Quick Links: Lone Wolf, World of Lone Wolf, Fighting Fantasy (Reissue Series 1), Fabled Lands, Blood Sword, Critical IF, Golden Dragon, Falcon, The Way of the Tiger, Midnight Legion, Rider of the Black Sun, Metal Heroes and the Fate of Rock, Graphic Novel Adventures, Legendary Kingdoms, Choose Cthulhu, Cretan Chronicles, Be an Interplanetary Spy. (Note: These aren't meant to be in any special order, but most older series are before most newer series.)
In case you're interested in knowing a bit about what gamebooks are like, here are the back of the book blurbs from some of them with a brief description of each series. If you managed to get here without going through my games and puzzles page and don't know what I mean by gamebook (Wikipedia link), these are basically single player, role playing games in book form, similar to interactive fiction (text adventures), but they usually include illustrations. They were originally popular mainly around the 1980s, I think, though there are some new ones being made and old ones being reissued. The story is broken up into small pieces, numbered sections, and at some of them you get to make a choice that takes you to another numbered section elsewhere in the book. After reading the rules and a few pages of background info to set things up, you start in on the book proper and keep reading and flipping pages, following Instructions as required (e.g., to fight battles), until you reach an end. Not all series were heavy on the RPG aspects though; some like the Choose Your Own Adventure (CYOA) series were more like interactive stories where you simply made decisions, no battles, equipment, inventory, dice-rolling, etc., but my general preference is for the RPG-style, so expect most of what's here to lean in that direction.
I made this mainly with new readers in mind. I figure gamebook fans are already hooked, know what different series are like, where to get them, etc. By putting up my page here, I'm hoping to get others interested in gamebooks. I'll try to add in blurbs from books that I own as I get them (but not *everything* I own), filling in the overall series descriptions when I can, and I'll generally try to stick with complete series though there may be some exceptions to this (e.g., reissues in progress that I'm buying). The List of Gamebooks on Wikipedia is a good place to read more about various gamebook series, many of which aren't on my page here.
I also want to mention a few of my favorite resources here. First, Demian's Gamebook Web Page, which has lots of information on tons of gamebooks and thus is a great starting point for basically everything gamebook-related. Fabled Lands Publishing is reissuing a number of older series, helping my grow my collection dramatically in recent years. If you prefer physical books, take a look through their store. Project Aon is another excellent resource, because they have permission to post some of Joe Dever's works (like Lone Wolf) online for free. Ebooks do have their advantages and free is always good, so definitely check out their site.
This series was written by Joe Dever, but Gary Chalk co-authored some of the earlier books with him. The general concept is that you play a warrior-monk character, the only student left after an attack by your enemies kills everyone else in the monastery and you want vengeance. While seeking to destroy your enemies, you also manage to save the world a few times; the usual hero stuff. After completing each book, you get to choose a new skill to add to your set for use in the next book. The series can be divided into three sections based on the general skill level of your character (sort of like beginner, intermediate, advanced). Books 1-5 make up the Kai Series, books 6-12 make up the Magnakai Series, and books 13-20 make up the Grand Master Series. While each book is its own story and can be played separately with its own character, part of the fun of this series is taking one character through the whole saga. There's a lot that can be done when the main story takes place over 20 books, plus you can find things in earlier books that will help in later books, so there is some advantage to playing this as one long, connected adventure.
There are actually more than 20 books in the full series, but 21-28 weren't published in the US. These are called the New Order series and you don't play the same Lone Wolf character that you play in the first 20 books; you play a student of the original Lone Wolf instead. Also, for some reason books 13-20 were abridged when printed in the US, and those are what I own, so these are where the blurbs are coming from. (I may consider adding ones from the definitive editions (see next paragraph) in the future; we'll see.) If you want to read the books, Joe Dever has generously given permission for Project Aon to post them legally for free on the web, so pay them a visit. They have the original, unabridged UK versions of the books, and I'm glad I can finally see the full adventures I missed out on by only buying the American editions. They're also doing the four-book World of Lone Wolf series, and I've added the World of Lone Wolf blurbs below.
Mongoose Publishing started reprinting this series in summer 2007. According to their news item about it, "the story itself will be an extended 'director's cut' version, extensively rewritten by Joe Dever himself", and the previously unpublished volumes 29-32 were supposed to be printed as well. Some progress was made, but as of early 2013, they no longer had the publishing rights. However, Holmgard Press has taken over and (probably among other things) began publishing the "definitive editions" of the books of all 32 books in 2021 in both hardcover and paperback. The only content different I'm aware of at present (mid-2023) is that the hardcover of book 1 has new content that tells the intro the way Joe Dever originally wanted it to be, but the paperback has not been extended like this (it's the same as the original). It will probably be several years before all the books are printed as definitive editions, so in the meantime, I still have my complete series of US books (even though some are abridged) and can use Project Aon's e-books for unabridged copies and titles I don't own (but they only go up to book 29). For additional information on this series, try Lone Wolf on Wikipedia.
YOU are Lone Wolf.
In a devastating attack the Darklords have destroyed the monastery where you
were learning the skills of the Kai Lords.
YOU are the sole survivor. Now you must choose special skills, select weapons
and then begin the game, where you make the decisions and fight in combat
using the unique number system. You vow to seek revenge against the evil
forces.
You must reach Holmgard to warn the King of the gathering evil. The
servants of darkness relentlessly hunt you across your country and every turn
of the page presents a new challenge. Make your decisions carefully -- for
they can help you succeed in the most fantastic and terrifying journey of
your life.
If you survive you may use your skills and weapons in further adventures!
YOU are Lone Wolf -- last of the Kai Lords.
Bitter war rages through your homeland as the evil Darklords of the west lay
seige to the capital.
The King has commanded you to retreive the only power in Magnamund that can
save your people: the Sommerswerd, the sword of the sun. Ahead of you lie
ferocious seastorms, the tunnel of Tamalin, and the ghostly death-hulks of
Vonotar the Traitor. You must choose your skills and weapons wisely -- for
only you can save your land from the devastation of the Darklords.
If you survive you may use your skills and weapons in further adventures!
YOU are Lone Wolf -- last of the Kai Lords.
Shocking news has just reached your homeland that Vonotar the Traitor still
lives and now rules over the Ice Barbarians of Kalte. The King has vowed
to your people that Vonotar will be brought to justice for his crimes.
