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Chaosium

Chaosium's Roleplaying Games: Call of Cthulhu ~ Elfquest ~ Elric / Stormbringer / Hawkmoon / Corum ~ Ghostbusters ~ Midkemia ~ Pendragon ~ Ringworld ~ Runequest ~ Superworld ~ Thieves' World

Worlds of Wonder




Lords of the Middle Sea: America Atlantis
"INTRODUCTION:
The game can be played by 2; components for 4 players are included and may be distributed in several fashions. Rules for the Basic Game come first; optional rules for the Advanced Game come later. Scenarios are supplied, or players may wish to create their own set-ups. Players will guide the fortunes of nations, acting variously as Emperor of the Nahuas, President of Mexico, First Rider of TransWyoming, or the Fisher of Wardoms: the Lords of the Middle Sea.

COMPONENTS
MAP: the game map portrays the heart of North America from Morelos in the south to lower Alberta in the north. Hexagons regularize land movement; water movement is by area. Disasters have modified the surface outline of the continent; outlines of extinct states and prov-ences will provide orientation. The depicted terrain is generally accurate, but the map exists first to influence game movement, not aid in the purchase of safe real estate. New inland terrain includes the volcanic range which instigated the planetary cataclysm; many western pluvial lakes result from greater seasonal rains..."

1978 ... 13-page rule booklet; 5 player-aid sheets; errata sheet; 252 counters; post-apocalypse poster map of North America ... The Chaosium

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Raiders & Traders: The Heroic Age of Greece
"DETAILS:
* 22 x 34 full-color map of the Aegean., suitable for display
* 16pp. rulesbook, typeset, with examples and drawings
* 300 thick, glossy counters
* 80 money pieces
* 40 player cards
* 3 scenarios, 5 set-ups

* for 1-4 players
* takes 2-5 hours playtime, varying by scenario and set-up
* easy to learn, fasinating to play, stimulating to own

Re-enact the crisis and grandeur of bronze age Greece in a spectacular boardgame tracing the coming of the Greeks and their civilization's first flower in the days of Mycenae, Achilles, and Helen of Troy! Each player acts as a royal house, seeking to impose its will upon recalcitrant neighbors through trade, alliance and the sword. Victory conditions make it possible to win without dispatching an army, but be sure to notice how your neighbor interprets events. Manage marriages and alliances over the generations; heirs increase your house's chances in diplomacy and war. Good relations with the gods can help your fertility, trade, battle, or tax base. The easily-learned and logically balanced rules system will furnish quick and lasting enjoyment.
The scenarios cover the period 2900-1100 B.C., and are graded: you'll start off with basic rules, then add to them as you progress from scenario to scenario, just as the politics of the Aegean basin grew more and more complex as the centuries passed. Play elements include land and sea expansion, piracy, war, raids, diplomacy, alliances, inter-marriages, generation of heroes, the Delphic Oracle, assistance of the gods, Cyclopean walls, how to carry off Princesses, and more. This succinct and engrossing game sketches the power relations of that ancient time in a way not done before: a strategic-level design using a spectacular full-color map of the Aegean as striking as a bird's-eye-view of the actual geography.
Game designer Donald A. Dupont is a student of archaeology and a veteran of excavations in Greece. His scholarly knowledge and flair for gaming combine uniquely. In reviewing his game TROY, the magazine FIRE & MOVEMENT wrote, "The game, the history and mythology, the graphics and the dedicated loving care obvious in the whole effort make TROY an excellent buy."

1979 ... The Chaosium

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Vive L'Empereur: Grand Tactical Miniatures Rules for Napoleonic Warfare
"FEATURES
• CLEAR, CONCISE RULES
• WELL ORGANIZED
• EASY TO LEARN
• EXTENSIVE DEFINITIONS
• SIMPLE, CLEAR MECHANICS: Concentrate on maneuver and command
• HISTORICAL BACKGROUND: Understand how and why
• ADVICE FOR THE NOVICE: Play your first game with confidence
• 1:100 SCALE: Fit opposing armies on your dining room table!
• GRAND TACTICAL SCALE: Combine infantry, cavalry, and artillery under one command
• FIGURE FRONTAGES: adaptable from other popular game systems"

1981 ... Ned Zuparko & Lynn Willis & Charlie Krank ... 58 pages + cardstock screen in centerfold ... Chaosium

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Elric: Battle at the End of Time [BOX SET]

Elric Boardgames




Worlds of Wonder

Worlds of Wonder [BOX SET]
This early universal rules set by Chaosium uses the Basic Role Playing (BRP) rules and contains three worldbooks: "Fantasy World", "Super World", and "Future World".

"Magic World: Meet magicians, warriors, rogues, and sages in Magic World. Often treasures found here bring high prices on the Wonder city market. Quests will be scheduled upon application. Some skill at arms is advised before entering this world. Magic World caves typically are crammed with life: spelunkers and explorers beware.

Superworld: You’ll be stronger, tougher, and have special powers in Superworld. If you step in front of a lightning bolt, or get trapped inside an atomic pile, or drink the wrong test tube, for superheroes are hard to kill. No foreign languages to learn; all transactions in U.S. dollars. Have a soda, smash a supervillain — everything is great in Superworld!

Future World: Thousands of years in the future, the galaxy beckons. Beyond the Empire's edge endless stars await. Get a booster shot, check your blaster, renew your passport - then stroll into Sauriki plots, corporate wars, pirate inventions, and the thrill of unknown worlds. Xenophobe adventurers should proceed with care."

1982 ... CHAO 2008-X

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