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Citadel of Blood, Fantasy, Adventure, Solitaire, complete game

Condition
New.  This is a remake of a classic stand alone game
  • 88 x 5/8" square double sided counters, 1.5mm thick
  • 3 x pages of tables printed on 160gms light card
  • 8 x pages of rules (in English)
  • 1 x A2 (594 x 420 mm) map (made up from 2 x A3 map sheets)
Description
A cooperative adventure game with a basic "Dungeon and Dragon" feel: get to the castle and pillage it without being killed by various monsters.

Sitting between a role-playing-game and a board game, this was meant as an introductory RPG which could be played with or without a dungeon master. At the start of the game, players select a character among four classes (fighter magic user, cleric, and thief) and chose one of four weapons (dagger, sword, club, and bow).

Players make their way towards the castle either alone or as a group by moving on the game board. On this board, they step onto circle, triangle or square spaces which determine encounters through the roll of a six-sided die. No events or encounters are associated with circle spaces.

Introduction
For generations and generations, what remains of the Castle of Doom gives rise to the craziest rumours. Even several days march from its deep moats, its reputation is well-known. Some say not without reason that it harbours prodigious treasures. Gold, they say. Precious stones as well and magic weapons! Those who spread such tales in hushed voices seem to be more gossip than courage. But at least they're still alive. As for the others, those attracted by the appeal of mystery or the lure of wealth from a hundred leagues around never, never a single one is able to attest to what he has seen before his eyes close for eternity. The only one of which the life was by some chance spared, came back bereft of reason. He died suffering horrible demonic visions, with all hearing his tales begging to be struck deaf! Legend or truth? Who knows?

That's what you need to know, fighters and magic users, clerics or thieves, before you head off in turn.

“The Castle of Spells”, a role-playing game. Yes and no! “The Castle of Spells” is a compromise between a role-playing game, as it is presented to you, and a standard war-game, as is the habit of this publication. “The Castle of Spells” is an intermediate stage in the direction of a role-playing game needing a GM. 

You can play alone, with two, three, or even six or seven. There's no GM. But once you know all the refinements, the transition to a role-playing game will be easy. You'll be able to invite your friends. To make some die rolls for them. Briefly, to overcome somewhat the material aspects of the game. So dream on! Isn't that after all the best part of being a GM?