But it is a promise that only you can fulfill. You must brave the terrible
dangers of the ice kingdom in your quest to capture your most hated foe.
But be warned! It is a challenge that will test your skill and endurance
to the very limit.
Choose your skills and weapons carefully.
If you survive you may use your skills and weapons in further adventures!
YOU are Lone Wolf -- last of the Kai Lords.
When a shipment of gold from the mining province of Ruanon suddenly vanishes,
the King dispatches a patrol of his best cavalry to investigate the suspected
theft. They do not return.
You are sent to recover the missing gold and locate the lost patrol. But you
soon discover that it is a mission of direful consequence -- for the fate of
your country is at stake!
Choose your skills and weapons carefully.
If you survive you may use your skills and weapons in further adventures!
YOU are Lone Wolf -- last of the Kai Lords.
A voyage to Vassagonia promise an end to the shadow of war. But hopes are
soon shattered upon your arrival at Barrakeesh -- a city full of treachery
and death.
You are the prey of a sinister foe, who is determined to kill you at all
costs. Yet you must persevere in the quest for a lost Sommlending treasure.
Choose your skills and weapons carefully, for you are risking your life to
win a treasure that contains the secret of your destiny!
If you survive you may use your skills and weapons in further adventures!
YOU are Lone Wolf -- the last Kai Master of Sommerlund.
Civil war rages in Helgedad where your mortal enemies -- the Darklords --
struggle for control of the Black City. You have vowed to restore the Kai
to their former glory and now seek the Lorestone of Varetta, a treasure that
holds the power and wisdom of your warrior ancestors.
You follow the path of the first Kai Grand Master, a path that takes you deep
into hostile lands. But your quest is a race against time, for the Darklords
will be hot on your heels as soon as they have crushed the unrest in their
city. You must make haste!
Choose your skills and weapons with care -- the future of your country
depends on it! If you survive, you may use them in further adventures!
YOU are Lone Wolf -- the last Kai Master of Sommerlund.
As Kai Master you have vowed to restore Sommerlund and its people to their
former glory. Your quest takes you to the strange and fabulous land of Dessi,
a world of monsters, demons, and magicians. And, while the powerful
sorcerers of Dessi have pledged to help you, they demand a price.
But can a sorcerer's might protect you once you enter Castle Death? Inside
likes the key to the wisdom of your ancestors. Though beware, for evil stalks
the dungeons of the accursed fortress . . . and none who have entered have
lived to tell their tale.
Choose your skills and weapons with care -- the future of your country
depends on it! If you survive, you may use them in further adventures!
YOU are Lone Wolf -- the last Kai Master of Sommerlund.
The key to your forefathers' vengeance lies in the terrible jungle swamps of
Danarg. There, you must seek the Lorestone of Ohrido, despite the horrors
which luck in the foul depths. Guided by a warrior-magician, you set off
across the war-torn lands of Talestria on a secret mission. But your quest
is endangered when your identity is revealed -- by agents of the Darklords!
Can you survive the assassins of Gnaag, the armies of the Warlord Zagron, and
the chaos-creatures of Agarash the Damned? Will you fall pret to their evil
schemes . . . or will you defeat them and fulfill your destiny?
Choose your skills and weapons with care -- the future of your country
depends on it! If you survive, you may use them in further adventures!
YOU are Lone Wolf -- the last Kai Master of Sommerlund.
Your bravery and skill have won you many honor. Your quest is the last hope
of your people. Word of your adventures has reached the King himself, who
has bestowed on you the raqnk of general in the Sommlending army. But your
quest continues, even as the Darklords redouble their reign of blood terror.
The next step of your Magnakai quest leads to the Tahou Cauldron, the portal
through which you must pass to enter the ancient metropolis . . . and gain
control of the Lorestone of Tahou. But even as you approach the city, the
Darklord's armored legions lie in wait for your arrival.
Choose your skills and weapons with care -- the future of your country
depends on it! If you survive, you may use them in further adventures!
YOU are Lone Wolf -- the last Kai Master of Sommerlund.
As Kai Master you have faced many dangers, but none like that which stands
before you now. The last words of an escaped prisoner of the Darklords spoke
of three gems held in the infamous Dungeons of Torgar. They radiate such
goodness that the Darklord cannot bear them. His sorcerers work furiously
for a means to destroy these gems. It is your mission to recover them, for
they are the last remaining Lorestones and the final hope for the Magnakai.
You must travel to the city of Eru, from where Prince Graygor will help you
reach the fearful Drakkarim strongold of Torgar. But be swift. For each
moment that passes, the Darklord's sorcerers come closer to accomplishing
their evil task.
Choose your skills and weapons with care -- the future of your country
depends on it! If you survive, you may use them in further adventures!
YOU are Lone Wolf -- sole survivor of the Order of Kai.
You are a hair breadth away from completing your mission to reassemble the
lost treasure of Sommerlund. The two remaining Lorestones are nearly in
your grasp when your arch-enemy Darklord Gnaag sends you plummeting through
a portal of eternal night, into the black abyss of the Daziarn Plane.
Never has your destiny been more in doubt. Can you escape the demonic
dungeons of this supernatural void? To restore the Kai of their centuries-old
power, you must recover the mystical energy of the Lorestones. But before
you can save the Kai, you must first ensure your own survival and defeat
Gnaag's lurking minions of evil.
Only then may you hope to exit the Shadow Gate and flee its yawning cavern
of doom.
If you survive you may use your weapons and skills in your final adventure.
YOU are Lone Wolf -- the last Kai Master of Sommerlund.
Upon your triumphant return from the twilight world of Daziarn, you discover
your mortal enemies -- the Darklords of Helgedad -- are poised to conquer
all of Magnamund.
Your mission is yo journey to the infernal city of Helgedad, to the very
heart of the Darklords' evil empire. There you must confront the Darklord
Gnaag, Archlord of the Black City, in a battle that will determine the future
of your entire world.
Choose your skills and weapons with care -- if you survive, you will have
met the ultimate challenge that awaits you in this exciting and terrifying
climax to the Lone Wolf Saga.
YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
Sole survivor of the Order of Kai, you have defeated the Darklords of
Helgedad and avenged your ancestors. But now you must battle a silent and
sinister killer . . .
