the book:

This new almanac provides a massive collection of world events for the game year of AC1011. It picks up where the previous almanac ended, wrapping up major plots that started in the game year of AC1010, and starting new ones. Battles, skirmishes, and a host of historical events take place in a world in perpetual development, enough to fill an entire game year!

 

Monday, March 17, 2025

AC1010: Poor Wizard's Almanac & Book of Facts (1992) - Copy #2

From the back of the book:

People and places, history past and present, armies and navies - you'll find it all in this Book of Facts. This is the first in the yearly series of almanacs providing the most comprehensive information ever published on the D&D Game worlds.

Also included is a massive collection of world events happening in the year of AC1010. Battles, skirmishes, and a host of historic events take place in the wake of the Great War of Wrath of the Immortals, enough to fill an entire game year!

Make your game world life-like as you watch the glorious return of Thyatis, and discover the amazing fate of Alphatia!

 

Sunday, March 16, 2025

AC1010: Poor Wizard's Almanac & Book of Facts (1992)

From the back of the book:

People and places, history past and present, armies and navies - you'll find it all in this Book of Facts. This is the first in the yearly series of almanacs providing the most comprehensive information ever published on the D&D Game worlds.

Also included is a massive collection of world events happening in the year of AC1010. Battles, skirmishes, and a host of historic events take place in the wake of the Great War of Wrath of the Immortals, enough to fill an entire game year!

Make your game world life-like as you watch the glorious return of Thyatis, and discover the amazing fate of Alphatia!

 

Saturday, March 15, 2025

High Fantasy (Second Edition) (1981)

From the publisher:

"Welcome to the exciting world of high adventure, role-playing games. Let your imagination run wild through an adult world of bloodthirsty monsters, sworded knights, powerful wizards, and wondrous magic. HIGH FANTASY provides your solo adventure, your introduction to the entire series of these imaginative fantasy games. You'll get all the basic rules and descriptions of monsters, and you'll see how to construct a fantasy character. This ultimate adventure game will provide you with countless hours of gripping action."

 

Friday, March 14, 2025

Deck of Magical Items (1994)

 From the side of the box:

Wizards, priests, and other characters who carry a small arsenal of magical items can not keep all the operator's instructions within easy reach with these useful reference cards.

The front of each card lists a magical item's game statistics and special icons that quickly identify the item's type and who can use it. On the back of the card, the item is described in detail, eliminating the need to waste precious gaming time combing through books to see how it works. When the character identifies his or her latest find from a treasure hoard, the DM can simply hand over the corresponding card, and the game goes on!

Over 400 magical items from the DUNGEON MASTER Guide and the Tome of Magic are included, plus a few cards that can be used to record specialty or or original items.

Thursday, March 13, 2025

MC6: Monstrous Compendium Kara-Tur Appendix (1990)

From the Back of the Book:

Not just more monsters--mysterious, sinister creatures of the Orient! Inside you'll find 64 pages of the most fascinating monsters in the Kara-Tur campaign setting. From the jungle bajang to the arctic yuki-on-na, from savage spirit to beauteous new beasts--this volume captures them all. Each page is 5-hole punched to fit the Monstrous Compendium binder. Includes 4 dividers with dazzling, full-color art. A must for Oriental Adventures fans and players with a taste for the exotic.
 

Wednesday, March 12, 2025

MC4: Monstrous Compendium Dragonlance Appendix (1990)

From the Back of the Book:

This volume of the exciting Monstrous Compendium series brings you the unique creatures of Krynn: astral dragons, Krynn minotaurs, the various races and tribes of dwarves and elves, knights of Solamnia, kender, and dozens of other creatures and monsters from both Ansalon and the new continent of Taladas. Ninety-six pages in all, plus four full-color dividers with identification tabs. The three-ring binder holds these monster, and has room for the monster sheets from two more Monstrous Compendium expansions.
 

Tuesday, March 11, 2025

MC8: Monstrous Compendium Outer Planes Appendix (1991)

From the publisher:

The beings in this product are some of the most powerful monsters in all of the AD&D game. These beings cross the magic barriers of the dimensions and make their desires felt on many different worlds. These creatures have become centers of awesome power in their home dimensions, and seek to expand into other dimensions.

Through portals and rifts in the fabric of reality they have arrived - the denizens of the Outer Planes! Here are 96 pages of monstrous entities from planes of all-powerful magic, the brightest ambassadors of good and the foulest custodians of evil. Examine beings of light who wish to stem the tides of wickedness. But examine, too, the fiends - beasts of ultimate evil locked in an endless, bitter Blood War! Each page is 5-hole punched and the set includes 4 dividers with awe-inspiring, full-color art. Leave the comfortable confines of the Prime Material Plane - the creatures of the Outer Planes await! 

