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Imagine Magazine #01

IMAGINE™ Magazine, published by TSR Hobbies (UK) Ltd., aims to cater to role-playing game enthusiasts, providing articles, reviews, and creative content related to gaming. The first issue features a beginner's guide, a mini-module for Dungeons & Dragons, and various contributions from artists and writers. The magazine seeks to introduce new players to the hobby while also offering advanced insights for experienced gamers.

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Jean Aymarre
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0% found this document useful (0 votes)
83 views52 pages

Imagine Magazine #01

IMAGINE™ Magazine, published by TSR Hobbies (UK) Ltd., aims to cater to role-playing game enthusiasts, providing articles, reviews, and creative content related to gaming. The first issue features a beginner's guide, a mini-module for Dungeons & Dragons, and various contributions from artists and writers. The magazine seeks to introduce new players to the hobby while also offering advanced insights for experienced gamers.

Uploaded by

Jean Aymarre
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
Xm mee tie ork) The Beacon At Enon Tor, a Basic mini-module Aids for beginne1 ‘The Basic Set starts your jour Ahrough enchanted lands of dragons and magic. Advance your skill ‘add to your excitement with the Dan” Expert Set. No. 1 ‘April 1983) Published by TSR Hobbies (UK) Ltd. Editor Keith Thomson Assistant Editor... Paul Cockburn Editorial Assistant...... Kim Daniel Art Supervisor ....... Philip Kaye This month's contributing artists: Rodney Matthews Philip Kaye lan Williamson Tanya Long Jeremy Goodwin Dani Kaye Geoff Wingate Pete Young Simon Senior IMAGINE™ Magazine e published monty by TSR Hobbies (UK) Lis The Mil, Rathnore Rose, CAMBRIDGE Ei 44D. Telephone 0225 212617, Telex 81876" IMAGINE Magazine is available from all good hobby shops and geod newsagents is also fvalloble direct from the publisher By Indvduel subscription The subscription rate Beck iatues of IMAGINE Magazine, where Stl avaiable, canbe bough directly rom tho publisher for the prea of £1.25 ne postage fina packing) Payment must accompany all ‘orders one or more saues in an order are ut of print a credit note wl bo substituted Wwihieh may be exchanged for sash oF ‘erehancige from the publisher wll Be primed on the suber Iabel Changos of arose must be nated the publaher at least 30 days before the "0 ensure uninterrupted ‘ll material published in IMAGINE Magazine becomes the exclusive property of th publisher peice to publication, unless special Brrangements ate made to the contrary in IMAGINE Magazine welcomes unsalted Submissions of written material nd artwork Stalltimos However, no submissions wil be ‘etuinod unless aseompanie by stamped ‘eltadressed envelope of eulicent ne Imisions Published meter willbe pai for IMAGINE is a vegistered trade mark for the IMAGINE Adventure. Games: Magazine. All "ight onthe publication ofthis magazinn are ‘eservod, and nothing may be raproduced in ‘whale arin part without the writen congent ofthe publisher. Copyright © 1983 by TSR IMAGINE Magazine gratefully acknow- sdges the support offered by its sation, DRAGON™ Ine, PO Box 756, Lake Geneva, Wisconsin 53147, USA. Articles appearing in IMAGINE Magazine may have previously appeared in that publication Gentle Reader, You are now perusing the very first issue of the new magazine published by our sister company, TSR Hobbies (UK) Ltd. The same people whe have brought you the remarkable and successful DUNGEONS & DRAGONS® fantasy role-playing game, and a host of other products as well, are now setting forth with their own creative efforts in earnest! Because this venture is new, | wished to make some small contribution. Itis a signal event, after all, and when this issue and the ather early ones become collectors” items, there ile! In any event, hope you will enjoy my article on The Barbarian’ which | prepared recently and will appear next issue. This magazine will principally cater to the thousands of role-playing game enthusiasts in the United Kingdom, and the rest of the world too. its contents will stress new ideas, information, and new products. The Kindly Editor informs me that reviews will cover not only games but books, video and films as well. The aim is to provide you with every sort of information and idea you want to know about. | believe that this aim will be achieved. I predict IMAGINE™ magazine will quickly become the leader in its field in the UK. I look forward to reading each new issue and hope to have the pleasure of ‘being able to contribute from time to time. May you enjoy reading it and find that ‘ts contents increase your skills as well. The promised articles and mini-modules are certain to provide just what you have been looking for. Regards, Gary Gygax President, TSR Hobbies, Inc. Dear Reader, The gaming hobby in the UK is growing at a spectacular rate. Whereas five years ago those who enjoyed gaming as a leisure activity could probably be counted in hundreds, today there must be many thousands. There is no doubt that the DUNGEONS & DRAGONS game - which has been described as ‘the fastest growing game in the Western world’ ~ has been the main agent of this growth. Technology, too, has played its partin this expansion. Five years ago the video game was rarely met outside the amusement arcade and the notion of a powerful computer with its potemtial for handling quite sophisticated games, falling within the family budget was unthinkable. The increasing popularity of these products runs parallel with a strident demand for more and more sophistication. These games represent, in a way, the extremes of the spectrum. The lectronic games rely absolutely on sophisticated engineering and in contrast the DUNGEONS & DRAGONS game requires so little equipment that even the traditional game board is redundant. IMAGINE magazine is for allthe people at and in between these extremes and particularly for those involved in adventure gaming. Though, inevitably, there will be some concentration on the DUNGEONS & DRAGONS games as the most popular, this willbe far from the only topic. First and foremost will be the principal ‘message - gaming fs fun. I wish you every enjoyment of this magazine and of your gaming. Don Turnbull for TSR Hobbies (UK) Lid. The Beginners’ Guide to Role-Playing Games, our feature for the new player, with Nic Novice 14 Stirge Corner, by Roger Musson, a guide for the inexperienced player........ 7 QB-161-01: Antares, by John E. Black. Original Science-Fantasy fiction ... a) Mluminations, news from the world of games 14 Book Reviews, by David Pringle . . IMlusionary Script, challenging mindbenders .19 The Beacon At Enon Tor, by Mike Brunton, Beginners’ Introductory Basic D&D® Mini-Module for 4—7 Ist level characters.......-.+-0+00++ 21 Elric and Moonglum, by Rodney Matthews ... Players’ Association News. A magazine within a magazine, edited by Graeme Morris. PAN Pipings si Turnbull Talking . 32 Dispel Confusion . a2 Rubic of Moggedon 34 Tavern Talk, by Pete Tamlyn .........---+ 36 Games Reviews, adventure games under the spotlight ......- 36 Figure Painting, by Mike Brunton Tips on how to get the best results from your figures... Letters, Fanzine Rey ws, Club News & Forthcoming Events ....... 