A Bookgame is a text adventure based on the Fighting Fantasy system.

Skill, Stamina, and Luck

Roll one die. Add 6 to this number and enter this total in the Skill box on the Adventure Sheet. This is your initial Skill. In this adventure, your Starting Skill is less, because you are unarmed, but you will have the opportunity to arm yourself (see the “ Weapons ” section). Roll both dice. Add 12 to the number rolled and enter this total in the Stamina box. There is also a Luck box. Roll one die, add 6 to this number, and enter this total in the Luck box. For reasons that will be explained below, Skill, Stamina, and Luck scores will change constantly during your adventure. You must keep an accurate record of these scores and for this reason you are advised to either write small in the boxes or to keep an eraser handy. But never rub out your initial scores. Although you may be awarded additional Skill, Stamina, or Luck points, these totals may never exceed your initial scores, except on very rare occasions when you will be instructed on a particular section. Your Skill score represents your general fighting expertise; the higher the better. Your Stamina score reflects your general constitution, your will to survive, your determination and courage; the higher your Stamina score, the longer you will be able to survive. Your Luck score indicates how naturally lucky a person you are. Luck and evil are facts of life in the devilish domain you are about to explore.

Battles

You will almost certainly come across sections in the story that instruct you to fight ghosts, ghouls, men, and beasts. An option to flee may be given, but if not or if you choose to attack anyway you must resolve the battle as described below. First record the creatures Skill and Stamina scores in the first vacant Evil Encounter Box on your Adventure Sheet. The scores for each creature are given in the appropriate section each time you have an encounter. The sequence of combat is then:

1) Roll both dice once for the creature. Add its Skill score. This total is the Creatures Attack Strength.

2) Roll both dice once for yourself. Add the number rolled to your current Skill score. This total is your Attack Strength.

3) If your attack Strength is higher than that of the creature, you have wounded it. Proceed to step 4. If the creatures Attack Strength is higher than yours it has wounded you. Proceed to step 5. If both Attack Strengths are equal, you have avoided each other's blows, start the next attack round from step 1 above.

4) You have wounded the creature, so subtract 2 points from its Stamina score. You may use Luck at this stage (see below)

5) The creature has wounded you, so subtract 2 points from your own Stamina score. Again you may use your Luck at this stage (see below).

6) Make the appropriate adjustments to either the creatures or your own Stamina scores. (and your Luck score if you used Luck, see below).

7) Begin the next Attack Round by returning to your current Skill score and repeating steps 1 to 6. The sequence continues until the Stamina score of either you or the creature you are fighting has been reduced to zero (death).

Escaping

On some pages 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 (subtract 2 STAMINA points) as you flee. Such is the price of cowardice! Note that you may use LUCK on this wound in the normal way (see below). You may only escape if that option is specifically given to you on the page.

Fighting More Than One Opponent

In some situations you may find yourself facing more than one person or creature in combat and will have to fight them all at the same time! When you find yourself fighting multiple opponents, each adversary will make a separate attack on you in the course of each Attack Round, but you can choose which one to fight. Attack your chosen target as in a normal battle. Against any additional opponents you roll the dice for your Attack Strength in the normal way; if your Attack Strength is greater than your opponent's is, in this instance you will not inflict any damage; you can regard it as if you have parried an incoming blow. If your Attack Strength is lower than your adversary's is, however, you will be wounded in the normal way.

Luck

At various times during your adventure, either in battles or when you come across other situations in which you could either be Lucky or Unlucky (details of these are given in the relevant pages themselves), you may use LUCK to make the outcome more favourable to you. But beware! Using LUCK is a risky business and, if you are unlucky, the results could be disastrous. The procedure for using your luck is as follows: roll two dice. If the number rolled is less than or equal to your current LUCK score, you have been Lucky and the outcome will be in your favour. If the number rolled is higher than your current LUCK score, you have been Unlucky and will be penalised. This procedure is known as Testing your Luck. Each time you Test your Luck, you must subtract 1 point from your current LUCK score. Thus you will soon realise that, the more you rely on your LUCK, the more risky this procedure will become.