The evil Cener Druids of Ruel plan to release a deadly plague virus that
will destroy all but their own kind. And only you can stop them . . .
Don't miss the other Lone Wolf adventures! The international bestselling
Series -- more than 7 million copies sold worldwide!
Winner of the "Best Game Book of All Time" award from Games Master
International
YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
In the isolated city of Kaag, the broken armies of the Darklords of Helgedad
take refuge, doomed warriors exiled from Mangamund. Now you must venture
into the black heart of Kaag, to battle a deadly force stirring deep within
its dungeons . . .
You alone hold the power to free your friend Banedon from the evil power
which commands this fortress of nightmares. If you survive . . .
Don't miss the other Lone Wolf adventures!
Gamebook of the Year award winner
YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
According to legend, the Doomstone of Darke was the most powerful of all the
stones created in the Age of Eternal Night. Now this single gem can save --
or destroy -- the good people of Lencia, who live in the foul shadow of
Magnaarn and his troops . . .
You alone can stop the vile and treacherous Mangaarn from unleashing the
Doomstone's terrible power. If you can find it first . . .
Don't miss the other Lone Wolf adventures!
Gamebook of the Year award winner
YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
The spirit of Vashna -- the greatest of all the Darklords -- is imprisioned
deep within the fathomless reaches of Maakengorge. For centuries, servants
of the darkness have tried to summon him to do their bidding, but have
always failed . . . until now.
Your quest is to defeat the Darklord's minions before they can complete the
resurrections of their master -- if you can survive . . .
Don't miss the other Lone Wolf adventures!
Gamebook of the Year award winner
YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
Once thought lost, the legendary Deathstaff of Naar has resurfaced in the
hands of Ixiataaga, the vile Deathlord of Ixia. With such malignant power
at his command he can create vast hordes of undead -- and enslave all good
citizens of Mangamund . . .
Only you can thwart the mighty Ixiataaga, and destroy the Deathstaff --
if his zombies don't take you first . . .
Don't miss the other Lone Wolf adventures!
Gamebook of the Year award winner
YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
Your victory over the Deathlord of Ixia is a bitter one. For in your absence,
Naar himself has sent forth a horde of dragons to destroy Sommerlund and lay
waste to the New Order of the Kai once and for all. You have no doubts that
the New Order are worthy warriors . . . but they are untested. They will need
their Grand Master to defeat these evil beasts . . .
Now you alone must stop Naar and his dragons and save your homeland. If
you can get there in time . . .
Don't miss the other Lone Wolf adventures!
Gamebook of the Year award winner
YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
Frustrated by the defeat of his minions, the Dark God Naar has plotted a
bitter revenge. From the depths of his lair upon the Plane of Darkness, he
has created and sent forth an evil champion -- in your very image. Your
treacherous twin has left a path of destruction in his wake and has turned
your allies against you. Now, you must hunt down and conquer your alter
ego -- before he conquers you!
Choose your skills and weapons with care -- if you survive, you will have
met the ultimate challenge . . .
Don't miss the other Lone Wolf adventures!
Winner of the Best Game of All Time award from Games Master International
YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
The Dark God Naar has acquired the ultimate weapon for his dreadful arsenal.
The Moonstone, containing all the power and wisdom of the ancients, has
fallen into his hands. With it, Naar's armies of minions will lay waste to
peace-loving Magnamund. Now, you must journey to the heart of evil itself --
the throne hall of Naar -- and steal the Moonstone before Naar uses it to
destroy the world!
Only you can defeat the vile King of Darkness. You must succeed -- the future
of the world is at stake . . .
Don't miss the other Lone Wolf adventures!
Winner of the Best Game of All Time award from Games Master International
This series was co-authored by Ian Page and Joe Dever, the author of the Lone Wolf series. It's in the same world as the Lone Wolf series and game play is very similar to that series. But here you play the mage/wizard Grey Star and are selecting your skills from a list of different magical powers. It's a short series at only four books, but it was pretty good. If I re-read it at some point, I'll try to put a better summary of it here. Oh, I've also heard that there are some crosses between this series and the Lone Wolf ones, with people, places, items, and/or events. I don't think I picked up on them, but it could be something worth keeping an eye out for. For additional information on this series, try Lone Wolf on Wikipedia; you can at least check out each book using links at the bottom of the page.
In the world of Lone Wolf, a new hero has arisen -- Grey Star the Wizard.
And YOU are Grey Star.
From the core of a raging storm you appeared -- a human child, ship-wrecked
and orphaned, a gift of hope to the exiled Shianti sorcerers. Ever since
that fateful night, they have raised you as one of their own, teaching you the
mysteries of their magic in preparation for an epic quest.
The time has now come. You must find the legendary Moonstone and with its
power crush the evil Wytch-king of Shadakine. For only you can save the land
of your birth from the cruel grip of his empire. But be warned! Ahead lies
a terrifying journey into the unknown, where survival or death confronts you
with every turn of the page!
The World of Lone Wolf is an exciting new adventure series in which you,
Grey Star, are the hero, you make the decisions, and you fight the combats,
using the unique systems and the courage of the Wizard!
You are the wizard Grey Star on a journey to the Forbidden City . . . a land
of magic, madness . . . and menace!
You are being pursued by the evil Wytch-king's obedient minions -- the fierce
warriors of Shadaki, the terrible phantom spirit known as Deathgaunt, and a
dark demon, a Kleasa. To surrender is to perish. Your only hope is the
powerful magic of the legendary Moonstone. Find the Moonstone and free the
land of your birth from the Wytch-king's savage rule.
Only your magical powers and the might of your Wizard's Staff protect you
in your quest, which now leads to Desolation Valley, beyond the Mountains
of Morn, to the Shadow Gate and the unspeakable terrors of The Forbidden
City.
The World of Lone Wolf is an exciting new adventure series in which you,
Grey Star, are the hero. You make the decisions . . . and you fight the
combats, using the unique systems and the courage of the Wizard!
You are the wizard Grey Star on a deadly mission beyond your most terrifying
dreams -- beyond the Nightmare Gate . . .
Dare you enter a realms of mystery, a world of dark gods and unspeakable
demons? For somewhere in this twilight region is the secret of the Moonstone.
