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System Designed by

Alfred Leonardi
Illustrated by
H. Spencer Kipe
Character Designed by
Michael Vitale
Copyright © 1987 Nova Game Designs, Inc.
Artwork Copyright © 1987 H. Spencer Kipe
All rights reserved
Patented

This booklet represents one character in the Lost Worlds"" series of fantasy combat games.
Each character in this series can interact with every other; each has strengths and weaknesses
which you will discover as you and your friends collect them.
The Booklet-Each page of the booklet contains two parchments: the larger odd-numbered
picture parchment and the smaller, even-numbered movement parchment.
The Character Sheet-On the front of the Character Sheet is a picture of your character,
columns showing the maneuvers, the page number to turn to when you do those maneuvers,
and any damage modifiers you get when your maneuver scores. On the back is an explana-
tion of each maneuver.

How to Play
Each player must have a booklet and Character Sheet to play. You and your opponent do
the following steps simultaneously:
I) Exchange booklets with your opponent, but keep your own Character Sheet.
2) Open the booklet to parchment 57. You now see your opponent at EXTENDED RANGE.
At the bottom of the parchment are instructions for your opponent's next maneuver. Read
them to him now (e.g. "Do only EXTENDED RANGE").
3) Use your Character Sheet to choose your maneuver and turn to the movement parch-
ment listed next to it. This will always be an even number.
4) Tell your opponent the number of the movement parchment you are now on.
5) On your movement parchment, find the even number your opponent gave you in step
4. Turn to the odd numbered parchment listed beside it. This picture shows either your oppo-
nent's maneuver or you scor ing on your opponent. Note: It will not show if you have been
hit. That will show only in the booklet your opponent is using.
6) If the word "Score" appears on the picture parchment, you have hit your opponent.
Add the number beneath "Score" to the damage modifier for the maneuver you just did.
If the resu lt is greater than zero, tell your opponent to subtract that many points of damage
from his character's body points. If the result is zero or less, no damage has been done.
7) If your opponent's body point total is now zero or less, he is unconscious and you have
won the game. If his body point total is -5 or less, he has died.
8) After adjusting your character's body point total, read the instructions below the picture
to your opponent. Note: If your opponent redirects you to a different picture parchment
(i.e. , "If on p. X go top. Y") read only the instructions on the last page you end on. These
instructions always apply whether you scored or not.
9) Return to step 3 and choose your next maneuver keeping in mind any instructions your
opponent reads to you.
EXTENDED RANGE-Do Extended Range maneuvers only when you are specifically in-
Tell opponent: "Add + 3 if you Score next turn ."
structed to. You must do Extended Range maneuvers when told to. •/#'
HEIGHT- Before starting each game, subtract your opponent's height rating from your own
character's height rating. T he result is your Height Damage Modifier for that game. If it
is a positive number, add it to the Damage Modifiers for each of your Orange and Red t
maneuvers. If it is a negative numbe r, subtract it from them instead. 2-19 10- 11 18- 47 26-59 34-00 42-13
4- 5 20-41 28-00
ATTACKS- The number under ATTACKS on the Character Sheet is the number of opponents
you can score against at the same time. Example: You are fighting three opponents and
the result of your move shows you scoring against all three. If your Attacks number is 3
6-37
8-13
12-39
14-19
16-~7
22-37
24-15
30-19
32-27
36-19
38-39
40-19
44-15
46-00
48-13
2
or greater you score all appropriate damage against all three. If it is 2 (for example) you
would score against only two of them- your choice.
CLAWING RIGHT TAIL WHIP

Tell opponent: "Do no Right Claw next turn. If on a Score page, you may at- "If on a Score page, go to p. 41 . No restrictions next
' tempt Non-flying Restricted Grab. If at EXTENDED RANGE, go to p. l." ,g~
·- ~

2- 3 10- 3 18-47 26-59 34-00 42-25 2-31 10- 3 18-47 26-19 34-00 42-19
4 4-19
6- 37
12-39
14- 9
20-41
22-37
28-00
30- 3
36-43
38-19
44-15
46-00
4- 5
6-49
12-49
14- 19
20-29
22-49
28-00
30- 3
36-13
38-39
44-19
46-00
6
8-33 16-51 24-15 32- 9 40- 3 48-63 8-33 16-53 24- 7 32-19 40-31 48-63
//
CLAWING LEFT
_.,,, ---
SCORE
6

