Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
Fantasy adventure, spells, creatures and combat presented as an introductory role playing board game. Somewhat of a knock-off, it is the sequel to The Lords of Underearth and is based on Metagaming's Melee, Wizard and The Fantasy Trip rules sets.
Core mechanisms
Key systems that shape the decisions players make.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Movement Points
Spend a movement allowance across spaces with different costs.
Paper-and-Pencil
Record choices and results directly on a personal sheet.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Read the full game description
Fantasy adventure, spells, creatures and combat presented as an introductory role playing board game. Somewhat of a knock-off, it is the sequel to The Lords of Underearth and is based on Metagaming's Melee, Wizard and The Fantasy Trip rules sets. Basically, it is a simplification and streamlining of The Fantasy Trip rules set. It does not offer much for those who already have the Advanced Melee, Advanced Wizard, and In The Labyrinth, other than counters and some rules for Explosive Gems that were omitted from Advanced Wizard, but may be useful to those who only have the Melee and Wizard rules booklets, and want a few new weapons and spells that are not found there.