by Jane St. Claire
CHESSEX MANUFACTURING
My first exposure to Lost Worlds was in grade school, just after I learned how to play D&D. My friend Victor Zarnecki taught me how to play during lunch while we were munching on soggy hamburgers and cold fries. I was instantly enamored and started collecting all of them as fast as I could. The way it works is simple. You and a partner each pick out a book. Each book is a character. You keep the card in the book and trade books with your partner. The book has images of "you" so it represents what your opponent is seeing. Once you've traded, its a duel to the finish between two fighters with different maneuvers and styles. Your card tells you the maneuvers you can perform and how many Hit Points you have. You start of at "Extended Range" and can maneuver forward to get closer, or keep at a distance (whether your fighter uses a long or short ranged weapon will determine this). The game works much like an actual fencing match. You've got to carefully consider you're opponent's abilities (and your own) in order to get the best effects from your choices. Once you decide on a maneuver, you look on a small chart and read that number to your opponent. He does the same. Then, you both turn to the appropriate pages in your books and the images tell you the effect of your maneuver, the effect of your opponent's choice, what position you're in and what maneuvers you can and can't do in that position. It can get rather tricky sometimes if you're not paying attention, and your opponent can literally sneak up on you and give you a good whack from behind. I think that's what attracted me most to the game. It wasn't exactly role-playing, but it allowed me to take a look at the different fighters and decide which one suited my style of play best. I always liked the quick, nimble elf duelists myself while Vic liked the lumbering ogre-types. Sure, he did a lot of damage when he hit, but I always hit more often. It was nice the way the books were always balanced like that. Lost Worlds books disappeared for a while (a long while), but they're back with a vengeance, complete with cover and interior art by Doug Schuler (renowned Magic: The Gathering, On The Edge and Legend of the Five Rings artist). New books also include "Item Cards." These little ditties give a spark of individuality to your fighter. Each book comes with different items (kind of collectible), but any fighter can use them. Some books also come with "Spell Cards" allowing your sorcerers to create more fiery and dramatic effects. It's just icing on the cake. It looks like a lot of "old school" games are making a come-back. Lost Worlds is definitely one of them, and I'm one "new wave" gamer that's glad to see some great "old school" games getting a fresh breath of life. Back to Shadis #28 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1996 by Alderac Entertainment Group This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |