--- wizard-2.txt	2016-03-07 18:16:34.000000000 -0800
+++ wizard-3.txt	2016-03-07 18:16:26.000000000 -0800
@@ -2,20 +2,17 @@
 
 Wizard
 
-Game Design by Steve Jackson
+Basic Magical Combat for THE FANTASY TRIP
+
 Cover by Roger Stine
-Illustrated by Pat Hidy
-Published by Metagaming
-(c) 1979 by Steve Jackson
-
-Second Edition
-
-Those who helped with this game include Howard Thompson (for contributions to
-the design and for plaguing me to finish it), Robert Taylor, Ben Ostrander,
-Tracy Harms, David Vilstrup, Kenneth Schultz, Robert Schultz, House Thornwell
-(especially Lord Jan w Orzeldom and Lord Tanasan Dimrithil), Jay Rudin, Dragomyr
-the Cossack, Edmund Hack, Patrick McLaughlin, Dan Kagan, Bill Williams, Gilbert
-Glaneman, and Gary Smith, not to mention everyone who liked MELEE. Thanks -- SJ.
+Illustrations by Pat Hidy and Trace Hallowell
+Revised Edition Edited by Howard Thompson
+Revised Edition Copyright (c) 1980 by Metagaming
+Prior Editions Copyright (c) 1977 & 1979 by Steve Jackson
+Third Edition (Revised)
+
+Major rules changes in this third edition of WIZARD have been indicated by grey
+shading. Minor corrections are unmarked.
 
 I. INTRODUCTION
 
@@ -80,18 +77,13 @@
 Trip. Other available games include MELEE (combat with medieval weapons), and
 THE FANTASY TRIP: IN THE LABYRINTH (a complete role-playing campaign system).
 
-This game, WIZARD, can be combined with MELEE by players who want both swords
-and sorcery; references in this game to missile weapons, giant snakes, and other
-elements missing from WIZARD have been included for the convenience of MELEE
-players.
-
 II. COMPONENTS
 
 This WIZARD game should contain the following components: (1) This rule booklet.
 Note: The center 8 pages may be removed and restapled to form a separate set of
 Reference Pages. (2) One 12" x 14" map, divided into hexagons ("hexes") and
-larger heavy-bordered "megahexes." (3) Two counter sheets, to be cut apart into
-counters for figures, walls, fire, etc.
+larger heavy-bordered "megahexes." (3) One counter sheet, to be cut apart into
+counters for walls, figures, fire, etc. (4) One die.
 
 You will also need pencils, scratch paper, a straightedge, and at least 3 dice.
 Miniature figures are not necessary for play, but add interest.
@@ -187,128 +179,145 @@
 
 Once each player's figures are ready, you may begin the combat.
 
-IV. TURN SEQUENCING AND OPTIONS
+IV. TURN SEQUENCING
 
-WIZARD is played in turns. During each turn, each figure may execute ONE
-"option" from the list below. Each option consists of a movement, attack,
-defense, or other action or combination of actions.
-
-The options available to a figure will depend on whether it is "engaged" or
-"disengaged." An ENGAGED figure is one that is ADJACENT TO AN (armed) ENEMY
-FIGURE, AND IN ONE OF THAT FIGURE'S FRONT HEXES. See below for diagrams and more
-details. A multi-hex figure is not considered engaged unless it is engaged by
-two one-hex figures (three for a large dragon) or another multi-hex figure.
-
-NOTHING in WIZARD happens simultaneously. Each movement or attack may affect the
-next one, and a spell takes effect instantaneously when it succeeds. Each turn
-goes through these stages:
+WIZARD is played out in a series of turns, each representing about five seconds
+of action. Each turn is divided into several phases. Generally, each figure may
+move only during the Movement Phase and perform Actions, including Spell Casting
+only during the Action Phase.
+
+The Actions a figure may take will depend on how far it moved, whether or not it
+is Engaged or Disengaged, or in hand-to-hand combat (when using MELEE rules
+also). An Engaged figure is one that is adjacent to an enemy figure and in one
+of that figure's front hexes (see VI. FACING).
+
+Nothing in WIZARD happens simultaneously. Each Movement and Action may affect
+the next one. Each turn goes through the following phases. The following turn
+phases are completed in order to complete one turn.
 
