Microgame #6 in the Metagaming Microgames series is a board game of magical combat. On a paper hex map representing an arena, players fight it out with cardboard counters. Wizards are rated for Strength, Dexterity and Intelligence and can cast various spells. Rules for combining the game with Melee are included. Included a 32-page booklet (4¼" by 7", or...
Death Test was MicroQuest #1 in the Metagaming MicroQuests series, programmed adventures for Melee and Wizard. The Death Tests are basic slash-n-grab adventures. There's no plot and no objective other than to get out alive with all the booty you can carry. This is a good way to get accustomed to the game and to build up characters' statistics. These games...
Death Test 2 was MicroQuest #2 in the Metagaming MicroQuests series, programmed adventures for Melee and Wizard. Sequel to Death Test, this paragraph-based adventure for the Melee/Wizard fantasy combat system recreates its predecessor's dungeon-crawl scenario but is significantly more difficult. Steve Jackson reacquired the rights to TFT and published a...
Grail Quest was MicroQuest #3 in the Metagaming MicroQuests series, programmed adventures for Melee and Wizard. Includes one rulebook which includes the programmed adventure (book look-ups) and one sheet of (42) counters which should be mounted first. This is Arthurian-themed and is the only Fantasy Trip product to be based on existing fantasy or...
Wizard Community College is a card game with role-playing elements for 3-8 players that can be set up and taught in under 2 minutes. Play as student wizards who are trying to work together to solve their college problems by casting spells they have little control over. Players will take turns casting spells based on the spell cards in front of them by...
In this print-and-play roll-and-write game, you are a young spellcaster transported to a magical realm to prove your worth. Guided by a wisecracking wizard dog, you'll explore a mystical map by flipping poker cards to determine your movement, gain resources, and perform magical actions. Each round, players flip three cards and choose one, using its suit...
Description from the publisher: Wizards Aren't Gentlemen harks back to a bygone age where masters of magical might, their feckless apprentices and their wily minions play their part in stories of arcane rivalries and eldritch farce. Feud for control of an army of fiends and goblins, seek to be the first to wake the Nameless Tortoise of Peng, and visit...