METAGAMING GAME INDEX AND DESCRIPTIONS

Notes:

1. Reviews by Jon Freeman are in the COMPLETE BOOK OF WARGAMES (for CONSUMER GUIDE, Simon and Schuster, 1980)

2. OGRE and GEV are still available, with glossier maps and different counter mix, from STEVE JACKSON GAMES. STELLAR CONQUEST and HITLER'S WAR were bought and rereleased by Avalon Hill.

3. GAMES RESEARCH GROUP was the games design branch of Metagaming. The two were separated by incorporation on Jan 1, 1982. Only four items were released by GRG.

4. GAMELORDS was a licensed TFT producer. They released two items only, in 1982. These are included in this list for the sake of completeness. There were two other items that were never released: City of the Sacred Flame, and Within the Tyrant's Demesne (e-mail from one of the co-authors, Walter Hunt).

5. Text integrity is respected, including typographical errors. No attempt has been made to correct punctuation flaws.

6. Nine descriptions indicated with a ***** are not box blurbs. They were taken from advertising or assembled from the rules.

7. The description of IN THE LABYRINTH is from the Metagaming 1981 Spring Catalog, as this was thought more to the point and accurate than the back page blurb.

8. All counters are one-sided and coloured, unless otherwise specified.

9. Scenario lists abbreviations: GT# = Game Turns; TBE = To the Bitter End.


TITLE: ADVANCED MELEE
SUBTITLE: ADVANCED WEAPON COMBAT AND ROLE-PLAYING RULES
PUBLISHER: Metagaming
YEAR: 1980
TFT RULES
CODE: 2103
PRICE: $4.95
PACKAGE: booklet
GAME SCALE: Man-to-man

ADVANCED MELEE expands MELEE's basic combat system. New material includes aiming, aerial combat, water combat, critical hits, mounts and some new options. If you want more reality and rules for new situations, this is for you.

CREDITS
Designer: Steve Jackson
Graphics: Roger Stine, Robert Phillips, Ben Ostrander
Components: Rules


TITLE: ADVANCED WIZARD
SUBTITLE: ADVANCED MAGICAL COMBAT AND ROLE-PLAYING RULES
PUBLISHER: Games Research Group
YEAR: 1982
TFT RULES
CODE: 2104
PRICE: $4.95
PACKAGE: booklet
GAME SCALE: Man-to-man

ADVANCED WIZARD expands WIZARD's basic magic system into a complete guide to adventure magic. New material includes a series of higher IQ spells, alchemy, and magic items. This greatly expanded module is just the thing for masters of the wizardly arts.

CREDITS
Designer: Steve Jackson
Graphics: Roger Stine
Components: Rules


TITLE: AIR-EATERS STRIKE BACK
SUBTITLE: THE SPACE GAME OF ALIEN INVASION
PUBLISHER: Metagaming
YEAR: 1981
METAGAME 01
CODE: 5101
PRICE: $6.95 / $7.95
PACKAGE: boxed
GAME SCALE: Grand strategic

Can YOU save the solar system? A century has passed since the Air Eater invasion of Earth. The terrible devastation is repaired. Man isn't alone -- but he does forget. Suddenly, the Air-Eaters Mothership returns. As man colonizes the solar system and reaches for the stars, death stalks again. We can't understand them. They only want our planets. The bitter struggle for survival, battle to the death, is joined. THE AIR EATERS STRIKE BACK is a strategic simulation of the alien invasion of the inner solar system in the 21st century. Turns are three months, planets move in orbit and spaceships move from planet to planet. Separate ground actions occur on maps of Mercury, Earth, Mars, the Venusian poles, Ganymede, Callisto, Europa and Io -- all in the same scale. Counters represent Motherships, Novaships, Escorts, fighters, Quasarships, corvettes, transports and FTL units. A variety of ground units are also provided. Rules cover production, technology, teleportation, combat and movement. THE AIR EATERS STRIKE BACK is a sequel to the MicroGame, INVASION OF THE AIR EATERS. While STRIKE BACK is an evolution, there are strong elements of similarity between the two games. We regard STRIKE BACK as a must for science fiction fans and gamers who like open-ended competition. LEVEL: Advanced competition for two, age 14 and up. PLAYABILITY: Moderate complexity. Playtime 3 to 6 hours.

CREDITS
Designer: Keith Gross
Editor: Howard Thompson
Playtesters: W.G. Armintrout, Bill Brock, Dano Carroll, Tony Watson and Glenn Williams
Graphics: Norman Royal, Doug Potter, Jeff Boobar and Trace Hallowell
Components: Rules, map, 240 (box says 360) counters

Scenarios:

  1. Basic Game
  2. Intermediate Game
  3. Advanced Game
  4. Two Terran Players
  5. Three Terran Players
  6. Two Alien Players
  7. Quasarship Assault (solitaire)
  8. Martian Revolt (two Terran players)
  9. Expansion in the Solar System (two Terran players)

TITLE: ANNIHILATOR
PUBLISHER: Metagaming
YEAR: 1979
MICROGAME 14
CODE: 3114
PRICE: $2.95
PACKAGE: plastic bag
GAME SCALE: Tactical

ANNIHILATOR is a giant, planet-killing, computer-controlled spaceship. Pan-Human Alliance assault squads and demolition teams blast their way through the ship to get to Annihilator's brain core. The ship has security robots, repairbots, and automatic defenses to stop the humans. Like One-World, ANNIHILATOR is a tense and exciting game.

CREDITS
Designer: James E. Tucker
Editor: Alex Levy
Graphics: Doug Potter
Components: Rules, map, 44 counters


TITLE: ARTIFACT
PUBLISHER: Metagaming
YEAR: 1980
MICROGAME 16
CODE: 3116
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Man-to-man

ALIENS ON LUNA? Lunar expedition discovers 'artifact' ... U.S. technicians attacked by Russian force ... scientists confirm 'artifact' is 'alien' ... laser armed Rovers fight for control ... film at 11:00. ARTIFACT is a near future game of Lunar combat. Using equipment at hand a battle is fought for what may be the key to man's future. Technicians and scientists are later joined by the first space trained marine units. Each player commands his force in a strange struggle in Luna's vacuum. Introductory level for two players aged 12 and up.

CREDITS
Designer: Glenn Williams
Editor: Keith Gross
Playtesters: Betty Phillips, Doris Heck, Dorothy Williams, Mike Foster, Randy Potter, Robert Meegan, David Ladyman.
Graphics: Doug Potter
Components: Rules, map, 83 counters

Scenarios:

  1. Lander Down - Copernicus Four, 10 GT
  2. Get That Thing Back!, 10 GT
  3. Raid on Tycho Site 3b, TBE
  4. First Contact, 10 GT

TITLE: BLACK HOLE
PUBLISHER: Metagaming
YEAR: 1978
MICROGAME 10
CODE: 3110
PRICE: $2.95
PACKAGE: plastic bag
GAME SCALE: Tactical
ARTICLES: Complete Book of Wargames, p. 214

Alien Artifact... BLACK HOLE is speed and action in a game. Projectiles zip around Dunkin in a bewildering maze, your own may hit you in the back! Combat units "jump" across the torus, sometimes in a blaze of x-rays. Fast and strange is the challenge of the Black Hole asteroid. BLACK HOLE is the strangest alien artifact ever. Just what *is* a do-nut asteroid with a black hole in the hole? Who will win it? What can you do with it? BLACK HOLE is a two player tactical space combat game. Asteroid mining Cartels battle with futuristic combat units for control of...well, something man never made.

CREDITS
Designer: Robert Taylor
Editor: Tommye Thompson, Donna Baker
Playtesters: Steve Jackson, Ben Ostrander, Bill Williams, Bill Wade, Keith Gross, Willie Sirois, Eric Driskell, Charles Schwartz, David Sims and Carl Geers.
Graphics: Gary Kalin, Robert Manns
Components: Rules, map, 130 counters

Scenarios:

  1. Basic, 10 GT
  2. Advanced, 8 GT

TITLE: CHITIN: I
SUBTITLE: THE HARVEST WARS
PUBLISHER: Metagaming
YEAR: 1977
MICROGAME 02
CODE: 3102
PRICE: $2.95
PACKAGE: plastic bag
GAME SCALE: Tactical

CHITIN: I, THE HARVEST WARS. On a far planet, summer is ending. It is the time of harvest. And across the fields pour the Hymenoptera - intelligent insects with only one goal...more food for the Hive. CHITIN I is a tactical abstract from Metagaming's HYMENOPTERA game system. It simulates a battle between two hive cities struggling for greater shares of food - the harvest, or the bodies of the enemy! Workers, Fliers, Basics, and the different types of warriors they command make CHITIN I a detailed yet easy-to-learn game in a setting that may really exist...somewhere... Science fiction fans and gamers alike will enjoy CHITIN I. This is the second in a new series - MicroGames. Small in format but big in play value, MicroGames are for the person who enjoys games but hates to spend a lot of money - or can't play all day. But MicroGames aren't kid stuff. They're challenging, fast-moving, and fun. When you finish one game, you'll want to play more - and you can. Check out the MicroGames. You may find you're getting MORE play for LESS money.

