The Fantasy Trip ~ MicroGame Series ~ MicroHistory Series ~ Interplay Magazine: The Metagamer Dialogues
See Also: Steve Jackson Games
Metagaming -- best known for the Fantasy Trip -- folded in 1983. Steve Jackson, designer of the early game, started his own game company, and GURPS would later show influence from The Fantasy Trip.
Dragons of Underearth (Metagame 2)
The 3 scenarios in the back are thinly-veiled Middle Earth set pieces, including Duel of Wizards and Adventurers vs. Trolls. But the last is my favorite: Battle of the Chasm. A Greater Demon and some orcs/trolls confront a party comprised of a wizard, 2 human fighters, dwarf fighter, elf archer, and 4 halflings (one of whom has a Ring of Invisibility that requires 1 ST per round to use). Oh, and the victory conditions lay out varying degrees of a Dark Power victory or a Fellowship victory.
"DRAGONS OF 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 dice.
UNDEREARTH is Metagaming's basic fantasy role-playing system. LORDS OF 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.
COMPONENTS: Combat & Character Creation rule booklets, map, die, and play counters."
2.0 CHARACTER RECORD SHEET
3.0 CHARACTER TYPE
7.0 CHOOSING ARMOR
8.0 CHOOSING WEAPONS AND SHIELDS
9.0 ADJUSTED DEXTERITY
10.0 MOVEMENT ALLOWANCE (MA)
11.0 MAGIC ITEMS AND FINE WEAPONS (OPTIONAL)
12.0 NON-HUMAN CHARACTERS (OPTIONAL)
13.0 EXPERIENCE POINTS (OPTIONAL)
14.0 CREATING COMBAT SCENARIOS (OPTIONAL)
1981 ... Keith Gross & Denis Loubet (cover) ... MG 5102
A game of space invasion and planetary combat for 2-4 players.
CONTENTS: rules booklet (16 pages); combat table sheet; 2 sheets of counters; 2 play maps.
1975 ... Metagaming Concepts
Stellar Conquest: The Classic Game of Societies in Conflict [BOX SET]
* 17x22 inch map
* 480 die-cut space ship counters
* rules booklet
* 4 summary data reference sheets
* 78 star cards
* 8 player record sheets for colony data
"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. Competition is for control of an open galactic star cluster rich with G class suns. 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."
1979 ... Howard Thompson & Kelly Freas (cover) ... Metagaming
"This is the first in a new scries — 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." (from the back of the Ogre MicroGame booklet.)
OGRE (MicroGame 1)
Metagaming's first MicroGame is also one of the most iconic: Ogre. The cover of the 3rd printing was carried over to the Steve Jackson Games black plastic box version.
"The command post is well guarded. Tanks, armed 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.
Game components include 8 1/4" by 14" play map, 112 unit counters, and illustrated rule booklet."
1977, 1978 ... Steve Jackson & Winchell Chung (illustrations) & Brian Wilson (cover) ... MG 03-1-001
Chitin I: The Harvest Wars (MicroGame 2)
"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.
* 8 1/4" x 14" game map
* Illustrated rules booklet
1977, 1978 ... Howard Thompson & Steve Jackson & Paul Jaquays (art) ... Metagaming
Warpwar: Tactical Spaceship Design and Combat (Microgame 4)
"WarpWar is a game of interstellar maneuver and tactical combat. Players design their own ships with offensive, defensive, and movement capability. Ships move through space - or jump along the warplines that connect certain stars - to gain control of enemy base stars.
WarpWar uses a unique diceless combat system. Each player selects movement and combat allocations for his units. No chance is involved...you must outguess your opponent.
Advance rules introduce Systemships and a technology factor which gives newer ships an advantage in combat.
Game components include rulesbook, map, and counters."
1977 ... Howard Thompson ... MG 03-1-004
Rivets: Light Bopper (Microgame 5)
"The Light Bopper is a speedy ground unit thai rides on an air cushion and is powered by ramjet engine. Armed with only a low-intensity laser cannon, the LB uses ifs high speed lo elude enemy units until it can deliver a quick back-stabbing attack.