Tell opponent: "Subtract - 1 from all Bites that Score for the rest of Tell opponent: " Do no Left Claw next turn. If on a Score page, you
'the game." .,,,,.
may attempt Non-Flying Restricted Grab."
"'. ~
~

i ,,
2- 3 10- 3 18-47 26-59 34-00 42-25 2-31 10- 3 18-47 26- 31 34-00 42- 31
12- 29 20-29
8 4- 5
6- 37
8-33
14- 23
16-51
22- 37
24-15
28-00
30- 3
32- 9
36-43
38- 39
40- 3
44-15
46- 00
48- 63
4- 53
6-49
12-41
14-31
20- 29
22-31
28-00
30- 3
36-13
38- 19
44- 19
46-00 10
8- 53 16-57 24-19 32-27 40-31 48-63
/J~
fl
I

RIGHT CLAW WOUND TAIL WOUND


}1

~,.
{f;
• ·SCORE
3

Tell opponent: "Subtract -1 from all Right Claw that Score for the rest Tell opponent: "Lose l Venom Point and subtract - 1 from all Tail Whips
·,,.of. the game." ·-~.!.h..at Score for the rest of the game.'' . llfAf

t ,,
2-19 10-19 18-41 26-59 34-00 42-25 2-11 10- 11 18-47 26-59 34-00 42-25
4- 5 4-13 12-39
12 6-37
8-33
12-19
14- 9
16-57
20-41
22-37
24-19
28-00
30- 3
32-19
36-43
38-19
40-19
44-15
46-00
48-63
6-37
8-23
14-27
16-19
20-41
22-37
24-53
28-00
30- 3
32-19
36-27
38-39
40-19
44-53
46-00
48-13
14
/J~
KICKE D

SCORE
-1

Tell opponent: " Do no Tail Whip or Venomous Sting next tum. If on " Do no Red next tum."
·;.score page, you may attempt Non-Flying Restricted Grab."

t ~

2- 3 10- 3 18-47 26- 19 34-00 .42-25


2-55 10-55 18-47 26-57 34-00 42-47
4- 5 12-39 20-29
16 4-57
6-37
12-47 20-57 28-00
14- 9 22-37 30-55
36-43
38-55
44-55
46-00 6-37
8-33
14- 9
16-51
22-37
24-15
28-00
30- 3
32- 9
36-43 44-15
38-39 46-00
40-21 48-63
18
8-57 16-51 24-19 32- 9 40-21 48-55
SCORE
0

Tell opponent:
--
Tell opponent: " Do only Yellow, Tail Whip, or Sting next tum."
~4.'

2- 3 10-21 18-47 26-59


t ~

34-00 42-25 2- 3 10- 3 18-47 26-59 34-00 42-19


20 4- 5
6-37
8-33
12- 39
14- 9
16-51
20-29
22-37
24-15
28- 00
30- 3
32- 9
36- 43 44-15
38- 39 46-00
40- 3 48-63
4- 5
6-37
8-23
12-39
14- 9
16-13
20-41
22-49
24-15
28- 00
30- 3
32- 9
36-43
38- 19
40- 3
44- 7
46-00
48-63
22
'\I
·~ ....:
I
BEHIND YOU FLYING TAIL WHIP
25
~
////!11

..s-
-~

"No restrictions. May attempt any Restricted maneuver Tell opponent: ''Do only Restricted Flying, Fly Away, or Fly Down next
· ,~l!m, and, if on a Score page, go to p. 41. " .

I~~
t ~

2-19 10-19 18-47 26-53 34-00 42-49 2- 3 10- 3 18-41 26-19 34-00 42-19
24 4-13
6-49
8-33
12-19
14- 9
16- 1
20-41
22-31
24- 7
28-00
30- 3
32-19
36-13
38-19
40-21
44-15
46-00
48-63
4- 5
6-37
8-33
12-39
14- 9
16-57
20-19
22-37
24-15
28-00
30- 3
32- 9
36-43 44-19
38-19 46-00
40- 3 48-63
26
/J'I 4'1
«l «l
LANDING
29·
SCORE
3

"Subtract - 1 from all Left Claw that Score for the rest Tell opponent: " Do no Tail Whip, Venomous Sting, or Restricted
4 Maneuvers next turn ." ,,_
~· ~N

