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This is a brief description of the basic rules of Fighting Fantasy, and
how they are applied here. It is not necessary to know any
of this in order to play the gamebooks on this site. In fact,
whether you are familiar with Fighting Fantasy or not, I
would recommend just having a go and referring back here only if
confused.
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The first thing that is done at the start of every
game is to obtain values for SKILL, STAMINA and LUCK.
SKILL: Roll one die and add six
STAMINA: Roll two dice and add twelve
LUCK: Roll one die and add six
Here, of course, all the dice rolling is done for you.
The initial values are important. While all three will
fluctuate throughout the game, the attributes
may rise above their initial values in exceptional
circumstances only.
Your SKILL reflects your expertise in combat, your dexterity
and agility. Your STAMINA score reflects how healthy and
physically fit you are - and should it fall to zero, you
die. Your LUCK score indicates how lucky
you are.
A standard Fighting Fantasy concept is to be invited to
Test your luck.
This involves rolling two dice. If
the result is less than or equal to your current LUCK,
you are "Lucky" and, presumably, better things will happen
than if you'd been "Unlucky". Whatever the outcome, you
lose 1 LUCK point as part of this process.
Similarly, you can also be faced with
Test your skill
or (rarely)
Test your stamina.
It's exactly the
same principle, except that no automatic deduction of a
point of either SKILL or STAMINA takes place. The other
difference is that when STAMINA gets tested, four dice get
rolled.
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There's a lot of fighting. This is the most complicated
aspect of the game. You know you're in a fight when you
see something like:
ZAGOR HIMSELF | SKILL 9 | STAMINA 8 |
Fight |
Basically, what happens is you roll two dice. The sum of
this and your SKILL is your Attack Strength. You do the
same for your opponent. Whoever has the highest Attack
Strength wounds the other. Generally this means a deduction
of two STAMINA points, but there are exceptions.
One more piece of terminology, the above process
constitutes one Attack Round. Usually you repeat until
someone's STAMINA drops to zero (death).
The software does all this for you. All you need to do here is
click on
Fight - or possibly
Escape (see below).
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Sometimes you may be given the option of running away
from a battle should things be going badly for you. However,
if you do run away, your opponent automatically gets in one
wound on you as you flee. Such
is the price of cowardice!
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Fighting More Than One Opponent
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Sometimes you may end up fighting more than one opponent
simultaneously. In these situations you choose which of
your enemies to target at the start of each Attack Round.
This is done simply by clicking on the
Fight
link next to the opponent of your choice.
The combat proceeds as described above, but you can only
inflict damage on your chosen target. Winning the attack
round against the others merely means avoiding injury.
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In the original Fighting Fantasy Gamebooks you were allowed to
Test your luck
to attempt to change the amount of
STAMINA points deducted when inflicting or sustaining a
wound in battle. However this feature has not been
incorporated here, and almost certainly never will be.
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Your possessions are displayed in a drop-down box at
the right hand side of the page, next to a button marked USE.
More often than not, the text will tell you when to use
an object and offer you a link to click on. Some objects,
typically provisions, potions and spells are used by
selecting them and clicking on USE. Note that you
cannot do this in the middle of a fight.
Here you will generally be told how to use such an item
when you acquire it. What you won't necessarily be told is
exactly when to use it, although there may be clues.
A puzzle that appears unsolvable as all
options lead to disaster may require the judicious use
of an object in the right place.
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