44 The Sword of Alabron, Cartoon Adventure by lan Williamson THIS MONTH’S FEATURES * Three pages devoted to the new player — our regular commitment tothe growth of our exciting hobby — including Roger Musson’s tips on getting the most out of the D&D® game. * QB—161—01: ANTARES. Is this what role-playing will be like in the far future? While Cowin is adventuring in the dream-world of Antares, his wife is plotting his real-life death. This exciting Science Fantasy short story by John E. Black is complete in this issue. * The Beacon At Enon Tor. A new D&D mini-module set in a wizard’s laboratory. An exciting adventure for 4—7 players. * Players Association News. PAN now lives within the pages of IMAGINE™ magazine, with its regular features and special offers for PA members, and, of course, Rubic of Moggedon. * Cartoon adventure — the quest for the Sword of Alabron. Our hapless adventurers set off to find the legendary Sword of Law. a ME ee nce. Finding the right words to say at the beginning of a new adventure like this is a difficult task. There are so many things to introduce, so many exciting ideas to describe, that we could fill a48 page magazine like this with the editorial alonel Allof us here at IMAGINE™ magazine hope that we have hit the right blend. We have had scores of letters with ideas for the magazine sent to us from players over the last few months. Of Course, some of the ideas were contradictory. We think the magazine will show we have listened and give players the advanced information and games ideas they ask for. IMAGINE magazine is aimed at a wider audience than just existing players, however. There are millions of people still to be introduced to the world of role-playing. This magazine will try to make that introduction a little easier, with regular features aimed at the new player and the potential player. Of course, both players and non-players alike will enjoy the short stories and the exciting artwork we will be bringing you. It is our intention to publish fiction of the highest quality from British and American authors, some famous, others not so famous. In this issue we introduce John E. Black, a young writer of considerable promise, who has seen his work appear in several periodicals of different types. His first novel has yet to be published. This issue's front cover, by the brilliant artist, Rodney Matthews, is the first in a line-up of breathtaking artwork, representing the best in SF/Fantasy illustrations. FORTHCOMING FEATURES Every issue of IMAGINE magazine will be packed full of information and entertainment, Each will havea complete game insert, the Pla beginners and a complete news and review: features in the next few issues: * The Barbarian. A new, official AD This is the most important additi 'yers Association News insert, three pages for s service. In addition, look for these special &D™ character class from Gary Gygax. on to the AD&D game since the FIEND FOLIO™ Tome. Appearing in issue 2, with a new mini-module to introduce the barbarian into your games world. * CINDERELLA SWITCH, a short story by Anne McCaffrey, author of the Dragonriders of Pern series. Never before Published in the UK. Appearing in issue 4, * LORE, LAY and LEGEND, by Carole Morris. A look at the myths behind the monsters and beings in the D&D game. Appearing in issue 5. S_0Vvi SSN \\" eu umn Yon en osm a ome 0 “Sword in hand, Brumhold | head of the ducking goblin. kickedin the door. Henodded | Another goblin recled back, in satisfaction as it thudded | limbs flailing, under the Fanta. lterature abound intothe wall Acrossthe room | impact of the lve's mace. van eh tales — bit the he faced six goblins, their evil deeds of brave warriors, devout eyes glowed red in the flicker- | With a cry of arcane words clerics, arcane spell casters and ing torchlight. A half smile | and mystical passes, Sarak cunning thieves are not restricted to crossed his scarred face at the | unleashed his power. That ||) i the novel. The players of fantasy role- thought of action. By his side | instant the battle was over. playing games can participate in many stood Jolinda,a warrior priest- | The goblins’ eyes gazed as different adventures, experiencing the ss, ready to deal death to the | they fell to the floor asleep. See On aiieoenes Spawn of Chaos. The bins fe pees rr mu Relieved by the outcome, TsO ee renee curgeon Lemmy,athiefby trade, hung | Lemmy stepped towards the iain, Hn oteaioutow erg nd fun back by the door. Not forher | goblins only to be stopped the game acording to the rules. The other the risk of death on the end of | halfway by Brumhold. A brief players each take the role of a fictional fa goblin spear, there were | argument ensued, but Lemmy figure, like an actor taking on the part of a easier ways to get rich. She | and Jolinda’s cold logic won character in a play. Jon is playing @ fighter; Anne, a cleric; Terry, a thief; and the corridorand theroomand | honour — the goblins were eee anaes es inithe: dungeon, tha players have just approached a large stood prepared for flight if | swiftly despatched. A search Glevour date Terryietttat Iinened arthé | Sr staan eich oe bane | eat ere ete eg tenvane Tecate "oen dor Tryin stn Brumholdcursedashissword | Witha grin Lemmy placed the Jon — ‘Vl kick in the door.” swung harmlessly over the | key in the lock...” Jon's fighter has a high strength increas- ing his chance of opening the door. Sue secretly rolls a dice and the throw is sufficient to open the door. She now quickly checks her room description to ‘see what the room contains. ec IN THE GNMES SHOP NIC FACES A BEWILDERING: : [oan - 'ASGORTENT OF GAME: AE BOARD ‘AND PLAYING (WELL WE STOCK LAROE SELECTION, FANTASY SETTINGS ARE THE MOST ]POPULAR, FOLLOWED By’ SCIENCE J PIRATES, COMBOS, ne ‘AND HISTORICAL ONES. } MM SECRET AGENTS, EVEN ALL YU NEED TD WZ GANGSTERS // BEGIN PLAYING. VUZE ice | Sue — ‘The door flies open revealing a small, roughly hewn room, dimly lit by a flickering torch in the north wall. | Knowing the rules for surprise, she rolls ‘two dice; neither side is surprised by the presence of the other. Sue — ‘Around the table are six small j_voly human-like creatures with grey skin | and red glowing eyes. They grab their {weapons and move oattack you shouting as they come!” Jon — ‘Goblins! This should be easy. II attack the nearest one. Anne —‘Vllhit one with my mace.” Terry —‘'mgoing to watch the corridor to make sure nothing takes us from behind.” Alan — ‘I'm casting my sleep spell Jon — "Make sure you don't sleep us by mistake. ‘Sue — ‘Before you or the goblins can act! require an initiative throw. ll roll for the "goblins and one of you roll for your side, the highest score goes first VEZ I WZ * ‘Anne —‘A six! ‘Sue — ‘Okay. You go first, the goblins ‘only got a one. Fighters.can attack and the magic user can cast his spell.” Jon rolls @ die and Sue checks it on @ special combat table; the throw, however, isnot high enough andJon misses, Anne does better, scoring a hit, she now rolls @ second die to see whether she kills the goblin or merely wounds it. Sue checks the damage rolled by Anne against the goblin’s statistics and discovers that the ‘goblin is killed instantly ‘Sue — ‘Jon, your goblin ducked beneath your sword, but Anne, you killed yours easily Knowing how Alan's sleep spell works, ‘Sue asks him torroll two dice andtotal the scores, Alan — ‘Fivel’ ‘Sue—'Welldone. The remaining goblins fall to the floor in a deep sleep, Terry — ‘My thief will cut their throats and go through their pockets, eS Zi i By Jon —Hang on! You can’t do that. They're defence- less. I's not right! Terry —'Look. They're evil and they're not ‘g0Ing to sleep forever!” ‘Anne — ‘Yeah, kill them. We can't leave them here. They may attack us later, and the world will be a better place without them anyway. Jon — ‘Well, | don’t know. | suppose we have to get rid of evil but 'd rather do itin a fair fight." ‘Alan — ‘T'll search the room for chests or anything else that’s interesting.” ‘Sue — ‘You find an iron bound chest Under the table.” Terry — ‘When I've killed the goblins II search them for a key.” ‘Sue — ‘Okay. You find & silver pieces, a length of string and a key.’ Terry — ‘Ill see if the key fits the lock on the chest. it may contain gold, gems, and even magic.” ROLE PLAYING GAMES DON'T USE A BOARD. THEY DONT RESTRICT YOU MOVING ARCUND BY THROWING DICE. THE RULES AID IN THE CREATION OF YOUR, |CHARACTER Ato SURRY GUIDELINES FOR DIFFERENT ADVER ‘A FANTASY HERO BATTLING FEARSONIE MONSTERS AS SOU STRUGELE TO BECOME MORE POWERFUL... TRVELLER@SIVES YOU THE UNIVERSE WITH ALIEN WORLDS| (n EXPLORE AND STARSHIPS TO FLY/, eos JGUNSLINGER ORA SHERIFF OUT 70 ‘CLEAN UP* THE TOWN... OR MAYBE YOU FANCY’ BEING A SAMURAI FOLLOWING THE CODE OF BUSHIDO IN JAPAN! S15 ge CONTINUED. TUNNELS & TROLLS Enter worlds of heroic fantasy, magic and adventure, Tunnels & Trolls will ransport you to ‘Unexplored planes of existence where amazing ‘experiences await you — either as an individual or as part of @ group. And the rules «don't get in the way. So come, brave warrior, @ ‘whole new world awaits you, Tunnels & Trolls Boxed set £6.95 Tunnels & Trolls Rules only £3.95 A SELECTION OF OUR SOLO ADVENTURES reno ata ry 2 = “GM CONTROLLED DUNGEONS. [ROCKET SOLO) cl Uns Underground £150 Catcembs ofthe ear Cut £2.00, Goblin Lake oe Circe of to WEW FROM FLYING BUFFALO BERSERKER ing and colourful board gar med foreas of mankind n 3 struggle jadnoughis from space ‘ging Berverkore, fee of conflict. Component racking Sneots, full colour {and die, Complexity level Fairly exsy to interme [AVAILABLE NOW - only £7.95 Edict-—— THE MORROW PROJECT i i a Eros peter e obs rt 0 last fight for survival in ‘exciting ‘SPECIAL OFFER When replying, ifyou will kindly teil us where you saw this ed, we'll sond you a TUNNELS & TROLLS Pencil with your order. ABSOLUTELY FREE We are a UK distnouors forthe compet ranges a games Hor ‘CHAOSIUM PRODUCTS "STEVE JACKSON GAMES. MIOKEMIA PRESS "ADVENTURE GAMES INC ‘Send SAE lo caloque ana price st PO Box 100, Bath Street, Walsall, W. Midlands Chronicle MINIATURES UNIT 14, ENGINEER PARK, FACTORY ROAD, SANDYCROFT. CUNY Gh5 200. Ta: (O2ad) §37012/380226, ADYENTURERS = = i (CES) FIGHTER w TWO HANDED AXE 289 Gris PeMatecueRic 28 cE LEnPHANDED Gite | ES FEMALE FIGHTER 2p ANTETYPES - 3A) RUFFIAN THEE cima wntckt ustiik 230 GEG. Rorrias Tine w SCINTAR A DAGGER 2p opps & Bobs. eS Cha TREASURE: eH MONSTERS! Cut ZOMBIE 280 CMe 6 ARES | han TROLL a hal siTones — ALi ees Eis” SHAMAN, MI StkuoAnD BEARER, GIANT ORCS ETC case “KOBOLD 2 VARS. Chaka KopoLD W To HANDED WEAFON WARS RUC KONOLD SHAMAN JOVE ARE JUST A SELECTION OF OUI 38mm FANTASY RANGES Rip FOR FULICLISTS WITH DETAILS OF NBWRELEASES AS WELL AS] BETA OF New OC ARMIES — FROM SMALL GROUPS TO GIGANTIC HORDES LIN SETS. 13 FIGS, ALL DIFFERENT PL1OSAVE SS MAIL ORDER, PLEASE ADD 10% p&p (min, 25p) OVERSEAS PLEASE ADD 33% SURFACE & EUROPEAN: 50% ATRMAIL STOCKISTS OF:- ALL LEADING MAKES OF WARGAMES, FANTASY GAMES FIGURES. FANTASY & MILITARY. BY CITADEL AND MINIFIGS. 35 HIGHLAND ROAD SOUTHSEA SEND 20p STAMP FOR + PORTSMOUTH-HANTS POSTAL CATALOGUE. P04 9DA OVERSEAS 50p. (0705)-733208 1 can still remember my sight of the rules for the ori D&D® game. Accustomed as | was to more conventional games | found it quite bewildering, and wondered what on earth it was all about. No doubt there are plenty of other people who have had the same initial reaction. Indeed, many potential play- ers may have been put off by their first, hostile impression, and never investigated the game further. Alter- natively, they may have been put off by the sheer length of the rules. Imagine someone weaned on board games where the rules are written in large print on the inside of the box lid ‘coming across the Players Hand- book, the Monster Manual and the Dungeon Masters Guide, or even the 64-page Basic D&D rules booklet sitting side-by-side on the games- shop shelf. ‘Do | have to readall that?’ he asks in amazement, and passes on, As it happens, the D&D game is a very easy game to play, even for the Rovice, who, at worst, need only worry about one spell ata time. There- fore, the answer to my hypothetical gamer’s question, probably to his great suprise, is ‘Nol’ A game so What kind of game is this, where you don't need to knowall the rules? It’s a role-playing game; a game so differ- ent from other types that a certain shift of attitude is necessary for the gamer to be able to appreciate it properly. Perhaps this is the obstacle that stands in the way of newcomers tothe D&D game, or toany other role- playing game system. They fail to realise that they are dealing with more than just a new game. Role- playing games, (RPGs hereafter) are ‘a new concept in games. Once this has been grasped, all becomes easy to understand The best way to become acquainted with the game is to join a group of experienced players and see the game demonstrated in practice. How- ever, if youdon’tknow anyone in your area who plays, this may not be practical. Therefore in the course of this column, | intend to try and outline some of the general principles of the D&D game to get you on the road. A simple definition is difficult Let me startoff with the most general point of all: what is a role-playing game? A page for the not-so-experienced adventurer by Roger Musson This is not such a simple issue as one might think. From some of the things. ve read in games magazines, it is clear that there are people who don’t really understand the term, and since ‘a misunderstanding of the nature of RPGs is certainly not going to help one’s understanding, it seems worth- while to get things clear from the start. The definition that | have come ‘across occasionally is that an RPG is one where each player takes the role’ of a character and makes decisions for that character in the course of the game. That is true, but it is not a complete definition. Using a definition like this, people have called games like Avalon Hill's. Magic Realm and Philmar's Sorceror’s Cave role-playing games. Fine games they are, but RPGs they are not. If this definition were correct, then the first role-playing game would be Cluedo; one player takes on the Persona of Miss Scarlet, another that of Colonel Mustard and soon. Cluedo is no RPG for that, buta conventional board game. Asimple definition is very hardto find and it is nearly impossible to put down rigid boundaries that would separate all RPGs from all other games. Since it is true of RPGs, we can add to our previous definition to get closer toa true interpretation. The great distinction between RPGs and other games is that ina true RPG any action that is realistically open to the characters portrayed in the game, may