Old-school roleplaying at its dungeon-crawling finest. The Fantasy Trip is easy to learn and fast to play – but it's been out of print for almost 40 years. Now it's back!
This set includes:
The complete edition of Steve Jackson's first roleplaying game.
Melee – Create characters in just a few minutes – then send them into the arena. Winners become stronger and faster for the next battle. Losers die. Each counter in this fast-moving game is a single warrior. Players choose weapons and tactics for their fighters and send them into combat against men, beasts, or monsters – to victory, or death.
Wizard – The magic companion to Melee – sorcerous combat, in the arena or in the dungeon. Create your wizard, choose his spells, and go into combat. Zap your foe with fireballs or lightning. Summon giants, dragons, and wolves to destroy them all. Or be subtle and entangle them with Magic Rope and Sticky Floor spells. Successful wizards gain skill and power. Losers die.
Includes rules, classic-sized counters and maps, and three 12mm d6.
Six pearlized six-sided dice.
You've got to beat the best. And that means taking to the many different autoduelling arenas across the Car Wars world and testing yourself under all kinds of conditions.
Car Wars Classic Arenas gives hardcore autoduellists more exciting locations to showcase their skills and blow away their opponents. The boxed set contains five two-sided 22" x 34" arena maps and a booklet detailing the special features of each arena. The rules also cover revised versions of popular variants like the AADA pro circuit and more.
The arena designs originally appeared in various Car Wars supplements (including the Car Wars Arena Book and The AADA Duel Circuit: L'Outrance), but only as scaled-down maps. In this set, they'll come out of the box ready to play in full Car Wars Classic scale.
Have you got what it takes? Find out with Car Wars Classic Arenas.
The maps for this supplement were originally printed on oversized paper, so the PDF version contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.
In GURPS Dungeon Fantasy, all adventurers do their share of slaying . . . killing monsters and taking their stuff is the whole point of delving! When the enemy is a demon, sinister cult leader, or shambling undead horror, the usual strategy is to sic the cleric or holy warrior on them. But sometimes, Evil is just too powerful.
GURPS Dungeon Fantasy 20: Slayers introduces three new professions who punch above their weight against supernaturally capable opponents, giving even groups who are just starting out a fighting chance against such fiends.
These professions come with complete templates, power-ups, a chapter on monster-slaying gear (including new items), and practical advice for both players and GMs: Everything you need to put Evil in its place!