Monday, March 10, 2025

MC9: Monstrous Compendium Spelljammer Appendix (1991)

From the publisher:

This appendix is filled with new creatures for the Spelljammer universe, and it highlights the creatures of Wildspace; new and savage outer space creatures.

From the back cover:
Prepare to be boarded! Here are still more new, inventive, dangerous, and entertaining creatures and races for your Spelljammer campaign setting! There are giant undead insects, star gypsies, space plants, and much, much more awaiting your stellar travelers in these pages. Elven war-beasts, giant space turtles, orcish death-creatures, and other beings of the phlogiston, crystal spheres, and wildspace roam this volume. Some look nasty, and are; some look nasty, and aren't. Which are which? Read the entries and find out for yourself! And of course, they are organized into five-hole-punched pages that fit right into your Monstrous Compendium binders.

 

Saturday, March 8, 2025

MC10: Monstrous Compendium Ravenloft Appendix (1991)

From the publisher:

The monsters in a fantasy horror campaign are very different from the normal AD&D game vampire and ghosts. There are also far more undead and new types of undead in the Ravenloft campaign.

 

Friday, March 7, 2025

MC1: Monstrous Compendium Volume One (1989)

From the back cover:

What's a fantasy role-playing game without monsters? At the heart of any good AD&D adventure, you'll find great monsters -- dragons, giants, trolls, killer oozes, shadows, and who knows what else! This first Monstrous Compendiium gives DMs and players 144 5-hole punched pages of new and improved monsters, with all-new illustrations, expanded descriptions, and complete statistical data, all in an easy-to-read, easy to reference format. Players can organize the monsters in this pack, alphabetically, according to when they show up in an adventure, according to monster type, or any other way they see fit. And the binder is large enough to hold additional monster sheets from Monstrous Compendium Volumes Two and Three!

 

Thursday, March 6, 2025

MC2: Monstrous Compendium Volume Two (1989)

From the back cover:

What is that? You want more monsters for your AD&D 2nd Edition game? Then this packet is the answer! You'll find 144 more pages of statistics, charts and MONSTERS---- aboleths and Ankhegs, sahaugin and sphinxes, more giants, a whole bunch of sea creatures and a host of other monsters such as bullywugs, gorgons hags (of all varieties), ki-rin, and many many more! All are organized into the five hole punched pages that will fit right in your Volume One Monstrous Compendium binder. Add them in, organize your pages  and get ready for 2nd Edition AD&D play with more monsters than ever!
 

Wednesday, March 5, 2025

RuneQuest Deluxe Edition (1984)

From the back cover:

"A Classic Roleplaying System
RuneQuest Deluxe Third Edition is a sophisticated, flexible fantasy roleplaying system of unparalleled realism and detail.

A Marvelous Campaign World
Glorantha is the most elegant, original, and imaginative fantasy roleplaying campaign setting ever designed. Glorantha's detailed cultures, histories, and myths are shaped by gods, heroes, and magic, yet plausible and logically self-consistent.

A Complete Roleplaying Game
RuneQuest Deluxe contains the necessary game systems (combat, skills, and magic), comprehensive descriptions of major creatures and races, extensive gamemaster design and staging notes, a scenario, and an introduction to the world of Glorantha."

Included in this box: Players Book (character generation, game system, combat, skills), Magic Book (spirit magic, ritual magic, divine magic, sorcery), Creatures Book (over 90 different ones), Gamemasters Book (civilization, gamemaster instructions, treasure, ships, two scenarios, encounter charts), Introduction to Glorantha (dragonewts and chaos creatures, common knowledge, cult of Ernalda), Pullouts, Adventure & Character Sheets, Fantasy Europe (full-color map), Dice (2D20, 1D8, 3D6).

 

Tuesday, March 4, 2025

The Rod of Seven Parts (1996)

From the back of the box:

A struggle more savage than Good vs. Evil

Imagine a time before the words Good and Evil had meaning, a day when the world was young. Discover an ancient conflict that predates the stars. It was in these days that Law and Chaos forged worlds out of nothingness; their war began while the cosmos was yet unfinished.

The Rod of Seven Parts defines epic role-playing. The reappearance of the Rod has awakened the powers of Chaos, and their queen seeks to turn the whole world into a battleground. Bold heroes must undertake the enormous task of seeking out and assembling the pieces of the Rod, but even it's power cannot stand alone. Ages ago, primal forces of Law stood fast against Chaos; now their champions must once more confront the Queen of Chaos and her foul spider-fiends, lest the flame of civilization be extinguished.