be taken by the players. The only bounds governing the choice of action of the players are the bounds of feasibility; the bounds are not limited by the rules. This is a considerable departure from normal game practice. In most games the rules are specifically there to tell you what actions you may take. In an RPG the players must consult their imaginations, not the rulebooks, for the best course of action. The rules are there tohelp resolve the results of players’ actions where the result is Rot immediately obvious. A player may choose to slay a sleeping goblin; the result is obvious — dead goblin. On the other hand, if he fires an arrow ata fleeing goblin, it is harder to say off-hand what would happen, so the rules supply guidelines to help you. These are known as combat rules, This is what gives an RPG its scope. If a player elects to do something in a non-RPG for which there is no rule, he simply can’t. Inan RPG, unless the action is obviously impossible, he can, and the referee must sort it out, making up guidelines on the spot if need be, No restrictions The implications of this are wider than might be apparent. A goblin ina boardgame is no more than a card- board counter. You might be able to do two things, kill it or evade it. Ina D&D game you can talk with it, trail it toits lair, capture it, sell it at a market — anything. Because you can do all these things, it means that the goblin must have something to say, there must be a lair, there must be a market. All these things imply more things in turn; the marketis ina town, the town is in a country, the country has a ruler —all these things may be introduced into the game. Any other kind of game is deliberately restricted in scope to make it playable, but in an RPG there are no restrictions, and almost anything may turn up in the course of the game, either as a result of actions taken by the players, or a decision made by the referee. If all this makes your mind boggle as much as seeing the rules in the first place did, there is one more thing | should add. In most RPGs the idea is Rot to win at the expense of other players; most often the party either wins or fails together. If this makes you cry ‘What's the point then?’, read Stirge Corner next month to find out all about playing and winning role- playing games, 7 Just the faintest hiss of displaced air as the cube was accepted into the unit. Already Cowin began to feel better. In its place, the cube was nearly undetectable to the eye, blending perfectly with the rounded lines of the unit. Although his head still ached, Cowin smiled and turned away, walking back to the couch. As the lights began to dim, he lay down to await the dream, The beast was on the streets. Qubar The Grey was celebrating Nastaq- cey-Bebec in his traditional manner. He had released his beast. Already, one vietim lay drained, his face further paled by the ‘mingled light of Kaih and Ayul Cowin entered the town carefully, from the Northern side, thereby invoking the resolution of ice; at midnight, thereby the core of silence; barefoot, to beat one with the sand beneath him. As he walked with long, slow, measured paces, he repeated a beneficial poem just loud enough for the walls to hear. He hoped they would remember his voice. “There is no harm in shadows, Haig reveals empty sands." ‘The low, white buildings of the town had hardly changed since his first visits. Hereand there, a new dwelling perhaps. Through the pale, empty streets his pace never faltered ‘until he reached the square. Dead in the centre lay the beast's first victim. Cowin shook hishead, and it came to him to wonder why the beast had no given name. “Itis begun?" he asked aloud. No voice answered, but the grateful walls sent him echoes of footfalls. He turned, ‘unsheathing Gey-ilkWaehog, justin time to see the beast emerge from the East. Cowin allowed himself a tiny smile, If the beast hoped, by its approach, to invoke the speed ‘of the East wind, it would soon know the folly ofits ways. Cowin's birth was in lands to the East and the wind favoured its own. 8 I-Waehog glinted as Cowin raised it in a salute to the East, The beast lumbered forward, kicking up sand at every heavy footfall. As it approached, Cowin could see why ithad never been bested. towered over him by two heads, skin plated like armour, fierce talons thrusting from its fingertips and eyes staring asifsightless. Even the resolution ‘of ice might crack in the face of such a thing Stil, it moved slowly. Cowin had time 10 recite a single inspirational verse. “The shell more tightly sheathes the es, Sul she ledgling willbe free. Hearing his words, the beast slowed its charge and, stopping twomanslengths away, began instead to circle round the mercenary. Then, unexpectedly, it spoke. “Forever and forever and forever Bubbles will rise and burs.” To his astonishment, Cowin recognised the voice. It was Qubar. He remembered the rest of the poem, but if Qubar hoped such a It towered over him by two heads, skin like armour, fierce talons thrusting from its fingertips... dismissive allusion to Cowin’s quest would. give pause, he was mistaken. Allowing the beast to speak with his voice told Cowin ‘more than was known before. Qubar and the beast were somehow a unity. Even now, Qubar would be watching through the eyes of the beast. The very act of entering into response suggested that Cowin's eggshell ‘metaphor had struck home. ‘Cowin danced lightly backwards, forcing the beast to break its circular motion and follow him. Having lost the momentum of the headlong rush, it must finda new avenue of attack. have never faced enchanted metal he taunted it, slicing the air with Gey-il-Wachog. Suddenly, he lunged for- ward and brought the razor-edged blade down on the beast's arm. As he darted back hhe was delighted to sce that the plated skin was marked. There was no blood and the beast seemed to feel no pain, but at least Gey-il-Wachog could mark it, Maybe repeated blows to a small area of plating might break through, as do the beaks of fledgling birds, tirelessly hammering ege- shell walls until they give. ‘Once more the enchanted blade flashed forward, striking the same spot. The mark was now a groove. If he did not falter, if he could stay out of reach of the lumbering beast, there was a chance that he might yet carn his purse “Slender threads woven together Topple giants and shackles as chains.’ He taunted the beast and, through it, Qubar. It came on wordlessly, baring needlesharp fangs. Now at the edge of the square, Cowin was forcing the beast into his chosen direction, North to South, Through careful planning, Cowin had ensured that, fon this night, the compassing would favour him, There was no direction from which the beast might approach with vantage, least of all North, Cowin’s chosen entry. Lashing out once more he struck home ‘again, but the beast was ready and caught him a glancing blow which had him somer- saulting backwards, lucky to land on his feet. He knew then that the full force of a single blow would despatch him back to the East wind. The groove was now a shallow cut. Still no blood, ‘Shaken by his close call, Cowin fell back. He needed @ new strategy, but must still attack the weakened spot without endanger ing himself. They were now in double shadows between darkened, white-walled houses. Cowin darted into an alley, hoping it might lead him round behind the beast. He heard Qubar's voice throwing a poetic barb at his back, “Long legged beasts may trumpet loud, Bus the sound echoes in thelr bones. ANTARES ©1983 by John E, Black; by permission of the author and the E. J. Carnell Literary Agency Qubar was calling him a coward but, racing dowa the alley, Cowin cared not what Qubar called him. He turned at the farend of the house to face a cul-de-sac and a door bolted from within. Glaneing back round the ‘corner he saw the beast enter the alley. The only way out was up. Clambering onto. rain barrel, Cowin hauled himself onto the flat roof. This was better than he had hoped Quickly crossing the road, he dropped down into the alley behind the beast Recalling later lines from the Ruark of Spley he shouted, ‘Their bodies yield no meat, Their ribs are sharp, Their weaponry soft." Qubar would surely understand the allusion. As the beast turned, he had an unobstructed shot atthe arm, bringing Gey- il-Wachog down with tremendous force. He Felt the plating give and the blade sank into something softer beneath, A blackish liquid spurted out. ager to bring the battle back into the moonlight, Cowin retreated to the street, heading for the square, pausing only to puta finger to Gey-il- Wachog’s edge and taste the blood of the beast. His face contorted at a biter taste he well recognised. “Oil?” Ifthe beast bled Foronde oil, it was surely more meatless than even the Ruark. Qubar's beast was mechanical Suddenly many things became clear. Qubar's, traditional celebration of Nastag-ey-Bebec took on a significance more sinister than Cowin had at frst imagined, To his surprise, Cowin realised that there was no sand beneath his feet. He walked on stone, an element more favourable to Qubar ‘The Grey. In his haste, earlier, he had not noticed that the shadowy streets were paved ‘The beast emerged from the alley and turned towards Cowin, Ashe took off once more for the relative security of the square, his foot erupted in pain. He had taken’ a stone splinter and, judging by his agony, it was pushing into an exposed nerve. He cursed ‘Qubar’s luck as he stumbled and fell to the around, face down. Behind him, the beast approached. Deep inside the cubedream, Cowin did ‘not hear the faint purring of the front door vibralok as Margit activated her codakey and slipped quietly into the hall ‘She knew exactly where he would be, utterly cubed-out in the dimroom, but with the gun in her hand she checked ‘every room in the house. She had to be sure they were alone. Finally she opened the dimroom door There he was, just another QB-junkie hooked in, as ever. to his beloved QB- 161-01:Antares. She watched his face change with the moments.of the dream. There surprise, now aggression, now a thin smile, From time to time he mumbled the odd phrase. ‘Their bodies yiold no meat,’ he mutter- ed enigmatically as Margit approached ‘and sat beside him on the edge of the couch. There had been love, once, between them, she remembered fondly, but the cubes had drained them both, ‘even though she rarely used them. Gently, she touched his forehead, lightly stroking the small scar that remained where he had chosan to have his QB receiver foil implanted. She knew he wasn’t the only QB-junkie, but he was the one who had mattered to her. Total sensory input. Custom built dreams starring yoursell. It was entertain ‘ment which few could resist if they had the credit. Margit had resented losing him to a machine but she had submitted to it meekly at first, tolerated it until the night she had returned unexpectedly from the trip to her cousin in Borneo. She had thought she might surprise him by shuttling back, arriving a day early, ‘The big surprise had been hers. She'd found himasleep in the arms of a half-un. dressed, high heeled slut called Eliyn ‘Margit wished she had killed him then, Or maybe she should have killed him when he explained the next day, over the callscreen, that he had started his affair with the slut because she reminded him of @ girl he had encountered in a cubedream. Still, here he was now, deep in the dream, defenceless, Margit rose and walked to the QB-unit. Checking the display, she saw that QB- 161-01:Antares had another hour to run. Idly, putting off the moment, she pushed the indexer and watched the titles flip by. She stopped it at QB-333-09:Pleasure- drome, and keyed up the cube. Seconds later it popped out of the dispenser. ‘You bitch,’ she said to it QB-333.09 said nothing. Pleasure- drome was an erotic cubedream, within whose satin and silk bedecked parameters Cowin had first met, and made total sensory-input-love to, @ girl who re- sembled Ellyn, Margit raised QB-333-09 to her lips and bit into its fragile plastic surfaces, The cube came apart, spilling its pre- Total sensory input... . . Custom built dreams star- ring yourself. It was entertainment which few could resisit if they had the credit. integrated guts in-all directions. Margit spat itonto the floor and wipeda trickle of lubricant from her chin, ‘A delicious idea nudged into her ming. With 57 minutes of Antares still to run, there was just enough time, She looked at her husband, lost on the other world Enjoy it while you can, knucklehead,” she said, and left the room. Checking the druggit dispenser in the bathroom she saw that there wes more than enough adrenyl for her purposes and settled down beside the callscreen to search for Ellyn’s number. From what she remembered of Cowin's frequent re-tellings of the Antares story, itwould suit her purposes ideally. Timing ‘would be the key. 9 Ignoring the pain, Cowin turned himself over. His eyes lashed from the beast to Gey- ilWachog, fallen just out of reach. ‘The beast's arm streamed fluid onto the stone. Cowin tried to edge himself towards hissword but, slow asit was, the beast would be om him before he touched the blade. Even as he dragged himself along, he began reciting for himself the words of the Termination Waltz, Though we have cherished each other, Till not yearn. Though I have loved you, Twill say no farewell Time is wasting Time is wasting” ‘A coarse laugh came from the beast, and renewed pain surged through Cowin ‘sit trapped his foot under its scaly heel “Termination Waltz?" cackled Qubar."You were so confident moments ago, mercenary, bbut now how readily you consign yourself to your breezes. Do not expect to hear another [Ashe gloated, the beast’s arm rose as if to strike but, to Cowin, it seemed to freeze in the night air. The blow seemed never to be coming. He recited another verse of the Waltz and felt the liquid draining from the beast onto his leg. It could aot be. The beast ‘was not moving. At that moment, Qubartoo realised and his voice erupted through the beast’s unmoving lips in a string of obscenities, many of which even Cowin found unfamiliar. One, which seemed particularly out of place, was Enjoy it while you can, Knucklehead.” The voice did not feven seem to be Qubar’s, although Cowin was sure he recognised it. Stowly it became clear to Cowin that he had severed more than a simple lubricant point under the beast’s skin, It must be powered by pressurised oils and he had cut into the lines. No pressure, no power. He sat up and pushed hard at the beast’s middle. It was already off-balance, with one foot on Cowin, and it toppled backwards more easily than he had anticipated, Composing