Using Luck in Battles

On certain pages of the book you will be told to Test your Luck, and will be told the consequences of your being Lucky or Unlucky. However, in battles you always have the option of using your LUCK either to inflict more serious damage on an opponent you have just wounded or to minimise the effects of a wound you have just received. If you have just wounded an opponent, you may Test your Luck as described above. If you are Lucky you have inflicted a severe wound; deduct an extra 2 points from your opponent's STAMINA score. However, if you are Unlucky, however, your blow only scratches your opponent, and you deduct only 1 point from your opponent's STAMINA (instead of scoring the normal 2 points of damage, you now only score 1). Whenever you yourself are wounded in combat you may Test your Luck to try and minimise the wound. If you are Lucky, your opponent's blow only grazes you; deduct only 1 point from your STAMINA. If you are Unlucky, your wound is a serious one and you must deduct 1 extra STAMINA point (i.e., a total of 3 points from your own STAMINA). Remember: you must subtract 1 point from your LUCK score each time you Test your Luck.

Skill

Your SKILL score will not change much during the course of your adventure. Occasionally a paragraph may give you instructions to increase or decrease your SKILL score, but it may not exceed its Initial value unless you are specifically instructed to the contrary. At various times during your adventure, you will be told to Test your Skill. The procedure for this is exactly the same as that for Testing your Luck: roll two dice. If the number rolled is less than or equal to your current SKILL score, you have succeeded in your test and the result will go in your favour. If the number rolled is higher than your current SKILL score, you have failed the test and will have to suffer the consequences. However, unlike Testing your Luck, do not subtract 1 point from your SKILL each time you Test your Skill. Your SKILL score can never exceed its initial value unless specifically instructed on a page. Drinking the Potion of SKILL (see later) will restore your SKILL to its initial level at any time; except when engaged in a battle.

Stamina

Your STAMINA score will change a lot during your adventure. It will drop as a result of wounds received through combat, or by falling foul of traps and pitfalls; and it will also drop after you perform any particularly arduous task. If your STAMINA score ever falls to zero or below, you have been killed and should stop reading the book immediately. Brave adventurers who wish to pursue their quest must roll up a new character and start all over again. There will be (rare) occasions when you will be told to Test your STAMINA. The procedure for this is a little different from the procedures required when Testing your Luck or Testing your SKILL; and is as follows: roll four dice. If the number rolled is less than or equal to your current STAMINA score, you have succeeded in your test and the result will go in your favour. If the number rolled is higher than your current STAMINA score, you have failed the test and will have to suffer the consequences. However, unlike Testing your Luck, do not subtract 1 point from your STAMINA each time you Test your STAMINA. You can restore lost STAMINA by drinking Healing Potions. You start the game with ten of these potions. You must keep track of how many potions you have left by filling in the details in the Healing Potions box of your Adventure Sheet. Each time you drink a potion you may restore up to 4 points of STAMINA, but remember to deduct 1 potion from your Healing Potions box. You may stop and drink any number of Healing Potions (as many as you have left in fact) at any time except when engaged in a battle or, of course, when you have run out. Your STAMINA score may never exceed its initial value unless specifically instructed on a page. Drinking the Potion of Strength (see later) will restore your STAMINA to its initial level at ant time; except when engaged in a battle.

Luck

Additions to your LUCK score may be awarded in the adventure when you have been particularly lucky or created your own luck by some other action. Details are given, where appropriate, in the paragraphs of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its initial value unless specifically instructed on a page. Drinking the Potion of Fortune (see later) will restore your LUCK to its initial level at any time, and increase your initial LUCK by 1 point.

“ In the Bookgame all of the above is done by the game, all YOU have to do is make the right decisions... ”
- Patrick