The Boppers were robotic war machines. When the war ended and everyone was dead, the Boppers kept on fighting. But what else could you expect from robots with the average intelligence of an electric can opener?
RIVETS is a tactical level science fiction game of robotic warfare in the 22nd century. The players choose their robot armies, program them, and maneuver them to destroy the computer complex that controls the enemy's robots.
Game components include this rulebook, an 8 l/4" by 14" game map, and 118 counters."
1977, 1979 ... Robert Taylor ... Metagaming
Olympica: The U.N. Raid on Mars, 2206 A.D. (MicroGame 7)
"OLYMPICA simulates the U.N. Mars raid to capture the Web Mind Generator from a heavily defended area near 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.
Components for the game include a 24 page rules booklet, play counters, and hex grided map of the Nix Olympica region."
1978 ... Lynn Willis & Paul Jaquays (art) ... Metagaming
GEV (Microgame 8)
G.E.V., sequel to OGRE, is a separate game, but wholly compatible with the previous simulation of armored combat in the next century. Stacking and terrain rules, new unit types, and the Mark IV Ogre. Scenarios include Raid, Breakthrough, Ceasefire Collapse, and The Train. Within hours, you'll be inventing your own.
1978 ... Metagaming 03-1-008
Ice War (MicroGame 9)
Game of a Soviet invasion of Alaska during the Third World War. Rules booklet, map, and unpunched counter sheet.
1978 ... Metagaming
Black Hole (MicroGame 10)
"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. Includes map, play counters and rules booklet."
1978 ... Robert Taylor ... MG 03-1-010
Sticks & Stones: Stone Age Warfare (MicroGame 11)
"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 domesticated 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."
1978 ... David Ray ... MG 03-1-011 ... B000SQXDJG
Invasion of the Air-Eaters (MicroGame 12)
Small, fun, fast playing game of the Earth resisting an alien invasion. Contents: rules booklet, map, chit sheet.
1979 ... Metagaming 03-1-012
Holy War (MicroGame 13)
"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 existance, however, they also believed that “Iife 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. It includes a 12" x 14" map representing three dimensions, a 24 page rules booklet, and 135 play counters. 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."
1979 ... Lynn Willis ... Metagaming 03-1-013
Annihilator / One World (MicroGame 14)
"Two games in one...
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. OneWorld 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 aficionado.
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."
1979 ... W.G. Armintrout & James E. Tucker ... MG 03-1-014
Hot Spot (MicroGame 15)
"Chiros was a molten, planetary hell. It was also a vital production center that vlie 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.
Components include a playing map, an illustrated rules booklet, and counters for both the crustals and combat units."
1979 ... W.G. Armintrout ... MG 03-1-015
Artifact (MicroGame 16)
"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. Includes rules, map, die and play counters."
1980 ... Glenn Williams ... MG 3116
Dimension Demons: Terror From Another Reality (MicroGame 17)
"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 Projection 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!"
1980 ... Fred Askew ... MG 3117
Lords of Underearth (MicroGame 18)
"Underearth is the ancient stronghold of the Dwarven Lords. This game covers the earthy realms full 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 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. Includes rules, geomorphic map, 84 play counters and die."
1980 ... Keith Gross & Denis Loubet (cover) ... MG 3118
Helltank (MicroGame 19)
"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 21 st 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.
Included are rules, 12x14 play map, 126 unit counters and die."
1981 ... Phillip S. Kosnett ... Metagaming 3119
Trailblazer: The Game of Exploitation Among the Stars (MicroGame 20)
"TRAILBLAZER is the space game of free market exploration and exploitation. The productive and efficient thrive beyond the reach of government. Players build their commercial dynasties 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 aquisitive 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.
2 to 4 players age 16 & up.