-(1) ROLL FOR INITIATIVE. Each player rolls a die. The winner may choose either
+1. INITIATIVE ROLL. Each player rolls a die. The high roller may choose either
 to move his figure(s) first that turn, or to have the other player(s) move their
 figure(s) first.
 
-(2) RENEW SPELLS. Each wizard who wants to renew one or more continuing-type
+2. RENEW SPELLS. Each wizard who wants to renew one of more continuing-type
 spells subtracts from his ST to power the spell(s). All spells that are renewed
 last until the turn ends (or the wizard dies or goes unconscious). All
 continuing spells that are NOT renewed end immediately, before movement. NOTE:
 Some spells are not renewable, but last a stated number of turns after casting.
 The turn such a spell is CAST is always counted as the first turn.
 
-(3) MOVEMENT. The first player to move chooses ONE option for each of his
-figures, and executes the MOVEMENT part (if any) of that option for each figure.
-How far each figure may move depends on its movement allowance (MA) and the
-option chosen.
+3. MOVEMENT. The first player to move executes MOVEMENT only for his figures.
+How far each figure moves depends upon its Movement Allowance (MA) and the
+Action that the figure intends to perform. (see V. MOVEMENT)
+
+4. SECOND PLAYER MOVEMENT. The second player may then move his figure(s) in the
+same manner. If there are more than two players competing on separate sides the
+third and fourth highest Initiative roller and so on will execute Movement until
+all players have moved their figures.
+
+5. ACTION. All Actions are carried out, including Attacks, Spell Castings,
+Disbelieve Attempts, etc. Figures act in the order of their Adjusted Dexterity
+(adjDX), highest first to lowest last. Ties on adjDX are resolved each turn by
+die roll. If a figure is killed, or takes 8 or more hits and falls down before
+its time to act occurs it does not get to act that turn. A figure that is
+knocked down must wait until next turn's action phase to get up. Remember that a
+figure may have his dexterity adjusted by actions of other figures, such
+adjustments are immediately effective.
+
+6. FORCED RETREAT. If any figure inflicted hits, except by missile, thrown
+weapon, or magical attack, on an enemy figure and took no hits itself, it may
+retreat the hit enemy figure one hex in any direction and either advance to the
+hex vacated by the enemy or stand still, thus possibly becoming disengaged.
+
+7. COUNTER PLACEMENTS. Counters for thrown or dropped weapons and magically
+created items are placed in the appropriate hexes and counters for slain or
+unconscious figures are flipped upside down. If there are still two competing
+sides with figures able to fight in the arena then begin a new turn of combat.
+
+ACTIONS
+
+Actions take place during the Action phase of a turn, after all Movement is
+completed. Actions are performed in the order of Adjusted Dexterity (adjDX), the
+highest adjDX figure acting first and the lowest last, with adjDX ties resolved
+by die roll. A figure may perform only one Action per Action phase of a turn.
+
+Actions a player may perform are constrained by how far the figure moved that
+turn and whether or not it is Engaged or Disengaged. A figure may select any
+Action in the turn's Action phase that would be allowed by his movement that
+turn and his Engaged status. Actions are listed below, organized by Engaged or
+Disengaged status and distance moved. A figure may move less than the maximum
+distance allowable for an Action and still be able to perform that Action.
 
-The second player then chooses options and moves all his own figures the same
-way. If there are more than two players, the third, fourth, and so on then pick
-options and move.
+ACTIONS FOR DISENGAGED FIGURES
 
-(4) ACTIONS. All attacks, spell-castings, attempts to disbelieve, etc., are
-carried out. Figures act in the order of their adjDX, highest first; ties are
-resolved by die roll. NOTE: Many times a figure's DX will change during the
-course of a turn, due to spells or wounds. After the figure with the highest DX
-acts, the figure which goes next is the one (of those which have not acted that
-turn) with the highest adjDX AT THAT MOMENT. If a figure's DX is magically
-increased to a number higher than that of a figure who has already acted that
-turn, he does not miss his turn -- he is the next to act. Always roll a die when
-two figures have the same adjDX.
+1. A Disengaged figure may move more than half its MA and:
 
-If any figure is killed or knocked down BEFORE its turn to act comes, it does
-not get to act that turn.
+a) Take no other action.
 