2-11 10- 3 18-41 26-59 34-00 42-25 2-11 10- 3 18-47 26-59 34-00 42-49
4- 5
28 4- 5
6-37
8-53
12-53
14- 9
16-23
20-41
22-37
24- 7
28-00
30-31
32- 9
36-53
38-39
40-13
44-15
46-00
48-63
6-37
8-33
12-39
14- 9
16-57
20-29
22-37
24-15
28-00
30-27
32-27
36-43
38-39
40- 3
44-15
46- 00
48-63
30
~ ----~~~--:::.:'P::a.
WING WOUND/ DODGING

SCORE
1

Tell opponent: "Subtract -1 from all Flying Maneuvers that Score for Tell opponent: " Do no Claw next turn, but add +3 to any Tail Whip
./Jr.
the rest of the game.'' that Scores next tum."
~..
,,_ "'
..,,,,.,

2- 3 10-11 18-47 26-13 34-00 42-49 2- 3 10- 3 18-47 26-59 34-00 42-25
32 4- 5
6-37
8-33
12-41 20-29
14-53 22-37
16-19 24-15
28-00
30- 3
32-27
36-31
38-19
40-53
44-19
46-00
48-53
4- 5
6-37
8-33
12-39
14-17
20-29
22-37
28-00
30- 17
36-43
38-39
44- 15
46-00 34
16- 1 24-17 32-17 40-17 48-17
FLYING

.•,
Tell opponent: " Do only Brown next turn." Tell opponent:
,,, . turn."
"next
"Do only Restricted Flying, Fly Away or Fly Down

t
2- 3 10- 3 18-41 26-59 34-00 42- 49 2- 3 10- 3 18- 47 26-59 34-00 42-31
36 4- 19
6-37
8-33
12- 39
14- 9
16- 1
20-41
22-41
24-19
28- 00
30-31
32- 9
36-41
38-39
40-31
44- 7
46- 00
48- 63
4-53
6-37
8-19
12-19
14- 9
16-57
20-29
22-37
24-15
28- 00
30- 3
32- 9
36-31
38-19
40- 3
44-15
46-00
48-63
38
-4!1
POUNCING

Tell opponent: " Do no Restricted Flying next turn:-If on a Score page, Tell opponent: "Do only Yellow next tum."
·.$0 top. 41 and may attempt Non-Flying Restricted Grab next tum." •
~'* '*'.
t ~
2-19 10-1 1 18-47 26-59 34-00 42-25 2- 3 10- 3 18-47 26-59 34-00 42-25
40 4-13
6-37
8-33
12- 39
14-19
16-23
20-41
22-37
24- 23
28-00
30- 3
32- 9
36-43
38- 41
40- 3
44-15
46-00
48-63
4- 5
6-37
8-13
12-19
14- 9
16-57
20-13
22-49
24-31
28-00
30- 3
36-43
38-3~
44-53
46-00 42
32- 9 40-31 48-63
VENOMOUS STING EXTENDED RANGE
VENOMOUS STING

-
Tell opponent: " Do no Tail Whip or Venomous Sting. See back of
..
Tell opponent: " Do no Tail Whip or Venomous Sting. See back of
• Character Sheet. " * .,,
~~
_fparacter Sheet. '' ,.,.,..
t I~
~ ~

2- 3 10-19 18- 41 26-41 34-00 42-49 2- 3 10- 3 18-47 26-59 34-00 42- 25

44 4-19
6-49
8-33
12-39
14- 31
16-57
20-41
22- 37
24- 7
28-00
30- 3
32-19
36-13
38- 39
40-31
44-19
46-00
48-63
4- 5
6-37
8-33
12-39
14- 9
16- 1
20-29
22-37
24-15
28-00
30- 3
32- 9
36-43
38-39
40- 3
44-15
46-00
48- 63
46
IJ"'«l
EXTENDED RANGE WOUNDED IN FLIGHT
FLYING

SCORE
2

Tell opponent: " Go top. 57 and do only EXTENDED RANGE Flying Tell opponent: " Do only Restricted Flying (except Flying Attack) next
. or Escape next tum." . tum."
I/I'• I».