4 hours to days per game. COMPONENTS: Star Map, Rules, Counters "
1981 ... Greg Costikyan ... MG 3120 ... ISBN 0139262040
Starleader: Assault: A Futuristic Man-to-Man Combat Game (MicroGame 21)
"Zwaaap ... Spang! Missed ya! Rising, you fire a beam, zig-zag down the Trek Heaven's corrIdor and gIance around a corner. A portal sticks shut in a flicker. Quickly, you sprint up, activate it open, drop... and live as the Zdanthan terrorist's slug grooves your helmet. Your Mazer's beam blasts him down. The princess, eyes shining thanks, lifts her bound wrists for release. Mission accomplished!
STARLEADER: ASSAULT!™ is a game of man-to-man combat in the far future. You create characters to defend or attack the Kyrathan "Royal" class warp yacht Trek Heaven in a series of exciting game scenarios. Rules cover character actions, movement, weapon fire, body armor, gadgets, structure mapping and Jumping. Action is fast, realistic and fun.
STARLEADER: ASSAULT! is the basic character weapons combat module of the STARLEADER future role-playing game system. Rules cover combat within structures. After this game try STARLEADER: WARPSHIPS™ for simultaneous character and Warpship combat."
1982 ... Howard Thompson & David Deitrick (cover art) ... MG 3121
Rommel's Panzers (MicroHistory 1)
"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. Includes rules, map, die and play counters."
1980(?) ... MG 3301
Ram Speed: Naval Warfare in the Bronze Age (MicroHistory 2)
"The galley's bronze beak surges forward, curling up two salty sprays. Sweating muscles strain to lash, pulling heavy oars to rams-speed's gasping beat. With rending crash and splintered timbers snapping, the metalled beak staves in hull, smashing rowing banks. Sheaves of arrows flashing 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, utilizing a point system. Hulls, rowing banks, missile weapons and boarding parties are all included. Combat covers ramming, shearing, grappling, boarding and missile attacks. RAM-SPEED 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. Components: Rules, play counters, map."
1980 ... Colin Keizer ... MG 3302
Stalin's Tanks: Armor Battles on the Russian Front (MicroHistory 3)
"The Nazi invasion of Russia destroyed more lives than any war in history. For the common soldier it meant unsurpassed suffering. Great battles were fought in ice, mud, dust and exhaustion. The tank became 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 simluation of armored warfare on the Russian front and is compatible with ROMMEL'S PANZERS.
Introductory level for two players.
Includes rules booklet, play counters, map and die."
1981 ... Roger Damon ... MG 3303
Fury of the Norsemen (MicroHistory 4)
"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. Includes rules, map, counters and die."
1980 ... Kevin Hendryx & Pat Hidy (cover) ... MG 3304
Fire When Ready: Warship Combat From The Pre-Dreadnought Age (MicroHistory 5)
"Naval battles have always been a bloodbath. Brave men desperately fight their proud ships amidst shell-fire and death. Before aircraft carriers, before Battleships, before Dreadnoughts there was an age of iron and coal and steam, of guns and men and death as sailors learned the new future of iron ships at sea.
FIRE WHEN READY puts you in command of those ships. From Manila to Tsushima you command in a playable, fast-paced recreation.
FIRE WHEN READY has two player, solitaire, and multi-player scenarios with basic and advanced rules. Scenarios cover Britain vs. France, Germans vs. Dewey, the Chinese vs. Japanese Battle of the Yalu, U.S. vs. Spain at Santiago, and Russia vs. Japan at Tsushima.
Playability: One to Four Players Age 12 and up 30 Min. to 2 Hour Play
Components: Rules, Map, Ship Counters."
1982 ... MG 3305
Interplay Magazine: The Metagamer DialoguesInterplay, Issue 1
INDEX: Editorial by Trace Hallowell; Coming Distractions by Howard Thompson; The Silver Dragon's Secret by Thomas Davidson; Crossroads: Cidri by Guy W. McLimore; Vagabond Thief! by Jerry Epperson; Advanced Wizards - A Few More Spells by David Doucette; More Creation Gems for TFT by Ron Hopkins; THE AIR-EATERS STRIKE BACK: A Designer's Introduction by Keith Gross; A Designer's Introduction to ROMMEL'S PANZERS by Roger Damon; THE LORDS OF UNDEREARTH Designer's Letter by Keith Gross; more.