CREDITS
Designer: Howard Thompson
Editor: Steve Jackson
Playtesters: Robert Taylor, Ben Ostrander
Graphics: Paul Jaquays
Components: Rules, map, 112 counters

Scenarios:

  1. Learning
  2. Basic
  3. Small
  4. Intermediate
  5. Advanced (Bitter End)
  6. All Units (Armageddon)

TITLE: COMMAND AT SEA
SUBTITLE: THE 1/4800 SCALE NAVAL BATTLE GAME
PUBLISHER: Metagaming
YEAR: 1981
Metahistory 03
CODE: 5203
PRICE: $9.95 (announced)
PACKAGE: boxed
GAME SCALE: Tactical miniatures

Can you accept the challenge of command? Guns boom, shells explode. Wakes churn in fury -- battle at sea is joined. A magnificent and awesome spectacle of war is combat between the big ships. Torpedoes, exploding magazines, and armor piercing shells test a commander's mettle to the hilt. The ship and men are his. HE can destroy the enemy or be sunk. Not many measure up -- can you? COMMAND AT SEA is a scale simulation of naval battles. Units are single ships. Each ship is defined by its guns, compartments and combat factors. You play by acting as commander or a ship or task group with a mission. You plot the moves, you fire the guns, you assess the damage. And it is all to actual 1/4800 scale. COMMAND AT SEA is not a boardgame, it is played on the floor. It is as close to fighting real ships as you can get and not be blasted. The scenarios provided are for three battles of Savo island near Guadalcanal in World War II. If you love the big ships or haven't experienced LEVEL: Very advanced play for 2 or more aged 18 and up. PLAYABILITY: Complex learning, rapid play system. 3-8 hours playtime.

CREDITS
Designer: Glenn Preston and Joe Gibson
Editor: Joe Gibson
Graphics: Dan Reynolds (computer), Norman Royal, Trace Hallowell
Components: Rules, 24 counters, turning keys, 24 ship data cards

Scenarios:

  1. The Duel (1/1)
  2. The Ambush (2/3)
  3. Savo Island (full combat)

TITLE: DEATH TEST
SUBTITLE: A QUEST FOR SURVIVAL
PUBLISHER: Metagaming
YEAR: 1980
MICROQUEST 01
CODE: 3201
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Man-to-man

None dare enter... Underneath his palace, the ruler keeps a special labyrinth - an obstacle course for the mercenaries he hires. But this "obstacle course" is a tough one. And if you're not tougher... you'll be dead. DEATH TEST is the original MicroQuest by Metagaming. Here, alone or with other players, you will pit your warriors and wizards against the lurking foes, in search of glory and treasure. WARNING! (1) DEATH TEST is not a complete game in itself, it is a programmed adventure for solitaire or group play. You will need MELEE, MicroGame 3, to play. WIZARD, MicroGame 6, is not necessary, but will enhance the adventure. (2) This adventure is a killer. You have been warned... Introductory fantasy gaming for one to six players, age 12 and up. Suitable for solitaire play.

CREDITS
Designer: Steve Jackson
Graphics: Pat Hidy, Orfin the Unkempt
Components: Paragraphs, 45 counters


TITLE: DEATH TEST 2
PUBLISHER: Metagaming
YEAR: 1980
MICROQUEST 02
CODE: 3202
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Man-to-man

"Try again? I dare you!" Thorz is upset at all the whimps (sic) getting through his first DEATH TEST. His court wizard has devised a news testing ground under the palace. Survivors of the first test are cordially invited to risk again their worthless lives for further advancement in Thorz's mercenary ranks. "I DARE YOU..." Can any true hero suffer loss of face and turn away? Perhaps the cowards will. WARNING. DEATH TEST 2 is not a complete game by itself. It is a programmed/solitaire adventure to be played with THE FANTASY TRIP: MELEE and THE FANTASY TRIP: WIZARD rules. Do not buy this ggae if you don't have the other two MicroGames. DEATH TEST 2 is a sequel to MicroQuest 1, DEATH TEST. If you don't have it you may wish to start the heroes you create with that challenge.

CREDITS
Designer: Steve Jackson
Playtesters: Draper Kauffman Jr., Jeff Jacobson, Fred Askew, Forrest Johnson, Ramy Mahmoud, John W. Colbert, Loren Rivers, Pat Owens, Graham Chaffee, Rudy G. Kraft III, Keith Gross, Jerry Epperson, Mike Maloney, Dino Capone, Jay Rudin, Fred K. Herrmann, Chris Wallendahl, Mike Hammond and the Imperial Order of Wizards and Warlords.
Graphics: Roger Beasley
Components: Paragraphs, 51 counters


TITLE: DIMENSION DEMONS
SUBTITLE: TERROR FROM ANOTHER REALITY
PUBLISHER: Metagaming
YEAR: 1980
MICROGAME 17
CODE: 3117
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Tactical

They came only to kill..... They came from another universe, ruthless aliens too horrible for humans to look upon. They came to kill and to breed more of their murderous kind. Demons, they were called, hellish denizens of a hellish dimension. DIMENSION DEMONS pits invading Demons against the defending Freefeet militia of Ishom. The game features a dual map system to represent dimensions. Victory goes to the player who can control Trans-Dimensional Projections and breeding of new Demons. You must defeat the nefarious minions of the evil dimension or try to subjugate the human infestation of Ishom. The universe depends on it! Introductory level for two players.

CREDITS
Designer: Fred Askew
Editor: Keith Gross
Playtesters: Don Dombroski, Carl Geers, Steve Grieb, Dano Carrol, Joe Gibson, Terrence Blakely
Graphics: Pat Hidy, Trace Hallowell
Components: Rules, map, 84 counters

Scenarios:

  1. Basic - Demon Assault
  2. Optional One - Counterassault
  3. Optional Two - Human Invasion of the Demon World

TITLE: DRAGONS OF THE UNDEREARTH
SUBTITLE: COMPACT RULES FOR FANTASY ROLE-PLAYING
PUBLISHER: Games Research Group
YEAR: 1981
METAGAME 02
CODE: 5102
PRICE: $6.95 / $7.95
PACKAGE: boxed
GAME SCALE: Man-to-man

Enter A World Of Unlimited Imagination... DRAGONS OF THE UNDEREARTH gives you danger and glory in a complete, fantasy role-playing game where you are the hero. UNDEREARTH simplifies play, giving you more time for action and surprise. Included are character creation, magic, monsters and combat (introductory, intermediate & advanced versions for easy learning). And you don't need a game master or special die. UNDEREARTH is Metagaming's basic fantasy role-playing system. LORDS OF THE UNDEREARTH introduced the small group combat rules. DRAGONS OF UNDEREARTH expands to a complete character role-playing system. UNDEREARTH is compatible with THE FANTASY TRIP. Players don't need rules from one system to play the other, but will find they mix perfectly. RECOMMENDED FOR: Those wanting an easy start to fantasy gaming or those wanting a smoother playing system. PLAYABILITY: Beginning or advanced play for 2 or more age 10 and up.

CREDITS
Designer: Keith Gross
Editor: Kevin Hendryx
Graphics: Kevin Hendryx, Norman Royal, Denis Loubet
Components: Rules, map, 89 counters


TITLE: FANTASY MASTERS' CODEX
PUBLISHER: Metagaming
YEAR: 1981
TFT RULES
CODE: 2301
PRICE: $9.95
PACKAGE: booklet
GAME SCALE: Man-to-man

THE BOOK OF THE UNIVERSE.... The FANTASY MASTER'S CODEX is a computerized guide to THE FANTASY TRIP, Metagaming's fantasy role-playing game system. It covers all THE FANTASY TRIP items published through the end of 1980. A new, updated codex will be published yearly to incorporate new material. The FANTASY MASTER'S CODEX is the kind of complete reference guide you've wanted and waited for. The Codex contains a complete index of the ten TFT items published through 1980. Also included are lists of Talents - sorted by name and I.Q., Spells - sorted by I.Q. and type, Magic Items - sorted by name, type and cost; Potion & Bombs - sorted by type and cost; Equipment - sorted by type, Jobs grouped by classes, Monsters, Races, Combat summary - including Dexterity Adjustments, and a Saving Throw table. Also included at the end are some answers to commonly asked rules questions. THE FANTASY TRIP has been enjoyed by over 100,000 gamers since its introduction in 1977. It offers a rational magic system and a precise combat system. It has the high degree of internal consistency Fantasy Masters need for more intricate adventures. It is the fantasy role-playing game system most preferred by those desiring intelligent adventures. The publication of the FANTASY MASTER'S CODEX further adds to the system's playability. If you are an active Fantasy Master of THE FANTASY TRIP you'll find the Codex an invaluable play aid. If you're playing some other system the Codex may convince you to change.

CREDITS
Designer: Bill Gustafson
Components: Codex


TITLE: FANTASY MASTERS' SCREEN
PUBLISHER: Metagaming
YEAR: 1981
TFT RULES
CODE: 2302
PRICE: $2.95
PACKAGE: booklet
GAME SCALE: Man-to-man

FANTASY MASTERS' SCREEN is a two-fold play aid. It serves as a screen for the Fantasy Master to hide data from players. It also is a handy quick reference for all that useful TFT data. If you want to speed play and stay secret, you need this.

CREDITS
Components: Screen


TITLE: FIRE WHEN READY
PUBLISHER: Games Research Group
YEAR: 1982
MICROHISTORY 05
CODE: 3305
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Tactical

*****

A tactical level, pre-dreadnought naval combat game with solitaire scenarios, basic, advanced and multi-player rules. The battlewagon and its sister ships, the cruiser, destroyer, and torpedo boat, rules the waves for almost forty years. Few of the actions these behemoths saw are well-known today, mostly because their fights took place in Asian waters and did not involve Britain, Germany, or the United States. But at least one, the battle of Tsushima in which Japan decisively defeated Tsarist Russia, was an event of worldwide importance. Many of the sea fights of this era were decided as much by training, discipline, and morale as by the number of guns and the thickness of armor plate. These factors are represented in FIRE WHEN READY, but big guns and stout sides have their say, too. The admiral who most skilfully chooses the range, disposition, and tactics for his forces will win. The Basic Game allows players to quickly begin play. The Advanced Game expands play with new rules and scenarios from history.