Only you can find it and with its power throw down the evil Shasarak and
save mankind.
Explore a land of living nightmares. Journey across the grey plains of the
Neverness, past the fiendish enchantments of the Crystal Tower, and on towards
perils undreamed of. Armed only with the Wizard's Staff and the magical
spells of the Shianti, you must battle the darkest forces of the unknown --
or perish in the arms of the ultimate evil!
The World of Lone Wolf is an exciting new adventure series in which you,
Grey Star, are the hero. You make the decisions, and you fight the
combats, using the unique systems and the courage of the Wizard!
You are the wizard Grey Star -- now you must defeat an evil sorcerer in a
war of the wizards . . .
Victory is close at hand. The kingdom of the evil Wytch-king Shasarak is
about to fall. His foul empire is under siege from brave Freedom Fighters.
Now you must summon your powers for a final battle with the Wytch-king's
army and the hordes of supernatural warriors at his command. This is the
true test of the powers of your Wizard's Staff, containing the might of the
mystic moonstone and the essence of your magic.
The World of Lone Wolf is an exciting new adventure series in which you,
Grey Star, are the hero. You make the decisions, and you fight the
combats, using the unique systems and the courage of the Wizard!
This series of books was written by multiple authors, but the overall project was led by Steve Jackson and Ian Livingstone, both of whom wrote a number of books. The original Fighting Fantasy series had 59 books in the main line, plus some side series like the four book Sorcery! series. In general, each book is its own unique story, and you play a new character in a new setting in each one. This provides a lot of variety in stories, game play, etc., which is good, but makes it a bit hard to sum up the series. It's really interesting though. Here is a sample of the settings, roles, and unique features in the books I currently own from the Reissue Series 1: classic dungeon crawls (e.g., Deathtrap Dungeon, Trial of Champions), a forest/wilderness adventure (Forest of Doom), a near-future world where 85% of the population was killed in 4 days by a devastating disease (Freeway Fighter), playing a starship captain in charge of a small crew exploring the universe beyond a black hole (Starship Traveller), playing a spell-caster (Citadel of Chaos, the four Sorcery! books), a non-human (Creature of Havoc), the leader of an army (Armies of Death), a super-hero (Appointment with F.E.A.R.), choosing your character's class in D&D fashion (Legend of Zagor), the ability to be literally scared to death (House of Hell). As I haven't read all of them yet, I could be missing some other interesting points, but this should give you the general idea. I think this series is definitely worth a look, especially if you prefer one-book games to multi-book series. Some books are sort of sequels to earlier ones, but are still very stand-alone; you don't carry the same character through them.
Icon Books's Wizard Books was reprinting the original Fighting Fantasy gamebooks, though not in the original order and with the Sorcery! books incorporated into the main line. These are the editions I own and where the blurbs below come from. Unfortunately, they never reprinted all of the books from the original series; Wikipedia says 29 books were printed. There was a second set of reissues, but it was even shorter (17 books according to Wikipedia) and most of the books there were also in this first set of reissues. As far as I know, the only exceptions are Blood of the Zombies, Stormslayer, and Night of the Necromancer which were only in the second set of reissues and none of which were in the original FF series. Should I get these books, I'll probably add them here at the end with a note that they were from the second set of reissues rather than make a new section for them. For additional information on this series, try Fighting Fantasy on Wikipedia and Sorcery! on Wikipedia.
Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure,
guarded by a powerful Warlock -- or so the rumour goes. Several adventurers
like yourself have set off for Firetop Mountain in search of the Warlock's
hoard. None has ever returned. Do YOU dare follow them?
Your quest is to find the Warlock's treasure, hidden deep within a dungeon
populated with a multitude of terrifying monsters. You will need courage,
determination and a fair amount of luck if you are to survive all the traps
and battles, and reach your goal -- the innermost chambers of the Warlock's
domain.
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Deep inside the Citadel of Chaos, the dread sorcerer Balthus Dire is plotting
the downfall of the good folk of the Vale of Willow. His battle plans are laid,
his awesome army equipped, and attack is surely imminent.
Summoned by a desperate plea for help, YOU are the Vale of Willow's only hope.
As star pupil of the Grand Wizard of Yore and a master sorcerer yourself, you
must strike at the very heart of Balthus Dire's nightmare world. Though you
command many powerful spells, the quest may be deadly, for who knows what
creatures lie in wait in the Citadel of Chaos?
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Down in the dark twisting labyrinth of Fang, unknown horrors await you.
Devised by the devilish mind of Baron Sukumvit, the labyrinth is riddled with
fiendish traps and bloodthirsty monsters, which will test your skills almost
beyond the limit of endurance.
Countless adventurers before you have taken up the challenge of the Trial of
Champions and walked through the carved mouth of the labyrinth, never to be
seen again.
Should you come out of the labyrinth alive, you will be wealthy beyond
your dreams. Do YOU dare enter?
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Evil is festering in Trolltooth Pass. The necromancer Zharradan Marr is close
to stealing the secrets of Elven magic which would make him invincible.
Nothing could then prevent his legions of Chaos from taking over the whole of
Allansia . . .
But what do you know or care about all this? In this unique adventure, YOU are
the Creature of Havoc, a monstrous beast with a taste for fighting. Ruled only
by hunger and rage, you have no knowledge of your past or destiny.
If you survive, you may begin to control your bestial nature and learn your
true purpose, but success is by no means certain, for the traps and terrors of
Trolltooth Pass are many . . .
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Terror stalks the night as Zanbar Bone and his bloodthirsty Moon Dogs hold the
prosperous town of Silverton to ransom. YOU are an adventurer, and the
merchants of Silverton turn to you in their hour of need.
Your mission takes you along dark, twisting streets where thieves, vagabonds
and creatures of the night lie in wait to trap the unwary traveler.
And beyond lies the most fearsome adventure of them all -- the tower stronghold
of the infamous Zanbar Bone!
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
An ancient evil is stirring in the bowels of the earth, and the land is
blighted. After being entombed for one hundred years, the necromancer Razaak
has been re-awoken and is poised to fulfill his promise of death and tyranny.
His army of undead are at large across Allansia, bringing death and destruction
to all who resist.
It is up to YOU to find the only weapon to which Razaak is vulnerable -- his
own magic sword! Only then might you survive the dangers that await you in his
evil lair -- the Crypt of the Sorcerer!
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Stranded miles from anywhere on a dark and stormy night, your only hope of
refuge is the strange, ramshackle mansion you can see in the distance . . .
But entering the House of Hell hurls you into an adventure of spine-chilling
and blood-curdling terror.
The dangers of the torrential storm outside are nothing compared to the
nightmarish creatures that await you within its gruesome walls.
Be warned! You must try to keep your fear under control -- collect too many
FEAR points and you will die of fright. Can you make it through the night
without being scared -- to death?
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Only the foolhardy would risk an encounter with the unknown perils that lurk
in the murky depths of Darkwood Forest.
Yet there is no alternative, for your quest is a desperate race against time
to find the missing pieces of the legendary Hammer of Stonebridge -- fashioned
by Dwarves to protect the villagers of Stonebridge against their ancient doom.
Warned of the monstrous creaturs that lurk in Darkwood's tangled forest, you
must first find Yaztromo, the master mage, whose magic may help protect you.
But time is short. Can you restore the Hammer before the Trolls destroy
Stonebridge for ever?
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Based on the best-selling Fighting Fantasy gamebook system, The
Shamutanti Hills is Book One in Steve Jackson's Sorcery! series.
Your epic quest will take you across the mysterious hills to the cityport of
Khare, but only if you outwit the creatures, traps and wizardry you encounter
along the way.
Play as either a warrior or a wizard. If you choose wizardry, your survival
will depend on your knowledge of the Sorcery! Spell Book's darkest
secrets. With many other unique features to discover, Sorcery! is a
true challenge for the novice and veteran adventurers alike.
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
On the trail of a hideous creature that is terrorising the northern trade
routes, you find its last victim -- still alive, but barely. With his dying
breath he lays a great burden on your shoulders.
After years of searching he has found the entrance to the Crystal Caves of the
evil Snow Witch, high up in the Icefinger Mountains. She must be
destroyed before her dark powers bring Allansia under her dominion for ever.
But time is running out. Can you slay the vile Snow Witch before she becomes
all powerful?
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Arriving from the Shamutanti Hills, you must find your way through the dread
cityport of Khare. As a sword-wielding warrior or a magic-using wizard, the
choices you make will determine whether you succeed or fail. For YOU are the
hero of this fantastic adventure.
Khare -- Cityport of Traps is Book Two of Steve Jackson's Sorcery!
epic, based on the best-selling Fighting Fantasy gamebook system. Each
book in the Sorcery! series is a complete adventure -- you don't need to
have read a previous book to move on to the next.
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
At last -- a return to Deathtrap Dungeon
The warped, twisted mind of Baron Sukumvit has completely redesigned the deadly
labyrinth of Fang. New traps and terrors, mazes and monsters, await you at
every turn. And even before you can enter the labyrinth, you must endure the
gladiatorial games of Lord Carnuss, the Baron's evil brother, whose unwilling
slave you are. Can you survive this Trial of Champions and free yourself from
slavery?
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Seven serpents with elemental powers speed ahead of you, intent on warning the
evil Archmage of Mampang of your quest to rescue the Crown of Kings. Can you
slay all seven before they reach him?
The Seven Serpents is Book Three of Steve Jackson's four-part
Sorcery! epic, based on the best-selling Fighting Fantasy
gamebook system. Play as either a sword-wielding warrior or a spell-casting
wizard. Each Sorcery book is a complete adventure -- you don't need to
have read a previous book to move on to the next.
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Can YOU defeat the nightmare army of the undead?
Agglax the Shadow Demon is amassing an army of undead warriors to conquer
Allansia. Having survived the perils of Deathtrap Dungeon you set off from
Fang with over two hundred veteran soldiers to fight his army. But the
Shadow Demon is not of this world and special powers are needed to destroy
him. And the longer you spend searching for these powers, the stronger he
will become.
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
The legendary Crown of Kings is at last withing your grasp -- or is it? At
the end of your long trek, you face the unknown terrors of Mampang Fortress.
But beware! For if you have not defeated the seven serpents, your arrival
has been anticipated . . .
The Crown of Kings is the dramatic conclusion to Steve Jackson's
four-part Sorcery! epic, based on the best-selling Fighting
Fantasy gamebook system. Play as either a sword-wielding warrior or a
spell-casting wizard. Each Sorcery! book is a complete adventure --
you don't need to have read a previous book to move on to the next.
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Ten years on and Zagor lives!
The diabolical reign of the evil sorcerer, Zagor, was ended ten years ago by
a heroic adventurer who braved the countless perils of Firetop Mountain. By
the power of dark sorcery, the crazed wizard has returned from the dead and
intends to wreak his revenge upon all Allansia. Now YOU must enter the
terrifying labyrinth and defeat once and for all the Warlock of Firetop
Mountain!
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Kidnapped by a vicious race of Lizard Men from Fire Island, the young men of
Oyster Bay face a grim future of slavery, starvation and a lingering death.
Their new master is the hideous Lizard King, who holds sway over his land of
mutants by the dark powers of black magic and voodoo.
Asked by an old friend to rescure the suffering prisoners, YOU decide to sail
to Fire Island to end the tyrrany of evil.
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Tough, courageous, incorruptible champion of law and order, YOU are the Silver
Crusader, using your super powers to protect the innocent citizens of teeming
Titan City from the terrorism, violence, kidnapping and corruption of a host
of super-villians. Your mission is to discover the location of the top-secret
F.E.A.R. meeting, capture the Titanium Cyborg and his gand and bring them to
justice.
Your choice of super power will affect the course of your mission. There are
Hero Points to be won and lost, clues to follow, dancers to face and horrific
villians to fight.
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
The dark, twisted power of the young Malbordus is reaching its zenith. All he
needs now is to retrieve the five dragon artefacts which have been hidden for
centuries in the lost city of Vatos, somewhere in the Desert of Skulls.
Each day that passes brings him closer to them and only YOU can stop him!
YOUR mission is to reach the lost city before Malbordus and destroy the
treasure he seeks. But beware! Each step you take leads you closer to your
doom...