-(5) FORCE RETREATS. Any figure which inflicted hits on an enemy with a PHYSICAL
-attack (staff, wolf bites, etc.) and took no hits itself that turn (from any
-source) may retreat that enemy one hex in any direction to any vacant hex and
-EITHER advance to the hex vacated by the enemy OR stand still (thus possibly
-becoming disengaged). Magical attacks, missile and thrown weapons, etc., do NOT
-allow you to force a retreat.
+2. A Disengaged figure may move up to half its MA and:
 
-If both sides still have figures able to fight, begin the next turn.
+b) CHARGE AND ATTACK with any weapon except a Missile Weapon.
 
-LIST OF OPTIONS
+c) DODGE (See Dodging and Defending)
 
-A figure may execute ONE option each turn, and may NOT mix actions from
-different options. It is possible to change options -- see below.
+d) DROP to a prone or kneeling position.
 
-OPTIONS FOR DISENGAGED FIGURES
+3. A Disengaged figure may move two hexes and:
 
-A figure which is NOT ENGAGED with an enemy when its turn to MOVE comes may
-perform any ONE of the following options:
+e) READY NEW WEAPON (For use with MELEE rules). The figure reslings any ready
+weapon(s) and may ready a new weapon(s) in the hex he occupies. The ready and
+resling process covers one weapon or shield for each hand.
 
-(a) MOVE up to its full MA.
+4. A Disengaged figure may move only one hex and:
 
-(b) CHARGE ATTACK. Move up to 1/2 its MA and attack. A figure can never attack
-if it moved MORE than half its MA; it can attack if it moved half its MA or less
-and did nothing else. NOTE: The only "attack" a wizard can make is with his
-staff.
+f) MISSILE WEAPON ATTACK. Fire a ready weapon at a target. (For use with MELEE
+Rules.)
 
-(c) CAST SPELL. Move one hex (or stand still) and attempt any spell.
+g) CAST SPELL. Attempt to cast a spell.
 
-(d) DODGE. Move up to half its MA while dodging (see p. 17).
+h) DISBELIEVE. Attempt to disbelieve a suspected illusion, taking no other
+action.
 
-(e) DROP. Move up to half its MA and drop to a prone or kneeling position.
+5. A Disengaged figure may stand still, not moving and:
 
-(f) DISBELIEVE. Stand still or move one hex, taking no other action, and attempt
-to disbelieve any one illusion.
+i) STAND UP. Rise from prone, kneeling or knocked-down position during the
+Movement phase of the turn and take no other actions. This is all the figure may
+do for the turn.
 
-(g) STAND UP. Rise from prone, kneeling, crawling, or knocked-down position
-during movement phase; take NO other action. A figure MUST take a turn to stand
-before attacking, running, etc., but may cast a spell or crawl without standing
-up.
+ACTIONS FOR ENGAGED FIGURES
 
-OPTIONS FOR ENGAGED FIGURES
+1. An Engaged figure may shift one hex and:
 
-A figure which is ENGAGED with one or more enemies (see definition below) when
-its turn to MOVE comes may perform any ONE of the following options:
+j) ATTACK with any ready, non-missile weapon. (For use with MELEE rules.)
 
-(h) SHIFT AND ATTACK. Shift one hex (or stand still) and attack with any
-nonmissile weapon. (There are no missile weapons in WIZARD anyway...the
-occasional references are for those using MELEE rules too.)
+k) DEFEND. (See DODGING and DEFENDING)
 
-(i) SHIFT AND DEFEND. Shift one hex (or stand still) and defend with any
-nonmissile weapon, including wizard's staff.
+l) CHANGE WEAPONS. (For use with MELEE rules.) Drop a ready weapon and ready a
+new non-missile weapon.
 
-(j) CAST SPELL. Shift one hex (or stand still) and attempt any spell.
+m) ATTEMPT HTH COMBAT. (For use with MELEE rules.) Move onto the hex of any
+adjacent enemy and attempt to hit with bare hands or ready dagger. Any
+non-dagger ready weapons are dropped.
 
-(k) DISENGAGE. Stand still or shift during movement; disengage one hex in any
-direction from one or more enemy when your turn to ACT comes. Make no attacks,
-cast no spells, etc; see page 17.
+n) CAST SPELL. Attempt to cast a spell.
 
-(l) PICK UP DROPPED WEAPON. "Bend over" (not moving) and pick up and ready a
-dropped staff or weapon in your hex.
+o) DISBELIEVE. Attempt to disbelieve a suspected illusion, taking no other
+action.
 