CREDITS
Designer: Michael Barnhart
Editor: Howard Thompson
Playtesters: none listed
Graphics: Norman Royal
Components: Rules, map, 125 counters

Scenarios:

Basic Game

  1. Revenge for Fashoda
  2. The Battle of Manila Bay (sol.)
  3. Dewey Fights Again
Advanced Game
  1. Battle of Yalu
  2. Battle of Santiago (sol.)
  3. Battle of Tsushima Strait

TITLE: FISTFUL OF TURKEYS
PUBLISHER: Some Turkey Games
YEAR: 1981
(no category)
CODE: 0001
PRICE: not specified
PACKAGE: folded sheet
GAME SCALE: Tactical

A FISTFUL OF TURKEYS... CONGRATULATIONS! You have shown extremely good taste by picking up this game... Believe it or not, this is the history-making first game ever published by Some Turkey, America's first, incredibly real, turkey game designer under his own name! A FISTFUL OF TURKEYS is Some Turkey's remarkably well-balanced and historically accurate simulation of the infamous Billy Jackal's one-man crusade against the Grand Turkey Conspiracy. Billy hated turkeys. He hated everything that they stood for. The doctors all said that he was crazy, but Billy knew that the Turkeys were plotting the overthrow of human society--and he, alone if necessary, would foil their fowl plan; for now Billy's hatred had been unleashed. That's right, Billy had caught...TURKEY FEVER! Some Turkey disclaims any association with the underground organization known as the Grand Turkey Conspiracy, so don't write to him to find out how to join. Gobble. Author's note: This is NOT a 'MicroGame'. Even though it looks just like one, even though it's the same size and even though it follows the same format as MicroGames, it should not be confused with them. Don't think that we're copying or anything... I actually thought of micros first but I didn't say anything until last week because I just knew somebosy would steal my idea if I said anything. (They ALL want to steal my creativity!) STG: THE GAME BUZZARDS.

CREDITS
Designer: Some Turkey
Components: Rules, map, 42 uncut black & white counters

NOTE: This is obviously a satire on STEVE JACKSON GAMES, and likely a result of the bad feelings between he and Howard Thompson. Trace Hallowell (Mike Arms dixit) said they had a lot of fun putting this satire together (other Some Turkey items can be found in INTERPLAY, among which the classic one-page ONE TUB BILGE). The turkeys may come from SJG's use of the NO TURKEYS sign on their games.


TITLE: FOREST-LORDS OF DIHAD
PUBLISHER: Gamelords
YEAR: 1982
TFT MODULE
CODE: N/A
PRICE: $4.95
PACKAGE: booklet
GAME SCALE: Man-to-man

KAROTH AWAITS. The great mutant bear of the eastern wastes roams the wilderness of Dihad, on a reign of terror that will not end until some party of intrepid adventurers finds the means to kill or control the beast. And Karoth is far from the strangest thing lurking in the rich forests and streams of Dihad... Here, too, you'll meet Aril Malus, the self-styled Keeper of the Forests and his sworn enemy Morkash the Desecrator; Emil Jaggoh, the wily head of the Hadite government's secret espionage network, the Ebony Band; rugged loggers and woodsmen of all stripes; and scores of other residents and transients through the Land. Players can visit Kindler's Glade, the wildest frontier town this side of the Old West, dare the swift currents of the Thunder River, or try their own hand at hunting the great beasts of the wilderness - all against a backdrop of political intrigue and high magic. FOREST LORDS OF DIHAD is part of THE LAND BEYOND THE MOUNTAINS, a complete campaign universe for use with THE FANTASY TRIP being jointly developed and published by Metagaming Concepts Inc. and Gamelords Ltd. Each campaign pack in the series is designed to stand alone as an independent set of encounters and scenarios to test the mettle of any experienced TFT adventurer. Combined with the other releases in the series, these adventure supplements will will form a vast and changing mosaic of a world in the midst of a chaotic struggle for survival, where riches and power await the adventurer who is both wise and brave. PLAYABILITY: For 2-8 intermediate or advanced level players and a moderately experienced Fantasy Master. COMPONENTS: 32 page rules booklet with 17x11 full color map. REQUIRES: In addition to this book you must have THE FANTASY TRIP booklets IN THE LABYRINTH, plus either the ADVANCED MELEE and ADVANCED WIZARD booklets or the MICROGAMEs MELEE and WIZARD to play this adventure.

CREDITS
Designer: Richard Meyer
Editor: Kerry Lloyd
Graphics: Vicki Wyman, Larry Shade, Wallace Miller, Michael Watkins
Components: Module


TITLE: FURY OF THE NORSEMEN
SUBTITLE: A ROLLICKING GAME OF PLUNDER AND PILLAGE
PUBLISHER: Metagaming
YEAR: 1980
MICROHISTORY 04
CODE: 3304
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Tactical

The dragon ships have come... The Vikings were the scourge of medieval Europe. Their dragon prowed longships ranged the seas for victims and treasure. Lucky was the village with a strong protector, cursed were those ill-prepared for attack. Little wonder was the anguished lament and prayer of the age, "from the fury of the Norsemen, oh Lord, deliver us". FURY OF THE NORSEMEN is Metagaming's fast paced two player game of Viking raids in the tenth century. Rules allow for plunder, capture, berserkers, torching, leaders, missiles, combat and a special Divine Wrath rule for the clergy. Whether you enjoy history or adventure, you're sure to enjoy this challenging game from the misty climes of our courageous, if barbaric, past. So, launch your ships and gird for war! Hide away your treasure and your daughters and utter a swift prayer! The fury of the Norsemen is upon you! Introductory Historical Gaming for two players, ages 12 and up.

CREDITS
Designer: Kevin Hendryx
Editor: Howard Thompson, Donna Baker
Playtesters: Mary Hendryx, Edward Sollers, Mike Barnett, Dano Carroll, Brett Vance, Don Dombronski, Howard Thompson.
Graphics: Pat Hidy, Trace Hallowell, Norman Royal
Components: Rules, map, 126 counters

Scenarios:

  1. Punitive Raid
  2. Blood-money
  3. Hagar's Folly

TITLE: G.E.V.
PUBLISHER: Metagaming (later SJG)
YEAR: 1978
MICROGAME 08
CODE: 3108
PRICE: $3.95
PACKAGE: plastic bag / boxed
GAME SCALE: Tactical
ARTICLES: Complete Book of Wargames, pp. 216-217

QUICKNESS KILLS... In the year 2085, a tank duel lasts only seconds. An entire battle ends in minutes. Nuke-firing infantrymen dodge across the battleground in powered suits, trying to come to grips with the enemy armor. And those armor units, both tanks and hovercraft, are deadly. Only a direct hit will take one out...a miss may stun the crew, but their machine,will keep trying to kill you! G.E.V., sequel to OGRE, adds more detail to this fast-moving simulation of armored combat a century from now. G.E.V. is a new game - but it's wholly compatible with OGRE. Stacking and terrain rules, new unit types, the Mark IV Ogre, and more... Scenarios include Raid, Breakthrough, Ceasefire Collapse, and The Train. And within hours, you'll be inventing your own. For 1 to 2 players. Playing time 60 to 90 minutes.

CREDITS
Designer: Steve Jackson Playtesters: Howard Thompson, Robert Taylor, Ben Ostrander, Elton Fewell, Joe Vail, Bill Williams, Alexander Epstein, Ron Fisher, Robert A. Mitchell, Loren West, Dave Mohr, Mike Easterday, Steve Wijinberg, Richard Barnhart, Gary Huska, Ben V. Kloepper, Roger Cooper, Dusty R. Brown, Jim Behringer and Steve Rabin.
Graphics: Winchell Chung, David R. Deitrick, Dave Martin
Components: Rules, map, 129 counters

Scenarios:

  1. Breakthrough
  2. Raid
  3. Train
  4. Ceasefire Collapse

TITLE: GODSFIRE
SUBTITLE: POLITICAL INTRIGUES IN THE FAR FUTURE
PUBLISHER: Metagaming
YEAR: ????
METAGAME
CODE: 1102
PRICE: $11.95
PACKAGE: boxed
GAME SCALE: Grand strategic
(rereleased by Task Force Games, see below)

When it first appeared, GODSFIRE was hailed as the best political/economic SF game ever designed. Now in a boxed edition - complete with beautiful full-color cover by Rick Sternbach and enough components for 8 players - GODSFIRE is a "must" for the skilled gamer. GODSFIRE is two games in one. The basic version is a battle game, with space fleets and ground forces fighting for control of fifteen planets. A unique movement system makes true three-dimensional movement easy. The advanced game adds diplomacy, subversion, politics - and the chance of Armageddon. Before you go to war, you'll have to gain support from internal political and economic interests (by fair treatment, negotiation, bribery, or force) - or face revolution. Playing time ranges from two hours to all day, depending on the scenario (from 2 to 15 players) that you choose.

CREDITS
Designer: Lynn Willis
Graphics: Rick Sternbach
Components: Rules, two maps, 960 counters, 616 Gigabucks counters, 23 sheets.

TASK FORCE GAMES edition (no date), with a changed premise (?)

GODSFIRE is a game of interstellar conflict and social reaction in the open star cluster Narym. Devastated in a catastrophic bath of radiation from the hyper-star Godsfire, the Narym star cluster begins to forge new empires in a dawning era--first of survival and then of rivalry. GODSFIRE blends politics, diplomacy, economics and war into a unified game system. Players must stay in political power and manage their economics, and may wage war against their rivals for control of the cluster. One unique feature of GODSFIRE is the unique three dimensional starship movement system. Ten scenarios chart the history of the Narym star cluster from disaster through rebirth.