May/June 1981 ... 34 pages ... Metagaming
Interplay, Issue 2
CONTENTS: Fetterik's Letter by Dave Burnett; Crossroads: Cidri by Guy W. McLimore, Jr; Spells by Ian Bell; TFT: Wild West by Fred Askew; LORDS OF UNDEREARTH Scenario Notes by Keith Gross; STICKS & STONES Scenario Notes by Larry Blincoe; STALIN'S TANKS Designer's Introduction by Roger Damon; ONE TUB BILGE by Some Turkey; more.
July/August 1981 ... 35 pages ... Metagaming
Interplay, Issue 3
CONTENTS: Contest Announcement; TREASURE OF UNICORN GOLD Designer's Notes by Howard Thompson; A Dragon of a Different Color by Ron Hopkins; The Vampyre by John Sullivan; TFT: Questions & Answers by Ron Hopkins; The Aliens (AIR-EATERS background) by Keith Gross; Turkey Tournament Report; STALIN'S TANKS Designer's Intro, Part 2 by Roger Damon.
Sept/Oct 1981 ... 35 pages ... Metagaming
Interplay, Issue 4
CONTENTS: Be A Metagaming Designer; TFT Contest; TFT Crossroads Cidri by Kevin Hendryx; TFT Crystal Ball Glimpses by William Gustafson; TFT: Expanded Priest Talent Paul Manz; TFT: Question & Answer by Ron Hopkins; TFT: Martian Vanguard Class by Chad Brandt; COMMAND AT SEA Design Notes; COMMAND AT SEA Errata; more.
Nov/Dec 1981 ... 34 pages ... Metagaming
Interplay, Issue 5
CONTENTS: UNICORN UPDATE; TFT: PHYSICKER REVIVAL by Don Rollins & John Sullivan; TFT CONTEST; TFT QUESTIONS & ANSWERS by Ron Hopkins; TFT: WINTER ON CIDRI by Richard Parsons; TFT: A NEW SUMMONING SYSTEM by Ron Hopkins; TFT: IRON FIST by Thomas Cornwell; HITLER'S WAR DECISIONS by Roger Damon; UNOFFICIAL WARPWAR VARIANT by M.R. CAMWELL; DESIGNER REMARKS: FURY OF THE NORSEMEN by Kevin Hendryx; SCENARIO NOTES: ROMMEL'S PANZERS by Roger Damon & David Hart; more.
Jan/Feb 1982 ... 32 pages ... Metagaming
Interplay, Issue 6
CONTENTS: REQUIEM FOR A GOLDEN AGE by Howard Thompson; TFT CONTEST; TFT: BUGHOUSE by Bob Hensle; TFT: ADVANCED WIZARD SPELLS by Greg Sharp; TFT: MASTER OF AMULET ERRATA; TFT: PUZZLE by Phil Rennert; TFT: QUESTION & ANSWERS by Ron Hopkins; TFT: TURKEY QUEST By Some Turkey; TROJAN WAR: A NEW ORDER OF BATTLE by Glen Rahman; FIRE WHEN READY: DESIGNER NOTES by Michael Barnhart; more.
March/April 1982 ... 32 pages ... Metagaming
Interplay, Issue 7
CONTENTS: RAMSPEED: EXPANSION & COMMENT by Kyle L. Davies; CROSSROADS CIDRI by Dana Holm; THE FINE ART OF QUESTIONING by Bryon Godfrey; TFT: QUESTIONS & ANSWERS by Ron Hopkins; TRAILBLAZER RECORD SHEETS by Robert Kirk; TFT CONTEST RESULTS; TFT: POLE WEAPONS by William Gustafson; MURMURING FROM ... IN THE LABYRINTH by William Gustafson; TFT: DAGGERS & GAMBLING by Joel Conner; more.
May/June 1982 ... 32 pages ... Metagaming
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