-(m) DISBELIEVE. Same as (f) above.
+p) DISENGAGE. Attempt to move away from an opponent's front hex. (See
+DISENGAGING).
 
-(n) STAND UP. Same as (g) above.
+2. An Engaged figure may stand still and:
 
-CHANGING OPTIONS
+q) LAST MISSILE SHOT/ATTACK. (For use with MELEE rules.) A figure with a ready,
+loaded missile weapon may get off a last shot if it became Engaged during the
+Movement phase. The missile weapon MUST be dropped next turn. You can almost
+always release an arrow at a charging enemy.
 
-It is legal to change options AFTER the movement part of a turn, to meet
-changing conditions. The only requirement is that the figure must not have
-already moved more than the NEW option allows. If you moved 0 or 1 hex, you may
-switch to any option you could have taken when the turn began; if you moved 1/2
-your MA or less, you may attack, defend, dodge, or drop; if you moved over 1/2
-your MA you may do nothing else that turn.
+r) STAND UP Same as (i) above.
+
+s) PICK-UP WEAPON. Drop ready weapon(s) and/or shield and pick-up and ready a
+dropped weapon in the occupied hex.
 
 V. MOVEMENT
 
@@ -319,11 +328,11 @@
 
 Each figure has a movement allowance (MA) of a certain number of hexes. All
 normal human figures have an MA of 10; MAs for other figures are given in the
-Monster/Beast Table on the Reference Pages. MA may be increased or reduced by
-magic. When MA is doubled, movement allowed in all options is doubled -- i.e., a
+Monster/Beast Table in the Reference pages. MA may be increased or reduced by
+magic. When MA is doubled, movement allowed in all actions is doubled, ie. a
 wizard could move TWO hexes and throw a spell. However, when movement is halved,
-the wizard could still move one hex and cast a spell -- he would not be limited
-to "half a hex."
+the wizard could still move one hex and cast a spell, he would not be limited to
+half a hex.
 
 A figure MUST STOP ITS MOVEMENT when it becomes "engaged" -- see below under
 section VI, FACING.
@@ -344,10 +353,10 @@
 
 SHIFTING
 
-Only disengaged figures have options which let them move more than one hex. An
+Only disengaged figures have actions which let them move more than one hex. An
 engaged figure may move only one hex during the movement phase, and must stay
 adjacent to all figures to which it is engaged; this is called a SHIFT in the
-list of options.
+list of actions.
 
 A multi-hex figure also moves only one hex when it shifts. However, the shift
 may carry it onto one or more one-hex figures (see below) and/or away from
@@ -401,7 +410,7 @@
 
 CRAWLING, KNEELING, AND LYING PRONE
 
-A figure may use the DROP option to assume any of these positions. A figure
+A figure may use the DROP action to assume any of these positions. A figure
 which falls assumes the prone position involuntarily and may do NOTHING next
 turn except (either) stand up or crawl.
 
@@ -536,13 +545,12 @@
 VIII. CASTING SPELLS
 
 A wizard may cast one spell per turn, as long as he knows the spell, has enough
-ST to "pay the cost," and selects an option allowing a spell to be cast. If he
-cast continuing-type spells during any previous turn, he must energize them
-before the movement phase, or they will cease to operate. A wizard may energize
-any number of spells at once, provided he has enough ST, but may cast only one
-new one per turn. If he fails to energize any continuing-type spell, it goes off
-and (if he wants to use it again) he must cast it all over again on some later
-turn.
+ST to pay the cost, and selects an action allowing a be cast. If he cast
+continuing-type spells during any previous turn, he must energize them before
+the movement phase, or they will cease to operate. A wizard may energize any
+number of spells at once, provided he has enough ST, but may cast only one new
+one per turn. If he fails to energize any continuing-type spell, it goes off and
+(if he wants to use it again) he must cast it all over again on some later turn.
 
 ROLLING TO HIT
 
@@ -850,27 +858,22 @@
 takes 9 hits, it's unconscious, and a 10th hit kills it. It then vanishes. You
 can combat an illusion on the physical level and triumph.
 