himself, drawing upon the resolution of ice, he plucked the sliver of stone from his foot. At once the pain albated as the pressure came off the nerve. AA light flickered in a nearby window where all before was dark. ‘You can come out now,” shouted Cowin. “The beast is dead. sand Qubar will soon follow it.” First, one anxious face peered from the window. Another risked a look round a door, opened by a erack, Moments later the street was full of the curious, the joyful and the morbid. Nastag-ey-Bebee would now be celebrated as it had been before Qubar’s reign ‘The worm would rather starve Than rise 10 seek the living, ‘Cowin berated the townspeople, and they did not answer back. They knew he was right, His wound was dressed and caused him little pain, The voice of Qubar the Grey still poured out of the fallen machine until ‘Cowin returned to its side and whispered @ brief line ‘The Verak also bleeds Qubar’s voice died away. To Margit’s annoyance, she found Ellyn’s number simply by keying her first name into her husband's indextel. For a moment she wondered how to present herself to Ellyn. She had tobe convincing, Moments later, when the screen lit up, Ellyn was confronted by a sobbing, hysterical Margit, Understandably suprised to find her lover's wife on her callscreen, she suspiciously demanded, ‘What do you want from me?" ‘Maybe | shouldn't have called you, burbled Margit, almost convincing her- self, ‘Heaven knows, | don't really know you, but he's dying and | don’t know anybody else who cared much about him, He was such a lonely man, ‘Dying? What are you talking about? | spent last night with him. | wouldn't call hhim a young buck, but he's not dying. We had this big argument before | left this morning and...” Margit’s heart leapt. It could not be better. She tried to keep the glee from her ‘eyes as she said, ‘That must be it then. | came back to collect some of my things, and | found him in the dimroom with an empty dozpak of adrenyl. He won't come round, but he keeps speaking your name ‘over and over. You must realise how difficult itis for me to all you and admit this, but” her voice quivered and tears streamed down her chooks, “he must really love you. Ina stroke of inspiration, Margit looked away off-screen as if hearing a noise. That must be the doctor. I'll have to go. Can’t you come over?” | don’t know if | should. | mean. Well, ithe really means sollttle to you She reached her hand forward asif to cut the communication “No, wait,” shouted Ellyn. When the sereen faded, Margit laughed all the way to the druggit and keyed up a dozpak of adrenyl. Assuming Ellyn was already on her way, she would be inserting her ident in the front door securidom within half an hour. By that time, Cowin had to be up on his feet and ready for anything But first, the axe. “Half now, insisted Cowin, “But Qubar...” protested the elder. “His beast is dead. He will follow. If you prefer, can leave now andallow you toface ‘Qubar's wrath in the dawn.” ‘The elder capitulated, “Agreed then one half." He gestured toa djebal in the shadows. It left the room. ‘Now,’ continued Cowin, ‘tell me this. have there been many slayings in the town? Disappearances, unusual murders” The old man nodded again. All of my life. Even before Qubar ruled, in is father’s day, may the Westerlies remember him with affection. Even then, the young ones were slain or taken in the night. Those we found Were always drained." “OF blood?” ‘The old man’s face said yes, but his attention was distracted as the djebal return- ed with an animal-skin bag and threw it, clattering, to the table top. Cowin pulled the drawstring and plunged his hand inside, palling out a cascade of cut gemstones. ‘Excellent.’ Cowin smiled and pushed the bag back towards the old man. ‘Keep them for me. “But I thought you. “L.wished to be sure the purse existed. This town no longer has the prosperousair I recall, from my youth, *Under Qubar, we are poor. If we might return to his father's day, things would be different, Before you lies half our total wealth, Everything we have will be yours.” Cowin was unmoved, but_made the necessary sympathetic noises before offering a poem, The eyes of the wind see, but cannot The grains of sand are innumerable, Bur still scatter ar the wind's whim. ‘The elder bowed his head and responded. with a trace of petulanee. Great wealth in time is lke great men. Irie but cannot stand up. ‘Cowin laughed aloud. ‘Superstition sits better than philosophy in a mercenary head, cold father. Let me worship as I choose and take my chance on the winds. [will not regret the passing of this, but I will enjoy the flesh while I have it." He rose and walked to the door ofthe house. I will return before dawn, Have all my purse ready.” Both moons were still visible but Cowi saw Kai, the smaller moon, was already low fon the horizon. It east a long shadow ahead I a ‘of himas he approached Qubar’s Court. His, talk with the elder and his discovery that the ‘was mechanical convinced him that he would find Qubar within. Irhis guesses were right, Qubar could not leave the protective ‘walls of his court during Nastag-ey-Bebec. If Cowin could not trap him within the Court before Kaih sank below the far ills it Wwoutld be too late. The court was unguarded but pale figures roamed within. Creatures who existed to do Qubar’s bidding. They took no notice of Cowin ashe movedamong, them, It was widely held that in bygone days, when townspeople still visited Court, those who spoke against Qubar’s depravities were ‘often those who vanished in the night. In Tecent years, no-one came to Court. Cowin made his way across the courtyard to the Long Tekeun and pushed open the great doors. Memories flooded back of a lume before when, in the service of Qubar's father, the Court had been a lively place where art and music mingled harmoniously with the business of government. Now it seemed a husk, a hollow place. ‘The huge doors closed behind him and he found his way by candlelight to the inner hall, where he was certain Qubar would be ‘expecting him. A poem greeted his entrance. “The dayfly and the man share one The stars do not thirst, Cowin understood, Qubar was trying to show his superiority, but Cowin responded with an older verse. ‘The fleeting creatures of the sand Are yet more constant than stars Which fade with every sunrise.” Qubar took @ deep breath and east aside all pretence at allusion. *You cannot kill me. You must know I will rise again. Cowin ignored the remark “Even as a young man, your appearance wasstartling. I should have known it then. T just don’t understand why they kept you, why they protected you.” “A father cannot deny his own offspring,” His own starless bastard, surely. You were conceived in the void. You were never the child of his queen. Why did she take you Qubar grinned, showing brown, stained teeth, ‘I was helpless, tiny, when he brought me back from between the stars. His kind had wiped out my race, but he took pity on me, Thought he could raise me in his ways. His queen even suckled me with her own brat, my long-dead brother. Her milk ran red for me. She loved it, poor bitch. In time we shared her, my father and I. He had her affections, I had her blood, Her bed was ever busy." ‘As Qubar gloated, Cowin inched neater. “There was just one hope, He had to take him unawares, render him senseless for