GODSFIRE components include

Scenarios: 1 through 4, Basic game mode; 5 through 10, Advanced game mode


TITLE: GRAILQUEST
PUBLISHER: Metagaming
YEAR: 1980
MICROQUEST 03
CODE: 3203
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Man-to-man

Dare you seek the Holy Grail... The Knights of the Round Table are one of mythology's shining examples of sacrifice and honor. When King Arthur calls on the heroes of Camelot to go forth and seek that Last Supper's Holy Grail you are there. You go forth with them on Christendom's greatest quest. He who finds the blessed Grail must be of purity, honor and courage. There is no adventure more worthy of chivalry's finest flower, no greater way to grace. GRAILQUEST is a programmed fantasy adventure that can be played solitaire. You are one of King Arthur's Knights of the Round Table. You create your character, equip him with armor and weapons and send him forth on the great quest. Monsters, danger and death await, trials of flesh and spirit the seeker must endure. WARNING. This adventure is a supplementary publication of THE FANTASY TRIP game system. You cannot play this adventure unless you have the MELEE and WIZARD MicroGames or the ADVANCED MELEE and ADVANCED WIZARD rules booklets.

CREDITS
Designer: Guy W. McLimore, Jr.
Editor: Steve Jackson
Playtesters: John W. Colbert, Lloyd Eaker, Jay Rudin, Joe Vail Jr., Draper Kauffman, Susan Kauffman, Pat Owens, Keith Gross.
Components: Paragraphs, 94 counters


TITLE: HELLTANK
SUBTITLE: A SUPERTANK GAME OF SMASHING ATTACK
PUBLISHER: Metagaming
YEAR: 1981
MICROGAME 19
CODE: 3119
PRICE: not specified
PACKAGE: boxed
GAME SCALE: Tactical

The nearby grumble and clank surges rank fear in your veins. Crouched low you wait. Dragons or Ogres of old might at least be fought. HELLTANKS are certain death. Closer, closer it comes. You wait and pray it strikes right or left, anywhere but here. HELLTANK is a game of tactical armored conflict in the 21st century. Each counter is a single vehicle or small unit. Included are the U.S. Klane class MBT-11, light cav. Raiders, Japanese IFV Infantry carriers, Israeli Missile Launchers, Recon Hovers, Brazilian tri-turret MTTs, jet-pack Hawk Teams, Air Cruisers and the first Ft. Ticonderoga class heavy launch vehicle, HELLTANK. Versatile rules portray future combat in a playable, yet realistic manner, covering movement, firing, opportunity fire, missiles, air defense platforms, and the special unit rules.

CREDITS
Designer: Phillip S. Kosnett
Editor: Keith Gross
Playtesters: Mark Doctoroff, Mark Herman, Joyce Jocobsen, Harvard Society of Conflict Simulation.
Graphics: Howard Thompson, Trace Hallowell
Components: Rules, map, 126 counters

Scenarios:

  1. Delaying Action, 20 GT
  2. Recon Mission, 25 GT
  3. Blockbuster, 20 GT
  4. Suicide Run, TBE
  5. Depot Evacuation, 25 GT

TITLE: HELLTANK DESTROYER
SUBTITLE: A SUPERTANK GAME
PUBLISHER: Metagaming
YEAR: 1982
MICROGAME 22
CODE: 3122
PRICE: not specified
PACKAGE: boxed
GAME SCALE: Tactical

"Brigade to Helltank Leader. Status report?" "Helltank Leader to Brigade. Caught them napping, sir. I've got the naval units and the infantry mopping up the port defenses. I'm moving forward with the helltanks; there's nothing in front of us but some starplex forts--" "Beachhead to Brigade! Sir, the helltanks are gone! Gone!" "Brigade to Beachhead. Satellite confirms. Enemy helltank destroyer advancing from starplex. Blow the port and get out of there, Beachhead...Beachhead?" HELLTANK DESTROYER, a sequel to HELLTANK, is a tactical armored and amphibious combat game where to design your own armored task-force. HELLTANK DESTROYER introduces nine new units; hydrofoil patrol boats, surface effect transport and strike craft, hovergun mobile artillery, and triphibous cruisers. And, the dread Helltank Destroyer with force cannon, missiles, artillery, lasers - so huge it carries battletanks in its hold. Included are four stand-alone scenarios and two link-games for use with HELLTANK. This is the ultimate, until they can kill Helltank Destroyers. PLAYABILITY: Introductory tactical gaming for two players, age 12 and up.

CREDITS
Designer: Philip S. Kosnett
Editor: Kevin Hendryx, Philip S. Kosnett
Playtesters: Mark Doctoroff, Ari Epstein, Timothy Huntington, Nicholas Huntington, Michael Levitin, Harvard Society of Conflict Simulation.
Graphics: Kevin Hendryx, Norman Royal
Components: Rules, map, 126 counters

Scenarios:

  1. Convoy, 15 GT
  2. Diversion, 20 GT
  3. Beachhead, 30 GT
  4. Hellfire, 23 GT (advanced)
  5. Breakout, 28 GT (Ht - HtD linkgame)
  6. Relief Column, 35 GT (Ht - HtD linkgame)

TITLE: HITLER'S WAR
SUBTITLE: The Game of European Conflict
PUBLISHER: Metagaming
YEAR: 1981
METAHISTORY 01
CODE: 5201
PRICE: $6.95 / $7.95
PACKAGE: boxed
GAME SCALE: Strategic

Can YOU conquer Europe...? Madmen can shake mankind. Hitler's mad genius rose from the Weimar debacle to move a nation and shape history. He roused fanatic fervor and drive from the Germans, and they fought for their quite insane Fuhrer. The western world was nearly shattered. The Soviet Slavic empire was nearly destroyed. Now you can relive the leadership roles in the world's greatest war, when mechanized technology was unleashed. HITLER'S WAR is a grand-strategic level game of theatre operations in World War II. Turns represent four months and the map represents the European, Mediterranean, Baltic and Russian theatres. Units are the armies, army groups, fleets and airforces. Unit types include Infantry, Mechanized, Amphibious, Paratroop, Submarine, ASW, Bomber, Fighter, Air Defense, Missile and Atomic Bomb. Rules cover morale, production, technology, continued advance, winter, supply, sea movement, forts, lend lease and neutral countries. HITLER'S WAR represents a new concept in 'monster' games. The approach is playability at a level consistent with the major strategic factors. You can play out WWII in an afternoon with the variety of making strategic decisions. You aren't bound by history, just reality. LEVEL: Advanced competition for 2 or 3 players age 15 and up. PLAYABILITY: Moderate complexity. Scenarios from 1 to 5 hours play.

CREDITS
Designer: Keith Gross
Editor: Howard Thompson
Playtesters: Fred Askew, Mark Babik, Bill Brock, Roger Damon, Carl Geers, Richard Harris, Armando Nart, Jim Pritchett, Blake Ridetsky, William Shane Stein, Tony Watson, Jim Zepeda.
Graphics: Norman Royal, Trace Hallowell, Jeff Boobar
Components: Rules, map, 360 counters, record sheets.

Scenarios:

  1. Barbarossa
  2. Fall of Germany
  3. Basic Campaign
  4. Advanced Campaign

TITLE: HOLY WAR
PUBLISHER: Metagaming
YEAR: 1979
MICROGAME 13
CODE: 3113
PRICE: $2.95
PACKAGE: plastic bag
GAME SCALE: Strategic
ARTICLES: Complete Book of Wargames, pp. 217-218

"GOD" is alive as well... Amtik the god had a problem. The universe was internal to his 400,000km long self. He was "god" to the universes' inhabitants. Unfortunately, only the Holy Band truly believed in and worshipped Amtik. The unruly Sunthrowers believed in Amtik's existence, however, they also believed that "life was not an end, but a by-product of systems design". Amtik was in danger! The Sunthrowers were hurling stars at his universe sensor ducts. The Holy Band wanted his divine intervention. A sun in the ducts would dissipate poor Amtik and free his creations. While the Holy Band mightily struggled to believe and triumph, Amtik might even get bored and "turn-off" his universe - is a puzzlement. HOLY WAR is a two player strategic game of "religious" war. Ship types include Rangers, Probes, Warp Line Generators, Luck Ships, Star Busters, Jammerswarms, Pressorships, Psycheship, Emissary of Prayerships and more conventional combat types. HOLY WAR is by the designer of GODSFIRE and has similarities to that game.

CREDITS
Designer: Lynn Willis
Editor: Robert Taylor, Howard Thompson
Graphics: Gary Kalin, Ben Ostrander, Donna Baker
Components: Rules, map, 135 counters


TITLE: HOT SPOT
PUBLISHER: Metagaming
YEAR: 1979
MICROGAME 15
CODE: 3115
PRICE: $2.95
PACKAGE: plastic bag
GAME SCALE: Tactical

War in Hell... Chiros was a molten, planetary hell. It was also a vital production center that the Technocrat rebels had to capture. HOT SPOT is a tactical game about the Technocrat raid on Chiros. The Ziegler Corporations maintains fragile, floating platforms called crustals, that move through the molten rock. The crustals are defended by infantry and hovercraft. The Technocrat attackers are strong, but they must capture crustals quickly, before their attack platforms break up and their units melt into the lava. You decide the outcome in this fun and exciting game.