Follow the quest for the capricious Rod as it leads characters on a journey of high fantasy. The Rod of Seven Parts is designed for four to six heroes and heroines of levels 10 to 12.

This boxed set includes:
  • Initiation to Power, a 96 page book of grand adventure playable in any AD&D world, including original campaigns;
  • The War against Chaos, a 64 page book of world crossing adventures pitting PCs toe to toe against the minions of Chaos;
  • Might and Menace, a 32 page book detailing the mysterious powers of the Rod of Seven Parts: how it affects both it's enemies and it's friends;
  • Monsters, a 16 page book of new villains, new monsters, and even a new race!
  • 6 two-sided reference cards;
  • 6 full-color poster maps portraying the key locations heroes can visit.

 

Monday, March 3, 2025

Birthright Campaign Setting (1995)

From the back cover:

Experience the thrill of playing rulers of legend who command mighty armies and wield the power of kingdoms! The BIRTHRIGHT(TM) campaign setting for the AD&D(R) game makes this possible as never before. Role-play warriors, wizards, priests, and thieves descended from royal bloodlines, command imperial powers, and control the destinies of far-reaching lands. But be prepared to battle enemies who are equally as powerful, as well as millennia-old monstrous abominations that will stop at nothing to steal your kingly power.

Inside this box, you'll find:
- The Atlas of Cerilia: 32 pages detailing the history and features of the continent.
- The BIRTHRIGHT(TM) Rulebook: 96 pages of information on royal-blooded characters, governing kingdoms, and the Cerilian pantheon.
- The Ruins of Empire book: 96 pages describing kingdoms waiting to be conquered.
- Two poster maps illustrating the lands of Cerilia.
- A Battle Mat and 112 War Cards for resolving all types of military clashes, plus a custom-designed War Chest for storing the cards.
- A four-panel DM(TM) Screen specifically for BIRTHRIGHT campaigns.
- Twelve card sheets packed with handy reference material and descriptions of major enemies.

From the web:

 A king stands in the high turret of his castle, squinting at the distant hills. He can just make out the figures of his troops engaging the enemy in battle. As a damp breeze whips at his cloak, he contemplates the war. He has culled the best generals, captains, and troops from his land. His court wizard wields powers that unnerve even the most seasoned warriors. Can the forces he commands hold the enemy at bay? Or will the king awake at dawn to the pounding of battering rams and showers of deadly arrows? From the tower, the battle is impossible to judge. The ruler twists the royal signet ring on his finger nervously. Then, a ragged messenger races up the stair behind him, clutching a stained parchment. "Word from the general, your majesty," he pants. The king takes the message in trembling fingers and slowly reads.... Experience the thrill of playing rulers of legend who command mighty armies and wield the power of kingdoms! The BIRTHRIGHT campaign setting for the AD&D game makes this possible as never before. Role-play warriors, wizards, priests, and thieves descended from royal bloodlines, command imperial powers, and control the destinies of far-reaching lands. But be prepared to battle enemies who are equally powerful, as well as millennia-old monstrous abominations that will stop at nothing to steal your kingly power. Are you up to the challenge of deciding the fate of a continent? The crown and scepter can be yours!

 

Sunday, March 2, 2025

Dragonstar Rising (1987)

From the back of the box:

Dragonstar Rising presents the fascinating story of the early years of the Seven Worlds. The background and history of all the combatants are covered in detail, as are the innovative technologies used and the devastating abilities of Living Steel Power Armor. Complete with maps and counters,

Dragonstar Rising features fast, highly realistic rules that capture the energy of high-tech combat without sacrificing fun or ease of play. Compatible with Living Steel, Dragonstar Rising is the ideal game for everyone who wants to share in the saga of the Seven Worlds.

 

Saturday, March 1, 2025

4th Dimension (1977)

From the web:

4th Dimension is a very spacey-looking game with a small circular board divided into sectors each track of which has twice as many spaces as the one closer to the center. Each player get 6 warriors, 3 rangers, 2 guardians, and one time lord. Guardians can capture warriors and rangers; rangers can capture warriors; the time lord can capture rangers and guardians; but the lowly warriors are the only ones who can capture the time lord and win the game. Captures are made by moving next to rather than on top of enemy pieces. Each piece can move only one space at a time but they can also "warp" by leaving the board and leaving a 4-D marker behind. The piece can then stay in the warp zone for up to three turns or warp back onto the board up to two spaces away from the 4-D marker. This game has an inconveniently small gameboard and plastic pieces that look like little futuristic chairs.

The game was first published in Games & Puzzles magazine. The designers produced it as a standalone game later the same year, and it was later licensed by TSR.


 

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