a few ‘moments. It would be enough. “And your beast. Who built your beast” “My own hand," he said proudly. ‘It is gone now. You must thirst tonight. No blood from your beast. How much would it gather for you? “Enough, grated Qubar, “but what is that to you? You know my nature. You must know my needs.” Yes, but why don't you get your own blood? You usually do. Why stay inthe Long Tekeun on such a fine night as Nastag-e Bebec? It's not just the vicarious thrill of killing, draining and watching from afar, is iw Cowin could see that his words were getting through to Qubar. The creature realised that Cowin knew his weakness. He could not venture into the light of the two moons, He was a ereature of the void, where only starlight penetrated. Being suckled bya woman of this world had given him some protection against Ayul, the common moon, ‘but the mingled light of both moons was too much, His face told Cowin everything he wanted to know. You needed that beast for Nastag- ey-Bebec,’ said Cowin, unsheathing his 1 blade and setting one foot upon the bottom step ofa flight that led up to Qubar's throne, “I'm going to kill you — forever.” With an ear splitting shriek and speed that amazed Cowin, the ereature launched itself through the air, ploughing into him before he had time tothink. Ashe fell it was sinking bony fingers into his neck. Margit came up from the garage carry ing the rusty axe Cowin had used to chop firewood when they were first married She remembered those days as if in another life. In the kitchen she downed a double scotch before pouring 2 large glass of water for Cowin. Passing the windowall in the front room she looked ut anxiously in case Ellyn might arrive {a0 soon, but there was no sign. She hurried into the dimroom and laid the axe and the glass of water beside the QB-unit. She almost felt sorry for him, thinking how he would feel when he recovered his senses. Glancing at the display she saw that it was time to feed him his pills. She opened the dozpak and shook out the contents. Laying them beside the couch she lifted him gently into a sitting position. ‘The vicarious thrill of killing, mumbled Cowin, deep in the dream. For a moment Margit was horrified, but quickly realised he was talking in his sleep. She 12 putone pill ohis lips andraised the glass. Unable to do anything but comply, Cowin swallowed pill after pill until the dozen were gone. In a few minutes his mind ‘would be buzzing inside the dream. Margit helped him up, walked him round the room and began to suit his ‘movements tothe action of the dream. As he said, ‘I'm going to kill you — forever. Margit slipped the axe into his hand. The securidom in the hall announced Eliyn's arrival and clearance. A quick glance at the displey told Margit that she was right Closing his fingers tight round the axe shaft, Margit lead him once more round the room. He was becoming animated, moving of his own accord. Eyes wide open, the pulse in his wrist hammering, the dream still held him. Praying that her luck and timing would continue, Margit left him searching the dimroom for Quoar land hurried to the front door. “Ellyn? I'm sorry, | hardly recognised you,’ she almost said, “with your clothes ‘on but bit her lip in favour of, ‘We never really met properly. The younger woman accepted her handshake with obvious suprise. How is he?’ she asked, clearly concerned. “Much worse.’ Margit's performance was perfect, her face seeming to drop with every word. ‘Idon’t want itto be too much of a shock to you, but if you go right through, you'll understand why | called you: ‘Where is he?’ asked Ellyn, unzipping her coat, revealing a low cut white dress, ‘which Margit thought hardly in keeping ‘with a visit to a sickbed. ‘Through there.’ She pointed to the door. ‘Isn't that the dimroom? “Yes, | thought a cube might relax him.” ‘She ushered Ellyn towards the door ‘Sorry it's so dark. Better that way for him, ‘Not the Antares cube?’ asked Ellyn. Margit smiled. ‘However did you guoss? “It was always his favourite.” As Ellyn stepped through the door, Margit helped her along with a firm push from behind Ellyn screamed. Margit pulled the door shut and locked it Anirreverent line of poetry popped into her head. ‘In Xanadu did Khubla Cowin a stately Pleasuredrome decree....’ She laughed and settled down beside the callscreen, Qubarand Cowin writhed together on the floor of the inner hall, toppling chairs and tables as they struggled. Qubar's strength .was greater than Cowin's, and the mercenary knew he could take his adversary only by suprise, Rolling over, they were momentarily separated when Qubar tumbled out of sight behind a fallen table. Cowin took advantage of the break to stumble to the shuttered windows. Hisfingers found the shutter clasp tnd jerked it free. Qubar’s fist struck the back of his neck even as he pulled the shutters wide. ‘There was an agonised scream and, though dazed from the blow, Cowin turned to see Qubar, hands before his face, jerking backwards out of the double moonlight. The flesh of his hands was flaking, even from the brief exposure. ‘The creature staggered back, twisted round and hurried for the dark of the corridor outside. Guessing which way his foe would run, Cowin raced for the opposite door and tore, helter skelter, alonga parallel corridor. Inbis agonised state, Qubar would be confused, disorientated. Cowin hoped he ‘would reach the eellar entrance firs. He could hear Qubar’s shuffling steps approach as he secreted himself in shadows beside the cellar door. He raised his blade to strike, and as Qubar passed by, whimpering in pain, Cowin brought the handle down on his skull. As Qubar fell, Cowin lunged out with Gey-ilWachog, running the body through again and again. He breathed a long sigh as he withdrew the sword for the last time, but he knew it was not over. Qubar, scarred though he was by the light, might still rise again, ‘Cowin took the bloodsoaked body in his arms and carried it quickly along the corridor. A single kick burst open the doors into the courtyard and Cowin stepped through into the last light of both moons. In his arms, Qubar began to crumble, Margit was keying the police number on the callscreen when the door of the dimroom was kicked open from within. His eyes bulging, his expression triumphant, Cowin stepped through. In his arms, the mutilated body of Ellyn hung limp, her white dress vividly highlighting the blood that splashed from numerous wounds. Withouta look at Margit, Cowin rushed ‘out and took his mistress out into the light of the front garden, When the operator's face flashed onto the screen, Margit said, ‘Get a car here fast. | think my husband has just killed somebody.” John E. Black (31) isa writer/journalist, born in Scotland, living in London. He has written regularly for the Sunday Times, Observer, the Listener, Over 21 and others, His first novel ‘waits publication, his second is in progress. Make a journey to And discover the new shop in the Midlands for all your PR eee Ne eT ae precios net emir anc reat PS iiaeer ee Scare ey Tearing ee ecteony centre. at 10 Market Square Arcade, The entrance and Peering n Peers Lewiss. Hanley Bus Station and Stoke-on-Trent Rallwa Rael Ea teen tg there are pienty of car parks available and junction 16; Coleman eee ere ca Closed all day Thursday SWORDPLAY Issue 2 now available 33% more vases Send 70p