LOST WORLDS RULES
Each book represents a character in the LOST WORLDS combat book games and is playable, with all other LOST WORLDS books. Each book is unique and has its own special qualities.
COMPONENTS Booklet: On each page of the book are two parchments. The larger parchment is a picture, and the smaller a data box. Character Card: A player picks his combat maneuvers from this card, while at the top of the card are listed the character’s Body Points, special abilities, and basic equipment. Fantasy Cards: Special cards, randomly selected, that allow for special situations.
HOW TO PLAY Each player must have a book and a Character Card to play. Pick a book to play. Do the following steps simultaneously with your opponent.
0) Remove the character card.
1) Swap books with opponent.
2) Keep your Character card.
3) Open his book to picture #57 Note: you see your opponent at X-Range preparing to attack, and below him are instructions for his next move.
4) Read instructions to opponent. Note: On the first turn you will direct each other to: ‘Do only X-Range next turn.’
5) Choose a maneuver from your Character Card. Note: On the first turn you were informed to do only X-Range, so choose any X-Range maneuver you desire.
6) Turn to that page # in the book. Note: It labels a data box at the bottom of the page.
7) Tell your opponent the page number in the data box that you have just turned to. Note: It is always an even number.
8) In this data box, find the # your opponent gave you in step 5. Turn to the # listed beside it. Note: This is always a picture showing your opponent’s maneuver, or you scoring on him.
9) You score a hit if ‘SCORE’ appears in the picture.
10) Add the # beneath ‘SCORE’ to the damage modifier (MOD) found on the Character Card by your maneuver.
11) With result greater than zero, tell your opponent to subtract that many points of damage from his character’s Body Points. (i.e. Score 5 & Mod 1 = 6 points damage.) (i.e. Score 1 & Mod -2 = missed by a whisker.)
12) If opponent’s Body Points total is now zero or less, he is unconscious and you have won the game. If his Body Points total is -5 or less he has died. Otherwise go to step 13. (Note: after an attack, Goblin has -3 bp and Troll has -4 bp. Goblin wakes first and wins.)
13) Read the instructions below the picture to your opponent. (i.e. Tell Opponent: ‘Do no Red next turn.’)
14) Return to step 5 and choose your next maneuver. Note: Keep in mind your opponent’s instructions.
IMPORTANT!! Do X-Range only when instructed.
HEIGHT Prior to combat, compare opponent’s height to your own character’s height. The taller character adds +1 to his damage modifiers for Red maneuvers.
CRITICAL HITS Some solid hits can score critical damage. When on a Score page with critical hits, and your modified score is equal to or greater than the number listed, then include the ‘CRITICAL’ restrictions, when reading to your opponent.
VICTORY & ADVANCEMENT When you defeat an opponent you score victory points equal to your opponent’s body points. When your victory points equal 5 times your body points, you may add +1 to your body pts, and add +1 to any ability or modifier. No ability or modifier can be more than double its starting amount. Negative modifiers cannot be increased. Note: treat scrolls and spells as abilities.
ESCAPE If your opponent escapes, you earn victory points equal to 1/2 your opponent’s body points, but your opponent’s character will gain a Victory Point.
DUNGEON PARTY RULES Players may use these rules to run more than one character at a time. To play the party rules you must establish your party prior to combat.
To play a party of heroes:
1. Select 5 or fewer heroes to make up a party.
2. Keep their character cards and give their books to your opponent. When changing a character have your opponent change books, and you change character cards.
3. Choose a hero to lead off the combat. Start playing as if in a standard game.
4. During play your opponent must include the Party Rules symbols when reading to you your ‘Tell opponent’ restrictions. (P) means: ‘Partner may step in.’ Allowing you to change to another character in your party. Select your next maneuver from the new character’s card and keep the current character’s restrictions. Remember to give your opponent your new character’s book. (P*) means: ‘Partner may attempt to fire or throw even if precluded by color restrictions.’ Therefore an archer or a spell user may perform a missile or throw maneuver from his character card for the coming turn. Remind opponent to change books.
5. Score damage on the party member making the maneuver. 6. Record each character’s damage separately, and remove him when he’s defeated.
MULTI-PLAYER RULES One player may fight several players. That is 1 on 2, or 1 on 3, or even 1 on 4. Remember that all players must have their opponent’s book, so when fighting 3 opponents you need to hand out 3 books of your character, while holding their 3 books and adopt the following rules. 1) When given multiple restrictions, do the most restrictive. 2) Do the same move in each book. 3) When fighting opponents at both close and X-range, select a maneuver from close range first, then give the X-range player the ‘X’ column’s number on your character card.
FANTASY CARDS Represents special abilities and items which a character acquires during his career. Lost Worlds characters have specific weapons that can be enhanced by Item Cards and most characters start with at least one basic Ability (Tactic, Luck, Spell, Scroll etc.). The Ability is noted on each book’s character card and is rated in points. These points are spent in selecting cards. (i.e. Othere the Djinn has 12 Purple spell points which are used to select several purple spell cards totaling no more than 12 points.) All cards are selected prior to battle. Note: random cards come with each book and more may be purchased in other Lost Worlds products. You may select Ability and Item cards as noted on the character card.
CARD TYPES Tactic: Fighting techniques that a character has learned from a master. Reveal card and meet its stated conditions. Discard afterwards. Spell: Spells of various colors that magic users can cast. Reveal a card of your magic user’s color when directed by your opponent reading your ‘Tell Opponent:’ restrictions. Meet the card’s stated condition and discard afterwards. Luck: An inexplicable event that alters consequences. Reveal card and meet its stated conditions. Discard afterwards. Scroll: Published magic, read by a scholar, which affects all combatants. Reveal card and meet its stated conditions. Discard afterwards. Items: Good Stuff, divided into several categories, which your character may bring into battle. Their stated conditions last as long as the item is in use. Weapons: Use if listed on character card. General Items: Are limited only by logic. For instance, rings for characters with fingers. Boots for characters with feet; etc. Campaign: Represents experience gained in battle. (i.e. Tournament Play)
READING, Tell Opponent ‘…’ 1. If directed to go to another page, or told to reveal an ability card (spell, luck, tactic) then disregard the score and restrictions on the previous page, and follow the directions on the new page or card. 2. If modifier is ‘S’ and you receive no ‘if on a Score page…’ directions, then do not score but read the pages’ restrictions to your opponent.
Game Created by Alfred Leonardi
Copyright 2015 Jill Leonardi
Lost Worlds is a trademark of Jill Leonardi and is used with permission.