2- 3 10-11 18-41 26-59 34-00 42-49


12-19 20-29 28-00 36-31 44-19
48 4-19
6-37
8-31
14-19
16-57
22-37 30-31 38-19
24- 7 32- 9 40-13
46- 00
48-13
50-37
52-23
54- 9
56-13
58-41
60-45
62-19
64-11 50
EXTENDED RANGE
JUMPING BACK

SCORE
5

Tell opponent: "Do only EXTENDED RANGE (including Restricted


,. "
Maneuvers) next tum. " ..Tell opponent:
/A'
"Do only Jumps next tum ."

50-37 54- 9
52 52-57 56-57
58- .3
60-45
62-51
64-61
50-49
52-33
54-19
56-19
58-61
60-45
62-35
64- 3 54
EXTENDED RANGE EXTENDED RANGE
ATTACKING PREPARING 57 1

Tell opponent: " Do only EXTENDED RANGE (including Restricted


Tell opponent: " Do only EXTENDED RANGE next turn." ·/,#Maneuvers) next turn • " IJJAf

56 50- 37
52-57
54- 9
56-19
58-61
60-45
62-51
64- 3
50- 37
52-33
54-55
56-35
58-61
60-53
62-51
64- 61 58
LEAPING OVER EXTENDED RANGE
SLASHING

Tell opponent: " Do no Red or Orange next turn. If on a Score page,


go to p. 21 with no restrictions next tum."
••
.,
Tell opponent: "Do only EXTENDED RANGE next tum."

60 50-37
52-33
54-13
56-57
58- 3
60-53
62-51
64-61
50-37
52-57
54-55
56-57
58-61
60-45
62-51
64-61 62
ESCAPE- You may break off combat and escape if you can maneuver to parchment 57 from
GRABBING either 21 , 23, or any Extended Range parchments. Simply announce "Escaping. " The game
is now over and your opponent receives experience points equal to the amount of damage
he has done to you.
Character Improvement
Your character gains experience points equal to the maximum body points of the opponent
you defeat. Note: killing is unnecessary.
To increase a damage modifier, subtract experience points equal to your character's max-
imum body points. Your total experience points may never be less than zero. Each time you
do this, add one to the damage modifier of your choice. All damage modifiers (including
"O" and negative numbers) must be increased before any damage modifier can be increased
again.
Increase your character's maximum body points by one after all his damage modifiers of
the same color (including empty color bars) have been increased. Example: a character starting
with 12 body points who has added one to all his red, green, and brown damage modifiers
would have 12 + I +I + I = 15 total body points ( + I for each complete color). Note: body
points are added to the maximum body point total; they do not heal a character who has lost
body points . Add experience points to your character's total only at the end of the game.
Your character always starts each game with his current Maximum Body Points even if
he lost the last game-as long as he did not die. If he died you must start a new character
using the original stats printed on the Character Sheet.

Multi-Player Rules
For multi-player combats, arrange two sides. Players on the side with the fewer members
each pick one opponent. Then, the extra players on the larger side each join any battle they
choose. Note: It is permissible for more than one extra player to join a battle, i.e. , three
against one, four against one, etc. Play normally including the following rules:
1) If you fight more than one opponent you may still do only one maneuver per turn. E.g.,
a high side swing against one opponent requires a high side swing against them all.
2) If your opponents are at different ranges, pick your maneuver from the close range list
and give that number to your close range opponent(s). Then give the number on the same
line in the " x" column (the Extended Range Conversion number) to your extended range
opponent(s).
3) If you defeat your opponent(s) and there are still battles going on, you may choose to
join one. If you join against one opponent play continues as a normal multi-player battle.
If you join against two or more opponents, you must choose any one opponent who must
then leave his attack for a one-on-one against you.
Note: The format for multi-player battles is always one vs. any number of opponents .
A 2 vs. 2 battle is not possible but must break into two I vs. 1 battles. Only after you win
can you join your partner in a two-on-one against the remaining opponent.

Tell opponent: "Do no Tail Whip or Venomous Sting next tum, but if
'J>!1 a Score page, you may attempt Restricted Maneuvers Hold or Grab."