CREDITS
Designer: W.G. Armintrout
Editor: Keith Gross
Playtesters: Brian Ching, Richard Harris, Ian Willcockse, Keith Gross, Jim Zepeda.
Graphics: Pat Hidy
Components: Rules, map, 82 counters


TITLE: ICE WAR
PUBLISHER: Metagaming
YEAR: 1978
MICROGAME 09
CODE: 3109
PRICE: $2.95
PACKAGE: plastic bag
GAME SCALE: Operational

ICE WAR simulates a raid on the Prudhoe Bay oilfields launched from over the polar ice cap. The ESA (Eurasian Socialist Alliance) raiders are equipped with armed hovercraft and sled vehicles. Transports carry infantry and tanks, and missile sleds carry long-range missiles. The US Army must locate the ESA force, hold it off until reinforcements arrive, and destroy it before the oilfields are burned. The US has infantry, tanks, hovercraft, outposts, recon sleds, air transport and satellites. Players select their own forces.

CREDITS
Designer: Keith Gross
Editor: Howard Thompson
Playtesters: Eric Driskell, Andrew Thierer, Howard Thompson
Graphics: Elrohir
Components: Rules, map, 135 counters


TITLE: IN THE LABYRINTH
SUBTITLE: GAME MASTERS' CAMPAIGN AND ADVENTURE GUIDE
PUBLISHER: Metagaming
YEAR: 1980
TFT RULES
CODE: 2102
PRICE: $4.95
PACKAGE: booklet
GAME SCALE: Man-to-man

IN THE LABYRINTH is the Game Master's module of Metagaming's THE FANTASY TRIP role-playing game system. Everything necessary to create a fantasy world and guide players on adventures is included in IN THE LABYRINTH. Metagaming brings you the new standard in fantasy role-playing games, the next generation in the evolution of the genre. As Game Master, you act as guide and moderator for a group of adventurous gamers. You create a fantastic world of Wizards, Dragons, Heroes, Dwarves, Elves, Heroines, surprises, magic, treasure and danger. As their characters adventure, players direct them through a series of encounters. An encounter may be dialogue among players or a detailed combat with monsters played out on scale labyrinth maps. The adventure develops through real-time decisions and actions in response to character experiences. Play is imaginative, open-ended, fast and fun - the ultimate fantasy. Players of IN THE LABYRINTH create their own characters starting with the three basic attributes of Strength, Dexterity and IQ. Characters initially choose to be a physically skilled hero or a magically skilled wizard. Through selection of Hero Talents of Wizard spells, a player defines his character's individual competences. A character may opt to be a skilled killer, scientists, rogue, cleric, mechanic, merchant, alchemist, bard or whatever profession a player concocts. A Wizard pursues his calling with magical spells and a Hero, through physical Talents. (Exceptionally this passage was taken from the Metagaming 1981 Spring Catalog instead of the back cover of the booklet)

CREDITS
Designer: Steve Jackson
Graphics: Roger Stine, Robert Phillips, Ben Ostrander
Components: Rules


TITLE: INVASION OF THE AIR EATERS
PUBLISHER: Metagaming
YEAR: 1979
MICROGAME 12
CODE: 3112
PRICE: $2.95
PACKAGE: plastic bag
GAME SCALE: Grand strategic

THEY'VE GOT OUR AIR..... It's 1983 and our air is going bad. An Alien generation ship invades earth with fantastic weapons and Air Converters. These survivors from another star are remaking Terra to suit their needs despite "indigenous biological activity". Mankind's back is against the wall - we must win or die gasping. The monster's mothership beams down Crawlers, Production Bases and Atmospheric Converters. Our almost useless armies and sub fleets must be improved through crash research and development. All the world's nations must fight as one to protect industry and resources so new weapons can be produced. We can even learn to "reconvert" the air. INVASION OF THE AIR EATERS is a game of alien invasion for two players. Solitaire play is made possible by adding a pre-planned, alien assault. Multi-player play is also possible with each player controlling a national grouping. Advanced rules introduce oil, repair, nuclear attacks, air forces and other concepts.

CREDITS
Designer: Keith Gross
Editor: Howard Thompson, Donna Baker
Playtesters: Fred Askew, Dano Carroll, Don Dombrowski, Armando Nart, Reagan Karnes, Richard Harris, Worthy LaFollette, Tom Peterson
Graphics: Doug Potter
Components: Rules, map, 135 counters

Scenarios:

  1. Basic Game
  2. Advanced Game

TITLE: LORDS OF THE UNDEREARTH
SUBTITLE: ADVENTURE IN A DWARVEN LABYRINTH
PUBLISHER: Metagaming
YEAR: 1981
MICROGAME 18
CODE: 3118
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Tactical

Underearth is the ancient stronghold of the Dwarven Lords. This game covers the earthy realms full of history: from the height of Dwarven power to its decline the days of dragonfire destruction. Here, you will lead bands of Humans, Dwarves, Orcs and monsters on raids, wars and treasure hunts. LORDS OF THE UNDEREARTH is a two player game of fantasy tactical combat in an underground labyrinth. The rules cover solitaire play, surprise attack, pursuit, morale, locked doors, flight, treasure, mercenaries and uncontrolled movement. This game is a complete simulation of fantasy combat at the group level. Also included in the rules is a section on how to convert the game for use with Metagaming's THE FANTASY TRIP game system. Introductory fantasy gaming for two or three players, age 12 and up.

CREDITS
Designer: Keith Gross
Editor: Howard Thompson, Donna Baker
Playtesters: Terrence Blakely, Billy Moore, Ed Tatom, Steve Jackson, Howard Thompson, Jay Gross
Graphics: Denis Loubet, Pat Hidy, Trace Hallowell, Norman Royal
Components: Rules, map, 84 counters

Scenarios:

  1. Pursuit
  2. Surprise Attack
  3. Dragonfire
  4. Passage of UnderEarth
  5. Gold!

TITLE: MASTER OF THE AMULETS
PUBLISHER: Metagaming
YEAR: 1981
MICROQUEST 07
CODE: 3207
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Man-to-man

*****

MASTER OF THE AMULETS is an adventure of strategy and combat employing MELEE (or MELEE and WIZARD) rules of THE FANTASY TRIP game system. It can also be played using ADVANCED MELEE, ADVANCED WIZARD and IN THE LABYRINTH. You must defeat creatures and warriors and locate magic amulets to escape from the Lost Valley, an enchanted land with only one entrance and one exit. The adventure can be played alone (using the proper combat/magic module as outlined above) or as part of an ongoing campaign, where one to six characters stumble into an ancient trap-gate set by Dirringar the Black. Players using the advanced books of the TFT system will find necessary modifications to the rules of this game noted as part of the appropriate rules section herein. Those using this adventure as part of their game mastered campaign may find it advisable to vary the number and/or strength of creatures and enemies encountered to better match the skill level of the player group. MASTER OF THE AMULETS can be played solitaire or with up to seven players: solitaire, two-player, and multi-player.

CREDITS
Designer: Mike Monastero
Editor: Guy W. McLimore Jr., Howard Thompson
Graphics: Pat Hidy, Norman Royal
Components: Rules, map, 55 counters


TITLE: MELEE
SUBTITLE: BASIC FANTASY COMBAT RULES
PUBLISHER: Metagaming
YEAR: 1981, 5th ed.
MICROGAME 03
CODE: 3103
PRICE: $2.95
PACKAGE: plastic bag (later boxed)
GAME SCALE: Man-to-man
ARTICLES: Complete Book of Wargames, pp. 257-258

Meet your next foe... MELEE is the fast action game of bows, axes, halberds and other cold steel weapons. You create your own fantasy fighter by selecting his arms, armor, and fighting attributes. In the arena, you may face a skilled killer or a ravening beast. Small teams can even be pitted against each other in this exciting simulation of man-to-man combat. MELEE is the basic combat segment of THE FANTASY TRIP, Metagaming's fantasy role-playing system. MELEE is stand alone game, yet it may also be used with other games from THE FANTASY TRIP such as WIZARD (magical combat). So choose your weapons, don your armor and enter the arena. The MELEE is about to begin. Introductory level for two or more players.

CREDITS
Designer: Steve Jackson
Editor: Guy W. McLimore Jr., Howard Thompson
Graphics: Roger Stine, Pat Hidy, Liz Danforth, Trace Hallowell
Components: Rules, map, 65 counters


TITLE: MONSTERS! MONSTERS!
SUBTITLE: A FANTASY GAME PROVIDING EQUAL TIME FOR THE MONSTERS
PUBLISHER: Metagaming Concepts
YEAR: 1976, 1st ed. (copyright Ken St. Andre)
CODE: no code
PRICE: $5.95
PACKAGE: 8.5x11 booklet
GAME SCALE: Man-to-man

There is no blurb for this game (unless someone can find an ad in an old Space Gamer and send me the text to add here); these comments are my own.

This game was designed by Ken St. Andre of Tunnels and Trolls fame back in the early days of paper and pencil RPGs. It was designed for players to adopt the role of monsters, and perhaps served as inspiration for Judges Guild's infamous Rat-on-a-stick. Ken St. Andre explains:

It was only natural that eventually the monsters should come out of their tunnels and dungeons to strike back at the smug world of the Men, Elves, Dwarves, Hobbits, etc., who had been so greedily despoiling their homes and treasures. This turning of the tables, to play monsters as protagonists, has proven to be even more hilarious than the original games. A monster lives by a completely different code of ethics, affording a splendid opportunity to get rid of the impure and perverted impulses which affect most of us--impulses hard to express while playing a hero. Monsters get experience points for wanton cruelty and destruction above and beyond the call of duty.