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Zagor! The very name of the Warlock of Firetop Mountain strikes terror into
all who hear it. Banished from the world of Titan, the sorcerer is slowly but
surely regaining his strength. Within Castle Argent, in the kingdom of
Amarillia, Zagor has been transformed into a demon.
Such is his power, he must be destroyed. There are several adventurers willing
to volunteer -- mighty Anvar the barbarian, the warrior Braxus, Stubble the
dwarf, Sallazar the wizard -- but only one will be chosen. Are YOU that
hero?
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
In a tavern in Fang, a mysterious stranger offers YOU the chance to find the
Golden Dragon, perhaps the most valuable treasure in all of Allansia. But it
is hidden in a labryinth beneath Darkwood Forest and is guarded by the most
violent creatures and deadly traps.
To begin your quest YOU must drink a life-threatening potion, and to succeed
you must find maps, clues, artefacts, magic items, jewels and an imprisoned
dwarf.
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
P.S. --
This book was not part of the original series. According to
Demian's page for this book,
it's an adaptation of a mini-adventure from the Dicing with Dragons series.
So it's a new book based on existing material.
Sucked through the Seltsian Void, a black hole deep in space, the starship
Traveller emerges at the other side into an unknown universe.
YOU are the captain of the Traveller and her fate lies in your hands.
Will YOU be able to discover the way back to Earth from the alien peoples and
planets you encounter, or will YOU and your crew be doomed to roam uncharted
space forever?
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
In 2022 the world's population was virtually wiped out by a lethal germ. YOU
are one of the few survivors living in the fortified town of New Hope. Outside
roam the lawless new barbarians -- death and destruction is their way of
life.
YOUR mission is to drive to San Anglo and bring back vital supplies. Even in
the armour-plated Interceptor, with its machin guns and rocket launcher, the
journey will be very dangerous. Do YOU have what it takes to survive?
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
The once-peaceful world of Orb is in terrible danger. Dark forces are at work
to unleash the awesome might of the Evil One -- and only YOU can stop them.
YOUR mission is to destroy the Talisman of Death before the dark lord's
minions reach you. But beward! Time is running out...
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
The land of Hachiman is in grave danger. The Shogun's control is slipping.
Bandits roam the land freely and barbarian invaders have begun to raid across
the borders. All this because the Dai-Katana -- the great sword, Singing
Death -- has been stolen from the Shogun.
YOU are the Shogun's champion, a young Samurai. Your mission is to recover
this wondrous sword from Ikiru, the Master of Shadows, who holds it hidden
deep in the Pit of Demons.
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
The dreaded pirate-lord Cinnabar, scourge of the twelve seas, plagued the
seafarers of the Old World in a bloody reign of terror until a brave
adventurer put an end to his evil. But now he is back from the dead,
seeking revenge, with the dark powers of voodoo at his command.
YOU have your own score to settle -- Cinnabar murdered your family when you
were a child. Only YOU can end the horrific slaughter by destroying the
pirate captain and his crew of cutthroats. Come hell or high water Bloodbones
must be stopped!
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
P.S. -- This book was planned to be book 60 in the original series, but wasn't published until more recently in this reissue series. Its appearance as a brand new story is definitely welcome.
Helping an eccentric archaeologist unearth an ancient tomb in the Desert of
Skulls seems like an easy task for a heroic adventurer like YOU. But when
that tomb turns out to belong to Akharis -- a legendary ruler from a previous
age -- and when you discover some of his followers are trying to return the
evil pharaoh to life, YOU must act quickly.
Soon you will have to learn the true meaning of the Curse of the Mummy! It
will take a real hero to defeat Akharis and win the treasure. Dare YOU take
on the challenge?
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
The beast is loose! Rassin Abbey has guarded its arcane treasures for
centuries. But when their Black Grimoire is stolen, the land of Ruddlestone
is plunged into a crisis of epic proportions. For the ancient book holds
the key to the legendary Casket of Shadows -- and the evil imprisoned within
it. Should it be opened, the Infernal Beast will be unleashed to wreak its
terrible carnage across the Old World.
On the night of Shekka's moon, scant days away, this will surely come to pass.
Unless, that is, one brave hero can retrieve the Black Grimoire in the nick
of time -- a hero like YOU!
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
Lupravia is a cursed land; a chill place of snow-capped mountains, brooding
forests and mist shrouded moors, haunted by the spirits of the restless dead.
Only the foolhardy or insane would enter that benighted realm of predators.
But enter you must, after a vicious wolf attack sets you on the path to murder
and madness. Steadily succumbing to the beast within, YOU must seek out a
cure to your condition before the next full moon. But how long can you
survive in a land where all live in fear of the Howl of the Werewolf?
Part story, part game, this is a book with a difference -- one in which you
become the hero! A pencil and an eraser are all you need to make your journey.
YOU decide which route to take, which creatures to fight and which dangers to
risk.
P.S. -- This is a new book, and as far as I know, it's completely new (not
based on previous material, and not planned but unpublished until now).
From what I read, these were some of the last gamebooks published (as Quest in the US) during the original period when gamebooks were popular (FWIW, see this post on The Ages of Gamebooks), originally released around 1995 or so and authored by the team of Dave Morris and Jamie Thomson. They're in the RPG style (my preferred type), but they have the rather unique feature that each book covers a certain geographic area of the game world. In each book, when you reach a border between areas, you'll be directed to turn to a certain reference in another book. If you don't have that book, you can't go there, so you just turn back and make another choice instead. It's basically an open-world game. You can pretty much do whatever you want in an attempt to raise your level, gain wealth, fame, etc. Another interesting feature is that it uses check boxes to track how often you visit some locations, and sometimes events change on repeat trips to the same location. It also uses codewords to remember some events that take place or quests that you accept. As your character travels around the world, these check boxes and codewords sort of serve as his/her memory. There are six different character classes to choose from, each with its own strengths and weaknesses, and together with the non-linearity of the books, they have great replay value.
Unfortunately, this series was planned to be 12 books long, but only the first 6 books were published. This is much more devastating for this series than other, unfinished series because of how connected the books are. Effectively, around half of the game world is inaccessible; somewhere I've seen it likened to a regular book missing half of its chapters. A sad ending to what I've read many consider to be one of the best gamebook series out there. However, books 1-6 have been reprinted and are available at Fabled Lands Publishing, and a successful Kickstarter campaign by Megara Entertainment has funded the creation and publication of book 7, which is now available as well. Obviously, I don't know if books 8-12 will eventually be produced, but we'll see. Hopefully the authors will at least be able to tie up any possible loose ends if they can produce another book or few. For additional information on this series, try Fabled Lands on Wikipedia.