plus 10p P&P (or £3.00 for a 4 issue subscription) to: SWoROPLAY 8 WHITEFRIARS Way ‘SANDWICH KENT FEW COPIES ISSUE 1 with FREE city map AND STARSHIP PLAN STILL AVAILABLE DRAGONTOWER! FIGURE CARRYING CASES convenient and safe way to carry and protect your painted figures DRAGONTOWERI carrying cases feature * Individual foam compartments for 30 gues * Carrying hendte and snp clip locks * Safely holds most figures up to 60mm hight mews ak een ac er ee pienso erie ea aero sereen eee reviews of # Perna ee ce ae srr ea od ene er Pe bani rete iota bas. EVERY von BBP £4.98, post free, From Peacock Games & Leisure Ltd., 16 Abbotts Walk, Neath, SA10 708 TRADE = | ENQUIRIES WELCOME e) a Coan aa ag TT NTT © Fantasy Games Unlimited have achieved the unachieveable with a ‘role-playing board game’ called STAR EXPLORER Just what role you can play we leave to you to discover, but the ship on the box has arather familiar look tot, though the ‘guy with the pointy ears looked a bit ‘green. Youare the gallant starship captain battling alien empires and pirates during the exploration of the galaxy. Boxed, £9.95, it ooks easy enough to learn and it NEWS FROM Predicting the arrival of new games and modules from the USA is never easy, since our production cycle makes most Newscold before it reaches the newstand, The latest news from TSR Inc. isbased on known facts at the end of January, so don’t go upsetting your local games shop with demands he can’t fill, The last module to arrive on these shores was |2 ‘TOMB OF THE LIZARD. FANTASY GAMES UNLIMITED ‘canbe played just as well solo, or sowe're told. Our eager reviewers will be boldly reporting in one of the next two issues of this magazine, Also to be reviewed in this magazine in the near future is another FGU product, @ new adventure and campaign starter for the AFTERMATH game entitled OPER ATION MORPHEUS. I's setin Australia but sensitive souls can transfer the action elsewhere. twill cost £4.95 in the shops, OUT WEST KING’. The STARFRONTIERS™ module, SF2, ‘STARSPAWN OF VOLTURNUS' should arrive next. UK1, “BEYOND THE CRYSTAL CAVE" looks 4s if twill notarrive as soon as hoped, but might follow these two over. Then, not long after, M1 ‘BLIZZARD PASS’, I3 ‘PHARAOH’, and I4 ‘OASIS OF THE WHITE PALM’ should arrive, Details of other releases will follow shortly LOOSE CHITS Speaking of waking up after the holo aust to find the word ful of ressurected sleepers, 2 new MORROW PROJECT scenario wil be out in the UK soon, courtesy of Flying Buffalo. In the US ‘Timeline called it DOMACLES, but we will know It a8 BRIDGETAKERS. This game willbe reviewed soon as well Wht with the GAMMA. WORLD™ game on top ofthese, makes you wonder |iitwould be worth having @ nuclear war ater al Some survivors of WW3 might find it interesting to relive the less. complex lwars of yore — like WW. FASA’s BEHIND ENEMY LINES is an example ofthe way a traditional wargame subject ean now be given RPG treatment. 1's meinty a combat game, but mightpresent 2 challenge even to experienced role- players. It costs £16.98 for the. boxed game, and GUNS OF NAVARONE. the first adventure is @ £4.95 booklet. We near that BRITISH COMMANDOES [lil be the next ttle J ce tres ray emi rect Pro Pres nts Dogme Ce er Pre peat ere oem Loree eeepc prea Under the hand of aa ees Serr eer ey aera coer Erect Cetera poverty Earacs oe Ce ‘ADD A NEW DIMENSION to your ADVENTURE GAMING with authentic-looking LIFE-SIZED WEAPONRY Hardwood Swords, Battleaxes and Shields From Stock or Made To Order Ly Sond SA. for deta ‘Jon & Vitoria Muscat 37° The Square Emaworth Hants POT 7AL ‘ot (02k34) 4221 Also Stockists of, BS BOOKS: MODULES AND FIGURES Boardgamers will be happy to see SPI products finding their way to the UK once ‘again. Most gamers already know that TSR Inc. acquired the assets of SPI in the USA early in 1982. In the UK this meant that from 16th February 1983, the rightto supply SPI goods here was transferred from Simpubs to TSR Hobbies (UK) Lic. The SPI range will be available through retail outlets or direct from TSR in Cambridge, ‘SPI's range has undergone some reduc- tion but there will be new products; 2new SPI games out this year for example, retaining the style and content of previous releases. Established favourites will be, keptin print. TSR (UK) intends to.carry the| complete range of titles maintained by the parent company in the US. Of existing games, the list on the right shows those expected to be on sale here at the end of March. There may still be Problems with supply for a while; we understand that UNIVERSE may not be | available, possibly until 1984, and that there could be problems with DRAGON- QUEST material once stocks run out. Lastly, STRATEGY & TACTICS —edited by early S&T luminary Roger Moore and ARES will continue to be published bi-monthly on alternate months. Likely contents are not known to us at present, although mostissues should have a game included. MOVES will not continue, ‘Subscriptions to the magazines will be available through TSR at a later date. (SPI COME IN FROM THE COLD ‘These games should be in the shops by the time you read these words SINAL.... £6.50 STAR FORCE 11 £6.50 TERRIBLE SWIFT SWORD |... £15.95, NAPOLEON'S LAST BATTLE..... £8.50 STAR SOLDIER £6.50 GREEN FIELDS £8.50 ATLANTIC WALL £21.95 NEXT WAR...» £28.95 CITY FIGHT... £14.50 NATO DIV. COMMANDER £23.95 GT. MED'VAL BATTLE QUAD. .. £11.95, S & T™ MAGAZINE £3.95 The above prices were correct at the time of going to press, TSR Hobbies (UK) Ltd. do not undertake that they will still be applicable at the time of publication. IMAGINE™ magazine thanks Doug Cowie for his assistance with these items [Steve Jackson Games are developing CAR WARS still further. The role lplaying aspect is being emphasised, |aiving playersa chance to be real psycho: paths instead of rooting around dungeons. New out is SUNDAY DRIVERS, a CW role-playing supplement about bike gangs land vigilantes. The CW EXPANSION |SET 1 expands the mayhem parameters, in SPACE GAMER there have been lseveral scenarios, including WESTWAY, lset in London. Still to come is AUTO- IDUEL QUARTERLY and TRUCK STOP, lwhich combines Bert Reynolds macho CAR WARS ROLL ON PRODUCTS DEATHMAZE..... = £3.95) BARBARIAN KINGS, £3.95 HOF GAP ie £6.50 PALACE OF ONTONCLE £2.95 ‘SWORD & THE STARS £6.95 FRONTIERS OF ALUSIA £2.95 SPIES £8.50 ENCHANTED WOOD, +£3.95 DRAGONQUEST £8.50 DRAGONQUEST (2nd ed. book) .. £7.50 ARES™ MAGAZINE. £3.95 heroics with automotive slaughter. Sure to be a winner with all mums and dads. Also from SJG we can expect BATTLE- SUIT, based on power armoured infantry from OGRE, but not compatible. Then there are the ILLUMINATI EXPANSION KITS 1 and 2, the only planned additions to this mild game of world domination Lastly, there will be NECROMANCER, @| fantasy tactical game of combat betwee! two wizards, probably the same game that appeared in SPACE GAMER a few issues back as} ODYSSEY Z 1st FLOOR, MANCHESTER UNIVERSITY PRECINCT CENTRE OXFORD AD, MANCHESTER, We have the best selection of Science Fiction “books, Fanteny Flim, Television teri, & Afterican eomict I the North ‘ comprehensive stock of D & D, RUNE- QUEST, TRAVELLER, nd other somos The Precinct Centre is situated a half mile down” Oxford "Ra., “At the junction of Booth Se, West Mon-Sat. 9.300.m, to 5.202.m. Tei: 067 236 6666,

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