CREDITS
Designer: Ken St. Andre
Editor and Producer: Steve Jackson
Graphics: Liz Danforth, Jim Peters, Denise Burgess, David Pileggi, Howard Thompson
Components: Rules booklet


TITLE: OGRE
PUBLISHER: Metagaming
YEAR: 1977
MICROGAME 01
CODE: 3101
PRICE: $2.95
PACKAGE: plastic bag
GAME SCALE: Tactical
ARTICLES: Complete Book of Wargames, pp. 220-222

This is the first in a new series - MicroGames. Small in format but big in play value. MicroGames are for the person who enjoys games but doesn't want to spend a lot of money -- or spend all day playing. But MicroGames aren't kid stuff. They're challenging, fast-moving, and fun. When you finish one game, you'll want to play more...and you'll have the time to do it. Check out the MicroGames. You may find you're getting more play for less money. MicroGame 1... OGRE. The command post is well guarded. Tanks, armored hovercraft, missile cannon, infantrymen in powered armor -- all with one mission: to defend that vital spot. And your job is to go in and destroy it. Alone. But when those defenders see you, they'll wish they were somewhere else. Because you're not a man. You're a thinking machine -- the deadliest device on any battlefield. You're the OGRE. OGRE is a tactical ground combat game set in the next century. In 2085 A.D., armored warfare continues -- faster and deadlier than ever. Hovercraft, tanks, and powered infantry slug it out with tactical nuclear devices. But the most feared weapon of all needs no human guidance. It's the giant cybernetic tank called the Ogre. The basic version of OGRE gives one player a force of infantry and armor, and a command post he must defend. The other player has only one unit -- but it's an Ogre. It's an even match. Advanced games allow solitaire or multi-player action -- with Ogres on both sides. Optional rules include concealed units, mines, and self-destruct.

CREDITS
Designer: Steve Jackson
Playtesters: Howard Thompson, Elton Fewell, Ben Ostrander, Robert Taylor, Mark Huffman, Frank Blazek, Stewart Norris, Nick Schuessler, Susan Tunnell, etc.
Graphics: Winchell Chung
Components: Rules, map, 112 counters

Scenarios:

  1. Basic - Mk III
  2. Advanced - Mk V

TITLE: OLYMPICA
PUBLISHER: Metagaming
YEAR: 1978
MICROGAME 07
CODE: 3107
PRICE: $2.95
PACKAGE: plastic bag
GAME SCALE: Tactical

THE WEBBIES WANT YOUR MIND... Olympica simulates the U.N. Mars raid to capture the Web Mind Generator from a heavily defended area near the Nix Olympica's massive caldera. The Webbie revolutionaries are deep in their tunnel complexes surrounded by strongpoints and infantry. The raiders will use infantry, laser tanks, lifters and the tunnel busting BOAR drill. If they fail man's future may fall to the telepathic, religion/machine Web Mind of Mars. OLYMPICA is the clever tactical creation of Lynn Willis. His future history of the Martian revolution of 2206 hinges on the crucial U.N. raid. The game is easy to learn, fast playing, and challenging. Like the other MICROGAMEs, it is ideal for beginners and fun for pros. OLYMPICA is the perfect game for those who've never tried science fiction games.

CREDITS
Designer: Lynn Willis
Editor: Keith Gross
Playtesters: Herb Browowski, Artman Jones, Robert Rounds, Paula Symonds, Dennis P. Treanor, Andy Weill, Steve Jackson, Howard Thompson, Keith Gross.
Graphics: Paul Jaquays
Components: Rules, map, 96 counters

Scenarios:

  1. Introductory - 4 GT
  2. Advanced - 8 GT
  3. Short Advanced - 6 GT

TITLE: ONE WORLD
PUBLISHER: Metagaming
YEAR: 1979
MICROGAME 14
CODE: 3114
PRICE: see ANNIHILATOR
PACKAGE: plastic bag
GAME SCALE: Microtactical

ONE WORLD is the game of godly conflict for those who've dreamed secretly of divine power. Each player is a god who must contend with a pretentious challenger. Your "children" wage the struggle in their aspects of Blade, Stone and Fog. Over the Singing Grasses, Runelines, The Faults of Chaos and on the Crystal Pylons the battle rages. ONE WORLD is a fast playing, humorous game, which features a diceless combat system. This is an excellent game for starters or an amusing diversion for the afficianado (sic).

CREDITS
Designer: W.G. Armintrout
Editor: Keith Gross
Playtesters: Robert Meegan, David Ladyman, Howard Thompson
Graphics: Robert Phillips
Components: Rules, map, 86 counters


TITLE: ORBQUEST
PUBLISHER: Games Research Group
YEAR: 1982
MICROQUEST 08
CODE: 3208
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Man-to-man

*****

ORBQUEST is a programmed adventure for THE FANTASY TRIP game system. It can be played using the MELEE and WIZARD rules - or you can use ADVANCED MELEE and ADVANCED WIZARD. This booklet will set up the rooms for you, give you decisions to make, and tell you the outcomes of those decisions. You will need to supply several six-sided dice, a straight-edge, scratch paper, and either MELEE and WIZARD or ADVANCED MELEE and ADVANCED WIZARD. Each room is the size of the enclosed map; you can build the same out of TFT megahexes. ORBQUEST can be played several ways: solitaire, two-player, and multi-player.

CREDITS
Designer: Paul C. Wagner
Editor: Kevin Hendryx
Playtesters: Ron Hopkins
Graphics: Robert Phillips V
Components: Rules, map, 67 counters


TITLE: RAM SPEED
SUBTITLE: NAVAL WARFARE IN THE BRONZE AGE
PUBLISHER: Metagaming
YEAR: 1980
MICROHISTORY 02
CODE: 3302
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Tactical

"The Bodies of the men that died/The breakers buffet, the billows beat./Washed with blue of sea-salt tide,/Rolled in wreckage of shattered fleet." - Aeschylus. The galley's bronze beak surges forward, curling up two salty sprays. Sweating muscles strain to lash, pulling heavy oars to ramsspeed's (sic) gasping beat. With rending crash and splintered timbers snapping, the metalled beak staves in hull, smashing rowing banks. Sheaves of arrows flying out seek soldier flesh to pierce. Boarding warriors spring to dying deck with ready plunging swords. One galley lives victorious in heroic glory. The other is vanquished to Poseidon's grasping waves. RAMSPEED is a two player game recreating the excitement of naval warfare in the Bronze Age. Each player constructs galleys for his fleet as he chooses, utlizing a point system. Hulls, rowing banks, missile weapons and boarding parties are all included. Combat covers ramming, shearing, grappling, boarding and missile attacks. RAMSPEED is a fast playing game from the age of mythical heroes, a time when gods roamed the earth and mystery veiled the oceans. Play Guide: Two players, age 11 and up. 45-90 minutes playtime. Introductory level.

CREDITS
Designer: Colin Keizer
Editor: Keith Gross
Playtesters: Robin Keizer, Kevin Hendryx, Mary Hendryx, Howard Thompson, Keith Gross
Graphics: Ben Ostrander
Components: Rules, map, 52 counters

Scenarios:

  1. Squadron Combat
  2. Fleet Action
  3. Convoy

TITLE: RIVETS
SUBTITLE: FIGHTING ROBOT GAME
PUBLISHER: Metagaming
YEAR: 1979
MICROGAME 05
CODE: 3105
PRICE: $2.95
PACKAGE: plastic bag
GAME SCALE: Tactical

HERE COME THE ROBOTS....OOPS! BOPPERS were mass produced robotic war machines. When the final war ended they were all that was left. Everyone was dead; but, the BOPPERS kept on fighting. Afterall, with the intelligence of can openers what could you expect. RIVETS is a two player tactical level science fiction game of robotic warfare in the 22nd century. Players select their robot armies, set their programs, and send them out to destroy the enemy computer complex. RIVETS is fast playing and easy to learn with a humorous style. Games are quick even if the robots are a bit dumb.

CREDITS
Designer: Robert Taylor
Playtesters: Howard Thompson, Steve Jackson, Ben Ostrander, Bill Wade, Bill Williams, Keith Gross, Willie Sirois, Rick Muir, Tim Morris, David Carter.
Graphics: Brian Wilson
Components: Rules, map, 118 counters

Scenarios:

  1. Learning
  2. Basic
  3. Intermediate
  4. Advanced

TITLE: ROMMEL'S PANZERS
PUBLISHER: Metagaming
YEAR: n.d.
MICROHISTORY 01
CODE: 3301
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Tactical

PANZER ROLLEN IN AFRIKA VOR... 1/28/42 - Benghazi: Our Panzer III column growls forward at the British six-pounder, dug-in on the next shimmering sand dune. On our left a Matilda lumbers in, guns blasting. Our battle is gritty and hard. But, I know the men of the Afrika Korps will be victorious. We have become crafty 'rats' of the desert. We have the will and genius of General Rommel as our sustaining guide. Heil! ROMMEL'S PANZERS is Metagaming's historical Micro-Game. Tactical unit combat in North Africa was perhaps the ultimate example of armored warfare. You command the tanks and fight the battles in the fast moving simulation. The fun and playability of micros is now history. Introductory level for two players aged 12 and up.