Set out on a journey of fabulous adventure in lands to stagger your
imagination.
In The War-Torn Kingdom, revolution rages in Sokara. You can join forces
with the King to restore his throne -- or look for profit in the pay of the
dictator, General Marlock.
Use fighting skills or sorcery, bribery or skulduggery to survive the
assassins in the city backstreets. Descend to the sewers of Yellowport to
defeat the vile rat-king, Skabb. Retrieve the golden net of the gods from
the Repulsive Ones deep beneath the sea -- an use the rewards of your
victories to travel beyond the boundaries of the known world.
Choose for yourself what role to play, where to go and what to do. Your
journeys will bring you foes and friends, danger and triumph, fortune and
fame -- and more adventures that you have ever dreamed of.
Here is role-playing as you've never known it before -- in the perilous world
of the Fabled Lands.
Set out on a journey of fabulous adventure in lands to stagger your
imagination.
In Cities of Gold and Glory you can sail the high seas to Golnir's distant
ports. As a warrior, plunder ancient treasures and do battle with the
legions of darkness in the hall of the death-god Nagil. As a spy, penetrate
the labyrinth of lies and sinister secrets of the scheming merchants of
Metriciens. As a sorcerer, barter in mysteries, spells and ancient lore
with the immortal wizard Estragon. Amass wealth, honours and power that
will take you on voyages to uncharted regions.
Choose for yourself what role to play, where to go and what to do. Your
journeys will bring you foes and friends, danger and triumph, fortune and
fame -- and more adventures that you have ever dreamed of.
Here is role-playing as you've never known it before -- in the perilous world
of the Fabled Lands.
Set out on a journey of fabulous adventure in lands to stagger your
imagination.
Over the Blood-Dark Sea lie countless islands steeped in mystery. Every
port brings peril -- from the half-wild settlements on the edge of
Ankon-Konu to the forbidden cloisters of the sorcerer's colleges of Dweomer.
Every voyage means danger -- from bloodthirsty pirates and haunted ships,
from sea monsters and sunken realms.
You can choose to be a daring explorer in search of conquests, treasures and
power. Or a magical savant, invoking the secrets of the ancients to
annihilate your foes. Or you can amass a fortune as a merchant, trading in
spices and gold from the Sea of Hydras to the Innis Shoals.
Choose your destiny -- what role to play, where to go and what to do.
Decide for yourself how to tackle the perils of the sea, and reap the
rewards that will carry you on to even greater adventures in the fantastic
role-playing world of the Fabled Lands.
Set out on a journey of fabulous adventure in lands to stagger your
imagination.
Explore The Plains of Howling Darkness, where barbaric
nomads attack all who enter their deadly wilderness. Where legendary prizes
await the adventurer who can release the High King from his frozen tomb.
Where a city of ghosts guards the Shadar's treasure vaults. Where the
secret of immortality is contained in the ancient evil of Kaschuf the
Deathless...
Fantastic quests and hideous dangers await travellers in this savage land.
You can choose to be a warrior, using weapons and combat skills to strike
down all opponents. Or a mystical mage, skilled in sorcery. Or a clever
rogue, acquiring wealth by theft and trickery.
Your destiny is in your own hands and there are no limits on your
imagination. Success will bring the rewards that will lead you to still
greater exploits in the amazing role-playing world of the Fabled Lands.
Set out on a journey of fabulous adventure in lands to stagger your
imagination.
At The Court of Hidden Faces, no one is who they seem. The sinister lords
of the Uttakin go masked to hide their treachery. The secret police of the
god Ebron kill those who flout their fanatical codes. In this tyrannical
realm of betrayal and assassination, life is cheap. But rich rewards await
the adventurer courageous enough to penetrate this hostile land.
Will you uncover the secrets of the High King's citadel, where no mortal has
trod for ten generations? Or wrest the holy sword from the crypt of Kizil
Irmak, the Harbinger of War? Or find the key that unlocks the greatest
secret of all -- the means to open the Gate of Time and travel back into the
past?
Your fate is in your own hands. You choose your skills, your goals, where
you will venture and what you will do. The only limit is your
imagination.
The choices are all yours. And success will give you the powers to venture
ever deeper into the amazing role-playing world that is Fabled Lands.
Set out on a journey of fabulous adventure in lands to stagger your
imagination.
The Lords of the Rising Sun rule the exotic kingdom of Akatsurai. But proud
warrior clans constantly seek to overthrow them. In the turmoil of war,
there are countless opportunities for a quick-witted adventurer. Will you
spy for the Shogun? Become one of the Sovereign's chivalrous knights? Or
just play one side against the other in your pursuit of riches and
power?
Track down the elusive, raven-winged Tengu to learn the secret arts of
sorcery and swordplay. Defeat the vampires, skilled in martial arts, who
guard the Lost Tomb of the Necromancer. Enter the dreadful cloisters of the
Noboro Monastery, where you will fight the most dangerous opponent of all --
yourself.
A thousand quests await you and every decision is in your hands. Be whoever
you choose, go anywhere you please, do anything you want. The only limit is
your imagination.
The choices are unlimited, the adventures endless, in the fantastic
role-playing world of the Fabled Lands.
Set out on a journey of fabulous adventure in lands to stagger your
imagination!
Enter The Serpent King's Domain, a vast jungle realm forbidden to outsiders.
Along these uncharted paths lie a thousand opportunities for adventurers
bold enough to seek profit, glory and power. Face the elite Nyar trackers
that patrol the jungle paths. Explore the mysteries of the Plateau of
Dragons, where no human has ever set foot. Exorcise the ghosts that haunt
the ruined city of Tarshesh. Confront the immortal Serpent King Namagal,
living avatar of the snake god Quetzil, and the fiercest warrior ever to
walk this soil.
Choose your own destiny -- what role to play, where to go and what to do.
Decide for yourself how to tackle the dangers of the jungle, and reap the
rewards that will carry you on to even greater adventures in the
role-playing world of the Fabled Lands.