Designed by: Alfred Leonardi


Developed by: Alfred Leonardi and James Rosinus
50-49 54-27 58-19 62-51
64 52-35 56-19 60-45 64- 3
Character Designed by: Michael Vitale
Illustrations by: H. Spencer Kipe
Rules and Editing by: James Rosinus, Dennis Greci, Lee Enderlin
Technical Advisor: Bruce Perry, SCA
Playtesters: Dennis Greci, Marian McKenzie, Bruce Perry, Paul Robinson, Walter Sm ith, Paul Wilson
24) Bite Chomp-Slashing with open mouth. Can lead to grabbing and holding.
hOSt WORhDS™
10) Right Claw High- Swinging action. Effective against strong attacks. but vulnerable to low attacks. CHARACTER SHEET
2) Right C law Low- Similar to Right Claw High, but aimed at the legs. Manticore
32) Left Claw High-Stabbing action . Effective against jumping back. Vulnerable to swings and low
attacks . START TOTAL
NAME HEIGHT BODY PTS. ADDS BODY PTS. ATIACKS
14) Left Claw Low- Similar to Left Claw High but aimed at the legs.
6) Restricted Flying Attack- Attempt to claw opponent while flying. Note special rules below. 4 20 1
22) Rest r icted Flying Swoop-Powerful diving attack. Note spec ial rules below.
42) Restricted Flyi ng Tail Whip- Attempt to hit opponent with tail while flying. Good chance to be
hit. Note spec ial rules below.
12) Restricted Flying Pounce-Attempt to land on opponent. knocking him down. Note special rules below.
44) Restricted Non-Flying Hold & Bite- Possibly nourishing for you. but usually disastrous for your
opponent. Note special rules below.
48) Restricted Non-Flying Grab-Powerful action ; highly effective. Note special rules below.
38) Special Pounce-Jumping at opponent to knock him down. Vulnerable to swings and high attacks.
40) Special Wild Sw ing- Desperate , unaimed swing. Very vulnerable.
30) Special Dislodge Weapon-Attempt to disarm opponent. Effective against thrusts and fakes. but
vulnerable to aggressive or shielded attacks.
36) Special Venomous Sting- Attempt to hit opponent with the poisonous tip of the tail. Note special
rules below.
4) Special Tail Whip-Similar to Flying Tail Whip but done on the ground.
26) Jump Leap Over- An attempt to get behind opponent.
18) Jump Fly Off- Method of getting airborne .
8) Jump Dodge-Effective against downswings and thrusts. but vulnerable to sideswings. Can sometimes
be used to slip behind opponent.
20) Jum p Fly Down - Method of getting back on the ground.
16) Jum p Away- Effective against swings. but vulnerable to thrusts. Can move you to extended range
and cause your opponent to fall down or turn around .
Extended range maneuvers are similar to their close range counterparts. Agility, reaction, weapons, annor.
etc .. characteristics are built into the book and can sometimes give you unexpected results.
Special Manticor e Rules
I. FL YING: When flying, you must continue flying until knocked down or landed; this goes as well
for spell instructions. At Extended Range. when told to do only Brown, you also may do any Extended
Flying maneuver but Score no damage.
2. VENOMOUS STI NG: If, as a result of doing Venomous Sting, you end on a Score page with an
unmodified Score of I or more. ignore the printed Score. Instead, your opponent must take I Body Point
of damage per turn for the rest of the game. Venomous Sting damage is cumu lative up to the number
of Venom Points you have.
Example: Your Manticore starts with 3 Venom Points. The first ti me you hit your opponent with
Venomous Sting. he must lose one Body Point per turn for the rest of the game. If you hit him again.
he must now lose two Body Points per turn. With a third hit . he must lose three Body Points per turn.
however, the fourth hit does him no extra damage. (He still must obey the restrictions on the Score page.)
You may increase Venom Points similar to increasing Body Points. When every block (includ ing blanks)
in the Special category has been modified you may add one Venom Point.
The effects of venom are not carried over from game to game but are considered cured just as Body
Point damage if your opponent survives the battle.
3. RESISTANCE: Some characters can resist spells or special attacks in varying degrees, and varying ways.
NOTE: You may increase a resistance number instead of increasing a Body Point.
Magic Resistance- Your Magic Resistance nu mber is added to your opponent's Spell Cost each time
a spell is cast. All spells are affected by this resistance.
4. ACCUMULATED DAMAGE: Results which cause you to lose effectiveness (i.e. "Subtract - I from
all Tail Whips ... • ') are cumulative. You must reduce your effectiveness by an additional amount each
time you suffer such a result.
I SBND-9 17 037-45-6
NOTE:
This book by itself is not a complete
0

I
46575 01601
game. You must have at least one
other book in the LOST WORLDS"''
series before you can start to play.

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