-However, it is better to combat an illusion on the mental level, by
-"DISBELIEVING" it. Disbelief is a psychic exercise...actually a magic spell so
-simple that anyone may attempt it. If ANYONE disbelieves an illusion, the knot
-of forces making it up will unravel and the illusion will vanish. Any damage
-that it did, though, is REAL, and remains.
-
-To disbelieve an illusion, a figure must be a human, humanoid, or dragon
-(animals, summoned creatures, images, and illusions cannot disbelieve) and
-choose the DISBELIEVE option. This lets a figure move one hex or stand still,
-and attempt his saving roll on 3 dice against IQ.
-
-However, the OTHER player -- the one who owns the figure to be disbelieved --
-makes the roll. The player attempting disbelief indicates the figure he wants to
-disbelieve and the IQ of the figure trying to disbelieve it. His OPPONENT then
-SECRETLY rolls 3 dice. A result less than or equal to the IQ of the disbeliever
-dispels the illusion -- if illusion it was. If the roll was too high -- or the
-figure was NOT an illusion -- it remains, and the disbelieving player is left in
-doubt as to what happened.
+DISBELIEVING AN ILLUSION
+
+A figure may use mental energy to dispel a suspected illusion. Disbelief is a
+simple magic spell known by everyone with an effective IQ of at least 7. Beings
+created or summoned through magic may not disbelieve. When a successful
+disbelieve die roll has been made against an illusion, it is immediately
+dispelled and its counter is removed from play.
+
+A figure attempts a disbelieve by selecting the DISBELIEVE action. The player
+who controls the suspected illusion SECRETLY makes a roll of three dice. If the
+roll is less than or equal to the disbeliever's current effective IQ, the
+illusion is removed from play. If the roll was greater than the disbeliever's IQ
+or is wasn't an illusion, the counter remains in play.
 
-Illusions can also be destroyed by the Destroy Creation and Dispel Illusion
-spells, as well as by appropriate Control spells.
+Illusions may also be dispelled by Destroy Creation, Dispel Illusion or the
+appropriate Control spells.
 
 BOTH ILLUSIONS AND IMAGES have the following things in common:
 
@@ -950,7 +953,7 @@
 striking with a sword or club, punching, etc.
 
 In order to make a physical attack, a figure must choose either the Charge
-Attack or Shift and Attack option. The figure attacked must be in one of the
+Attack or Shift and Attack action. The figure attacked must be in one of the
 ATTACKER'S three front hexes.
 
 A physical attack must either be with natural weapons (teeth, fists, etc.) or a
@@ -985,9 +988,6 @@
 
 THE WIZARD'S STAFF
 
-The only physical weapon a wizard carries (in this game) is his staff. Although
-a staff is magical, the damage it does is physical.
-
 A wizard does not HAVE to have a staff. If he wants one, he must know the Staff
 spell. This spell is the one used to create a staff. The wizard DOES NOT create
 the staff during the game (except maybe to replace a broken one). If he knows
@@ -1042,47 +1042,37 @@
 
 DISENGAGING
 
-Disengaging is the action of moving away from a figure(s) by which you are
-engaged. A multi-hex figure may disengage by use of the "disengage" option
-(below) or simply by picking an option allowing a shift and then shifting away
-from the figure(s) attacking it. A one-hex figure, however, use the "disengage"
-option.
-
-A figure which selects the "disengage" option stands still or shifts during its
-movement phase. When its turn to act comes, INSTEAD of taking any other action,
-it moves one hex in any direction except onto an enemy figure.
-
-Note that an enemy with a DX higher than yours will be able to make a physical
-attack on you before you disengage, since he acts before you. An enemy with a
-lower DX will not have a chance to attack if you disengage away from him.
-
-A one-hex figure engaged with more than one foe may disengage from some while
-remaining engaged with others, but may NEVER attack or take any other action on
-the turn he disengages.
+A figure selects the DISENGAGE action to move away from a figure which has him
+engaged. Instead of attacking, the disengaging figure moves on hex in any
+direction when its turn to attack comes. A kneeling, prone or fallen figure may
+not disengage; it must first stand up.
+
+A figure engaged with more than one enemy figure may disengage from some while
+remaining engaged with others. A figure may never attack on the turn it
+disengages, except in Hand-to-Hand combat (see MELEE rules).
+
+Note that an enemy figure with a adjDX greater than your figure's adjDX will be
+able to strike at your figure during the turn in which you disengage. An enemy
+figure with an adjDX less than or equal to your figure's adjDX must add the
+difference between the figure's adjDX (if any) to his "To Hit Roll" in order to
+hit your figure.
 
-A kneeling, prone, or crawling figure cannot disengage; it must first stand up.
+For example, if your engaging figure's adjDX is 13 and your opponent's adjDX is
+10, then his To Hit Roll will be at -3 DX to hit you.
 