CREDITS
Designer: Roger Damon
Editor: Keith Gross
Playtesters: William Shane Stein, Carl Geers, Dan Reynolds
Components: Rules, map, 126 counters

Scenarios:

  1. Dawn Attack, 5 GT
  2. Charge, 6 GT
  3. Mixed Assault, 10 GT
  4. Tank Commander's Dream, TBE
  5. Open scenario
  6. Part I - Desert Sandwich
  7. Part II - Airfield Assault

TITLE: SECURITY STATION
SUBTITLE: A HIGH TECHNOLOGY LABYRINTH
PUBLISHER: Metagaming
YEAR: 1980
MICROQUEST 04
CODE: 3204
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Man-to-man

Death awaits from holocausts past... Jas N'orn was Cidri's most reknowned (sic) collector of the wierd (sic) and bizzare (sic). He had the most yet wanted more... Mnoren gates to a ruined Earth gave Jas his chance: nuclear genocide had rained down on the world's green hills. Burrowing in the rubble, Jas' searchers found a functioning remnant. Its technology was strange and its secrets dangerous. Jas knew he must have it. Such was the way that the mystery and death of the SECURITY STATION came to Cidri's past. With the Mnoren gone, it now kills on alone. SECURITY STATION is a programmed fantasy adventure that can be played solitaire or by a group. You become a treasure seeker in a menacing relic of Earth's atomic demise. Great secrets and immense wealth await the brave invaders of this strange place. Create and equip your character and with a group of hardy friends, you will step into the pulsating curtain of multi-colored lights. There is no turning back, an adventure of fear and intrigue has begun. WARNING. SECURITY STATION is a supplementary publication of Metagaming's THE FANTASY TRIP role-playing game system. You cannot play this adventure unless you own the MicroGames MELEE and WIZARD or the ADVANCED MELEE and ADVANCED WIZARD rules modules. Introductory fantasy gaming for 1 to 6 intelligent players age 12 and up. Suitable for solitaire play.

CREDITS
Designer: John W. Colbert
Editor: Guy W. McLimore, Jr.
Graphics: Dave Deitrick, Clark Bradley, Trace Hallowell, Liz Danforth, Pat Hidy
Components: Paragraphs, map, 61 counters


TITLE: STALIN'S TANKS
SUBTITLE: ARMOR BATTLES ON THE RUSSIAN FRONT
PUBLISHER: Metagaming
YEAR: 1980
MICROHISTORY 03
CODE: 3303
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Tactical

Welcome to the Eastern front... The Nazi invasion of Russia destroyed lives than any war in history. For the common soldier, it meant unsur- passed suffering. Great battles were fought in ice, mud, dust and exhaustion. The tank bacame queen of battle and the key to victory. Now you can face the challenge of an east front armor commander in this fun, fast playing game of maneuver and combat. STALIN'S TANKS is another historical MicroGame from Metagaming. Players take command of the mighty proven German war machines or the relentless Soviet defenders. Complete with basic and advanced rules, STALIN'S TANKS is an exciting simulation of armored warfare on the Russian front and is compatible with ROMMEL'S PANZERS.

CREDITS
Designer: Roger Damon
Editor: Keith Gross
Playtesters: William Shane Stein, Dano Carroll, Steve MacMillin
Graphics: Trace Hallowell, Ben Ostrander
Components: Rules, map, 126 counters

Scenarios:

  1. First Encounter, 8 GT
  2. Pakfront, 5 GT
  3. Kursk: Into the Salient, 6 GT
  4. Kursk: Counterattack, 8 GT
  5. Close the End, 6 GT
  6. Take the High Ground, 6 GT
  7. Gauntlet, 6 GT


TITLE: STARLEADER: ASSAULT!
SUBTITLE: A FUTURISTIC MAN-TO-MAN COMBAT
GAME PUBLISHER: Metagaming
YEAR: 1982
MICROGAME 21
CODE: 3121
PRICE: none specified
PACKAGE: boxed
GAME SCALE: Man-to-man

*****

STARLEADER: ASSAULT! is a game of man-to-man combat inside structures. STARLEADER is set in the far future, the 30th century of the Space Era (SE). Mankind has spread to the the (sic) stars. He has also evolved and changed, as genus homo always has. This is a game of the Humanic expansion to the stars. STARLEADER: ASSAULT! is the first of Metagaming's future role-playing game series STARLEADER. By itself, STARLEADER: ASSAULT! is an exciting raid game. It also teaches you combat rules for STARLEADER. STARLEADER modules are fully compatible. You will never have to unlearn Character Combat when playing other modules. Any future combat rules will add to, but not change, these rules.

(NOTE: TO MY KNOWLEDGE, NO FURTHER MODULES WERE PUBLISHED BY METAGAMING OR ANY OTHER GAMING COMPANY)

CREDITS
Designer: Howard Thompson
Playtesters: Over 100 gamers
Graphics: David Dietrick, Norman Royal, Jeff Hayes
Components: Rules, map, 42 counters

Scenarios:

  1. Rescue of Princess Rulian
  2. Krotic's Treasure
  3. Random Piracy
  4. Random Raids


TITLE: STELLAR CONQUEST
SUBTITLE: THE CLASSIC GAME OF SOCIETIES IN CONFLICT
PUBLISHER: Metagaming
YEAR: 1979 (orig. 1974)
METAGAME
CODE: 1101
PRICE: $9.95
PACKAGE: boxed
GAME SCALE: Grand strategic
ARTICLES: Space Gamer no. 25, Special STELLAR CONQUEST Issue

STELLAR CONQUEST is the classic game of space cultures in conflict. You lead a complete interstellar society. Stars are explored, colonies founded, technologies are discovered, war fleets built and battles fought. The fun and challenge are all yours. STELLAR CONQUEST can be played by two to four gamers. Each player leads his own interstellar society in a years long struggle for survival and dominance. While STELLAR CONQUEST is of only moderate learning difficulty, play interactions can become complex. Winners tend to be balanced strategists who act decisively under pressure. Nominated for the Charles Roberts Award - the sine qua non of gaming. "The strength of the game is in its sophisticated method of simulating technological development... tense and absorbing..." - Nicky Palmer in GAMES & PUZZLES. Richard Berg of MOVES Magazine included STELLAR CONQUEST in his list of "ten games every wargamer should own".

CREDITS
Designer: Howard Thompson
Graphics: Brian Wilson, Winchell Chung, Kelly Freas
Components: Rules, map, 480 counters, sheets, cards
Scenarios: Two tournament scenarios (3 and 4 player)


TITLE: STICKS AND STONES
PUBLISHER: Metagaming
YEAR: 1978
MICROGAME 11
CODE: 3111
PRICE: $2.95
PACKAGE: plastic bag
GAME SCALE: Man-to-man

STICKS & STONES is a game about warfare in the late Stone Age. Each player arms his warriors, as he sees fit, with stone axes, spears, bows, or just bare hands. Trained dogs, dependents, herds of domesti- cated animals, goods, and village raids, ritualized battles, migrations, and the beginnings of true warfare between more powerful villages. A special solitaire scenario allows a single player to command a group of hunters attempting to kill a mastodon. Optional rules provide for the use of fire and poisoned weapons. STICKS & STONES, like other MicroGames, is short and simple, but challenging and interesting.

CREDITS
Designer: David Ray
Editor: Keith Gross, Donna Baker
Playtesters: Doug Anderson, Bob Blair, James Branaum, Bruce Mickelson, Bob Polzin, Corwyn Prater, Tim Wiedel, Robert Taylor, Howard Thompson, Worthy LaFollette
Graphics: Pat Hidy
Components: Rules, map, 129 counters

Scenarios:

  1. Small Village Raid
  2. Territorial Ritual Battle
  3. Mastodon Hunt (sol.)
  4. Migration, or the Horde
  5. Genesis of Warfare


TITLE: TOLLENKAR'S LAIR
SUBTITLE: ADVENTURE SUPPLEMENT
PUBLISHER: Metagaming
YEAR: 1980
TFT MODULE
CODE: 2201
PRICE: $2.95
PACKAGE: booklet
GAME SCALE: Man-to-man

TOLLENKAR'S LAIR is a ready-to-play labyrinth. Game Master's (sic) are provided with maps, mapping notes, background, and instructions necessary for a series of adventures. IN THE LABYRINTH and a combat and magic module are necessary for play. DON'T SPOIL your fun by buying this unless you want to be a Game Master.

CREDITS
Designer: Steve Jackson
Graphics: Robert Phillips
Components: Module


TITLE: TRAILBLAZER
SUBTITLE: THE GAME OF EXPLOITATION AMONG THE STARS
PUBLISHER: Metagaming
YEAR: 1981
MICROGAME 20
CODE: 3120
PRICE: not specified
PACKAGE: boxed
GAME SCALE: Tactical

*****

Trailblazer: Can you trade your way to riches? TRAILBLAZER is the space game of free market exploration and exploitation. The productive and efficient thrive beyond the realm of government. Players build their commercial dynesties with fleets, factors, products and skill. A Turn includes Product Purchase, Fleet Movement, Star Exploration, Product Sales and Maintenance. Victory goes to the best trader and financier. TRAILBLAZER is not your usual MICROGAME. There is a lot of record keeping. Games may last for days. TRAILBLAZER is for the acquisitive and competitive. It applies free market economics to the freedom of the stars. TRAILBLAZER is a challenge you won't want to miss if you know the true value of wealth. Libertarians will love it. PLAYABILITY: Above average complexity. PLAYERS: 2 to 4 players age 16 & up. TIME: 4 hours to days per game. COMPONENTS: Star Map, Rules, Counters & die.

CREDITS
Designer: Greg Costikyan
Editor: Howard Thompson
Playtesters: Tony Watson, Jeremy Paulson, Stephen E. Tihor, Tom Gould
Graphics: Norman Royal, David Dietrick
Components: Rules, map, 126 counters

Scenarios:

  1. Introductory
  2. Intermediate
  3. Advanced


TITLE: TREASURE OF THE SILVER DRAGON
SUBTITLE: THE $10,000 TREASURE HUNT GAME
PUBLISHER: Metagaming
YEAR: 1980
MICROQUEST 05
CODE: 3205
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Man-to-man

WARNING! TREASURE OF THE SILVER DRAGON is a programmed adventure suitable for solitaire or group play. To play this adventure as a game you will also need MELEE, MicroGame no. 3, and WIZARD, MicroGame no. 6. You don't have to play this adventure as a game to discover the silver dragon's hiding place. However, those who do play it will have a distinct advantage in understanding. Introductory fantasy gaming for one to six players age 12 and up. Suitable for solitaire play.