 DEFENDING AND DODGING
 
-The "dodge" option (for disengaged figures) and the "defend" option (for engaged
-figures) have similar effects. To hit a figure who is dodging or defending, a
-figure must make its "to hit" roll against adjDX on four dice instead of three.
-4 and 5 are still automatic hits; 20 and above are automatic misses; 21 and 22
-are dropped weapons, and 23 and 24 are broken weapons.
-
-Dodging is effective ONLY against missile spells (and thrown and missile
-weapons). It is no good against other spells or attacks.
-
-Defending is effective ONLY against NON-missile spells and attacks. A figure can
-defend ONLY if it has a staff, sword, club, etc., ready to parry the attack
-with. In other words, dodging makes a missile miss; defending stops a physical
-attack from an adjacent hex.
-
-A figure must have a physical weapon (staff, sword, or club) in hand to defend
--- the weapon is used for parrying.
-
-Neither of these options permits the casting of a spell or the making of any
-sort of attack. They are purely defensive.
+The Defend action, for engaged figures, and Dodge action, for disengaged
+figures, have similar effects. Dodging is effective ONLY against missile spells,
+thrown weapons and missile weapons. Defending is effective ONLY against
+non-missile or non-thrown spells and attacks. A figure must have a ready
+physical weapon for parrying in order to Defend.
+
+To hit a dodging or defending figure, you must make your To Hit Roll on four
+dice, instead of three dice. Four and five are automatic hits. Twenty and above
+are automatic misses. Twenty-one and 22 are dropped weapon; and 23 and 24 are
+broken weapon. Dodge and Defend are purely defensive -- you can never hurt your
+opponent executing these actions.
 
 FORCING RETREAT
 
@@ -1202,25 +1192,6 @@
 therefore less vulnerable to Control Animal spells. A wizard's pet wolf might
 have ST 14, DX 14, IQ 10.
 
-MAGIC ITEMS
-
-Various artifacts and amulets can be invented and included in a game -- for
-instance, you can draw up a list of ten or twenty and let each wizard on a side
-choose one. These items should make use of the existing types of magic. For
-instance, a ring might blur its wearer, or give him Stone Flesh. An amulet might
-protect its owner against Sleep and Freeze spells. A special staff might have
-regular staff powers, AND increase its user's DX by 2. A crystal lens might give
-its wearer Mage Sight. And so on...
-
-When you use magic items in a game, you should work from a list of items which
-you feel are equivalent. The items actually chosen should be a secret until
-used.
-
-If you come up with any especially ingenious magic items, new spells, et cetera,
-feel free to write Metagaming about them. Such suggestions will be considered
-for publication in The Space Gamer -- and/or inclusion in later segments of The
-Fantasy Trip.
-
 THE COURTESY RULE
 
 In a duel involving experienced wizards (total attributes of 40 or more), the
@@ -1237,10 +1208,6 @@
 duels...or send a group of fighters down the tunnel with a wizard along as
 Special Weapons Section.
 
-When the two games are combined, follow WIZARD in case of any specific conflict
--- it was published later, and incorporates players' comments on MELEE. Make the
-following specific adaptations:
-
 HAND-TO-HAND COMBAT: HTH combat is permitted, exactly as in MELEE. A wizard
 involved in HTH must drop his staff. He may cast spells, but ONLY on himself or
 his foe in HTH, and is at a -4 DX for that. He may draw and use a dagger like
@@ -1282,12 +1249,6 @@
 DODGING AND DEFENDING: Use the 4-die rule from WIZARD rather than the
 three-dice-twice rule from MELEE.
 
-THE FANTASY TRIP: IN THE LABYRINTH uses this system, but expands it greatly; for
-instance, it adds many spells, offers a way for an experienced wizard to cast a
-spell while carrying a sword, etc. When you are playing TFT:ITL, treat all the
-rules there as controlling. TFT:ITL is a $20 box, and this is a $3.95 Micro...so
-naturally TFT:ITL is more complicated.
-
 XIV. COMBAT EXAMPLE
 
 The combat in the Introduction came from an actual game. Yzor has ST 9, DX 12,
@@ -1319,7 +1280,6 @@
 
 WIZARD
 REFERENCE PAGES
-(c) 1978 Steve Jackson
 
 SPELL TABLE
 