GRADUATE STUDENT FINDS SILVER DRAGON. Metagaming's $10,000 treasure hunt is over. The hidden silver dragon has been found by Thomas Davidson, a PhD candidate in chemistry at the University of Texas at Austin. Thomas gets to keep the silver dragon and wins the $10,000 prize for the finder from Metagaming. The clues Thomas used to find the silver dragon were in TREASURE OF THE SILVER DRAGON, a $3.95 fantasy adventure game published by Metagaming. The silver dragon treasure hunt is part of Metagaming's promotion for its THE FANTASY TRIP line of games. THE FANTASY TRIP is a budget alternative to fantasy role-playing games like DUNGEONS & DRAGONS. All items in THE FANTASY TRIP line are under $5.00.

CREDITS
Designer: Howard Thompson
Graphics: Roger Stine
Components: Paragraphs, map


TITLE: TREASURE OF UNICORN GOLD
PUBLISHER: Metagaming
YEAR: 1981
MICROQUEST 06
CODE: 3206
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Man-to-man

*****

THE $10,000 QUEST CONTINUES... Etherion, the great silver Dragonodon, is frozen in stasis under Sacramento Peak - victim of the Toltec Brujos. Yet man's hope lives through Miri the True and golden Xenon. Can your band of hearty heroes help them before cruel Yaoyotl strikes? Can you find the secret treasure of Unicorn Gold? A unicorn is hidden somewhere in the U.S.A. The clues to its location are in this adventure. The person who finds it gets a $10,000 cash prize from Metagaming. This isn't play, it's a real, live treasure hunt. You may be the one to decipher the clues, find the Unicorn and win the treasure. WARNING! TREASURE OF THE UNICORN GOLD is a programmed adventure. To play it you will need the MICROGAMEs MELEE and WIZARD for the combat and magic rules. You don't need to play to be able to try to find the treasure, but it will help. Introductory play for one to six aged 12 and up. Suitable for Solitaire or group play. Includes rules, map, counters and die.

CREDITS
Designer: Howard Thompson
Graphics: Roger Stine, Norman Royal, Trace Hallowell
Components: Paragraphs, map, 47 counters


TITLE: TROJAN WAR
PUBLISHER: Metagaming
YEAR: 1981
METAHISTORY 02
CODE: 5202
PRICE: $6.95 / $7.95
PACKAGE: boxed
GAME SCALE: Man-to-man

"And so he bit the cold bronze." (The Iliad) Can you stand with the heroes of Troy? The bloody struggle of Greeks and Trojans before the walls of Troy inspired an age. Homer's Iliad immortalized Hector, Achilles, Ajax and Helen -- whose love launched war. Now you re-fight the siege of Troy. You stand with those legendary heroes. You relive the drama that's inspired courage for three millenia. TROJAN WAR is true to its source, the Iliad. The map represents the area described by Homer. The play counters represent 56 Greek and 51 Trojan named heroes of three classes, plus chariots and status markers. Rules cover combat with bow and spear, chariots, rendering aid, rallying and intervention of the gods. There are eleven scenarios covering different stages of siege plus a campaign game of the entire eleven years. TROJAN WAR is a two player historical simulation game of the Greek siege of Troy. It recreates combat from 1200 B.C., when Greek history emerged from the mists of legend. Western civilization is molded by the ideals of that age. The warrior myths of Greece stand with the Bushido spirit of Japan and the Nordic traditions of Valhalla. We bring you this slice of history in the spirit in which it was lived. LEVEL: Average complexity for two players age 12 and up. PLAYABLITY: Scenarios play in 1 1/2 to 4 hours of rapid action.

CREDITS
Designer: G. Arthur Rahman
Editor: Keith Gross
Playtesters: Kenneth Rahman, Guy McLimore, Tony Watson
Graphics: Norman Royal, Trace Hallowell
Components: Rules, map, 240 counters, 1 1D6

Scenarios:

  1. The Deeds of Diomedes, 8 GT
  2. Short Battle, 8 GT
  3. Battle at the Ships, 12 GT
  4. Vengeance of Achilles, 8 GT
  5. Then Came the Amazon, 10 GT
  6. The Death of Achilles, 8 GT
  7. Hercules' Grandson, 8 GT
  8. Second Battle at the Ships, 11 GT
  9. Triumph of Neoptolemus, 10 GT
  10. The Bow of Philoctetes, 8 GT
  11. The Topless Towers, 12 GT
  12. Campaign Game, 12 scenarios * 10 GT = 120 GT


TITLE: WARPWAR
PUBLISHER: Metagaming
YEAR: 1977
MICROGAME 04
CODE: 3104
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Tactical
ARTICLES: Complete Book of Wargames, pp. 226-228

WARPWAR: SPACESHIP DESIGN & COMBAT... Up screens, ready Beams and Missile Tubes, Power Drive to 5! The battle is about to begin. Warpwar is a fast playing game of interstellar maneuver and combat. You select the tactics and weapon power settings. No chance is involved in the diceless combat system. You must out-think your opponent. You design your own spaceships with Beams, Screens, Missile Tubes and Power Drive. Ships move through space or jump along warplines connecting stars. To win you must capture the enemy star bases. Advanced rules introduce Systemships and technological advancement which gives newer ships an advantage. Introductory level for two players aged 12 and up.

CREDITS
Designer: Howard Thompson
Playtesters: Robert Schultz, Steve Jackson, Kenneth Schultz, Ben Ostrander, Robert Taylor.
Graphics: Gary Kalin, Winchell Chung
Components: Rules, map, 42 counters


TITLE: WARRIOR LORDS OF DAROK
PUBLISHER: Gamelords
YEAR: 1982
TFT MODULE
CODE: N/A
PRICE: $4.95
PACKAGE: booklet
GAME SCALE: Man-to-man

A WARRIOR'S PARADISE. The Province of Darok is no place for the refined, urbane sophisticate. It's a primitive paradise, where brute strength and fighting prowess are viewed as the true measure of a man. A place where a bold and fearless warrior can gain great influence or prestige, or even enter the test of challenge combat to become commander of all Darok. Darok welcomes the brave, cowards begone! Although warriors rule the province, there are many other exciting groups of characters to be encountered in Darok. There's the cult of Akhora, the worshippers of the god of war and fire who control the practice of magic in the province. It's even whispered that the seductive Akhoran High-Priestess Aleth-aan has enchanted the king. Or you might meet the rugged clansmen of the plains, who make their living by capturing and breaking the wild horses found there. In this book, players can journey to fabled Skytop, to find and tame one of the great winged steeds that reside there -- join a trail drive across the Plains of the Stallions -- or hunt for buried treasure in the war-torn borderland. WARRIOR LORDS OF DAROK is part of THE LAND BEYOND THE MOUNTAINS, a complete campaign universe for use with THE FANTASY TRIP being jointly developed and published by Metagaming Concepts Inc. and Gamelords Ltd. Each campaign pack in the series is designed to stand alone as an independent set of encounters and scenarios to test the mettle of any experienced TFT adventurer. Combined with the other releases in the series, these adventure supplements will will form a vast and changing mosaic of a world in the midst of a chaotic struggle for survival, where riches and power await the adventurer who is both wise and brave. PLAYABILITY: For 2-8 intermediate or advanced level players and a moderately experienced Fantasy Master. In addition to this book you must have THE FANTASY TRIP booklets IN THE LABYRINTH, plus either the ADVANCED MELEE and ADVANCED WIZARD booklets or the MICROGAMEs MELEE and WIZARD to play this adventure.

CREDITS
Designer: Richard Meyer and Kerry Lloyd
Graphics: Vicki Wyman, Larry Shade, Wallace Miller, Michael Watkins.
Components: Module


TITLE: WIZARD
SUBTITLE: BASIC MAGIC COMBAT RULES
PUBLISHER: Metagaming
YEAR: 1981, 4th ed.
MICROGAME 06
CODE: 3106
PRICE: $3.95
PACKAGE: boxed
GAME SCALE: Man-to-man
ARTICLES: Complete Book of Wargames, pp. 262-264

You are now a wizard... WIZARD...the basic magical combat system from THE FANTASY TRIP. Test your skill and imagination as you create real and illusionary beings and send them against your foe - or attack directly with a bolt of lightning! Successful wizards gain skill and power...losers die. WIZARD may be combined with other games and components from THE FANTASY TRIP such as MELEE (basic combat). Can you defeat swords with spells? Find out...on THE FANTASY TRIP. Introductory level for two or more players.

CREDITS
Designer: Steve Jackson
Editor: Howard Thompson
Graphics: Roger Stine, Pat Hidy
Components: Rules, map, 34 counters


TITLE: YTHRI, THE
PUBLISHER: Metagaming Concepts
YEAR: 1975
SERIES: (none)
CODE: (none shown)
PRICE: $8.00
PACKAGE: plastic bag (large)
GAME SCALE: Operational (space combat and planetary combat)

Avalon didn't want to fight. But that didn't mean it couldn't. As the Terran Empire found out -- the hard way -- when they tried to invade... They had underestimated THE YTHRI. THE YTHRI is based on Poul Anderson's Hugo Award-nominated novel, The People of the Wind. THE YTHRI is a game of invasion from space and planetary combat for two to four players. It can turn any science-fiction fan into a wargamer--and vice-versa.

CREDITS
Components: Rules, Maps, 242 counters in two colors, Tables, one Rules Addition sheet.
Scenarios: only the main game, but there are some Optional Rules