P.S. -- This text was taken from the Megara Entertainment Collector's
Edition.
A five-book series by Dave Morris and Oliver Johnson, what makes these books interesting is that they're designed to allow up to four people to play together simultaneously by taking a unique character through the books, much like traditional RPGs would. The more people involved, the less powerful each one is individually, so that the total of the party's ranks is roughly constant. There are also tactical maps that are used during combat sequences, where positions of the players and enemies on the maps affect what actions can be taken when. Additionally, some sections of the story may be aimed at specific characters, in which cases the players in those roles might obtain information that they are not required to read aloud to the rest of the party. You can also play through this series with the same set of player characters, carrying them between books, Lone Wolf style. Although I haven't read the series yet, my overall impression from what I do know is that it leans much more towards being an RPG than many other gamebooks. The blurbs below are from the reprints, available from Fabled Lands Publishing. These are probably some of the largest gamebooks (of the older series) I've seen, too: they all have at least 540 sections. For additional information on this series, try Blood Sword on Wikipedia.
Every thirteen lunar months the Magi of Krarth hold a desperate contest to
see which of them will rule that bleak and icy land. Teams of daring
adventurers are sent down into the labyrinths that lie beneath the tundra,
each searching for the Emblem of Victory that will win power for their
patron.
Only one team can prevail. The others must die.
Blood Sword can be played either solo or in a team of up to four people,
providing the most exciting challenge yet in fantasy adventures, combining
the best of role-playing, gamebooks, novels and boardgames.
The Warlock King holds the land of Wyrd in thrall. His tyrannized subjects
live in perpetual fear, knowing that he can see into their dreams and kill
them while they sleep.
But now an ancient prophecy has brought outsiders from beyond the shores of
Wyrd. You seek the lost hilt of the Sword of Life. To claim it you must
find the Palace of Eternal Dusk and there confront the Warlock King.
It is a struggle while will test the limits of your courage and skill, for
the nightmares you face will be shaped from the darkest corners of your own
subconscious mind.
Blood Sword can be played either solo or in a team of up to four people,
providing the most exciting challenge yet in fantasy adventures, combining
the best of role-playing, gamebooks, novels and boardgames.
To recover the final fragment of the Sword of Life, you are forced to make
an uneasy alliance with the exiled prince who seeks its twin, the Sword of
Death.
You must embark on a ship that voyages between worlds, face jinn and fire
wizards, and content against the still-powerful remnants of forgotten gods
-- until your ultimate destination, the very gates of Life and Death, where
you come face to face with your greatest foe.
Blood Sword can be played either solo or in a team of up to four people,
providing the most exciting challenge yet in fantasy adventures, combining
the best of role-playing, gamebooks, novels and boardgames.
The True Magi are gathering their powers. Soon the moment of their
reincarnation will be at hand.
One weapon has the power to slay them: the Sword of Life. But it has been
seized by your arch-enemy and taken to a place beyond the reach of the
living.
And so you set forth on your most desperate adventure. To recover the Sword
of Life, you must travel to the land of the dead.
Blood Sword can be played either solo or in a team of up to four people,
providing the most exciting challenge yet in fantasy adventures, combining
the best of role-playing, gamebooks, novels and boardgames.
Steam belches up into a slate-grey sky from a splintered gash in the world's
crust. This is the terrible abyss the call the Cauldron, and through the
pull of vapour rising from its depths you can make out a city of fused
obsidian atop a slender pinnacle of rock.
These are the ruins of Spyte, the city of magicians where no mortal has
trod in centuries. The ultimate mysteries of creation were unlocked here.
Secrets to unmake reality and forge a new universe--for good or evil.
As you draw near to the lip of the chasm, is that the arctic wind you hear
howling through the ruins - or is it the sound of demonic laughter?
Another Dave Morris series available thanks to reissues by Fabled Lands Publishing, these are revised editions of books previously published as the Virtual Reality series, which had six books. Since only four have been republished, maybe the other two will be as well. I'm not sure, but since the Critical IF books aren't numbered, I decided to add what I currently own. It looks like each book is its own independent story, more like Fighting Fantasy, and you don't carry the same character through multiple books, as in Lone Wolf. Without book numbers, I've listed them here in the order Demian's Gamebook Web Page does. The game rules here seem a bit simplified: the usual health, money, and inventory factors are there, as well as code words similar to Fabled Lands as a form of memory that influences the story paths, but a user-chosen set of four skills (of twelve available) seems to take the place of more specific character stats. There's no mention of dice or random rolls or such, and it looks like the possession or non-possession of skills (or items) is what decides which overall paths are available to the player. One book mentions having nearly 500 character types you can play, which is true: there are 495 ways you can pick 4 skills from a set of 12 if you do the combination calculation. A few options are given as starting characters if you'd rather use one of them than spend time creating your own. For additional information on this series, try Virtual Reality on Wikipedia; there isn't much there though.
It is the dawn of the 24th century and the Earth is dying. Gaia,
a satellite array designed to repair the effects of global warming, is out
of control. A new Ice Age tightens its inexorable grip on the planet.
Humanity is on the edge of extinction.
Mankind's last hope is the Heart of Volent, a strange meteorite which ahas
already brought mutations and chaos to the world. Legend says that the one
who finds it shall wield the power to reshape the universe.
As the ice sheets spread and the world slides towards the brink, you and
a handful of bitter rivals compete in the race for the Heart. Only one can
win. Are you ruthless and resourceful enough to claim the ultimate prize?
War is brewing between the kingdoms of Glorianne and Sidonia, a war waged
for control of the territories of the New World. Galleons laden with gold
ply the seas, and in their wake sail pirates and privateers eager for
plunder.
Adrift in an open boat, you make your desperate bid to escape from the
sadistic Captain Skarvench. The odds are stacked against you. Even if
thirst, hunger and storms don't kill you, there are still formidable dangers
to overcome in crossing hundreds of miles of uncharted ocean to reach safe
harbour.
Put yourself at the heart of the story. Be anyone you can imagine. Choose
from almost five hundred different character types, each with their own
unique skills. Strong stories, vivid settings and compelling characters
make Critical IF the game-changer of the interactive fiction genre.
The sole survivor of an expedition brings news of disaster. Your twin
brother is lost in the trackless western sierra. Resolving to find out his
fate, you leave the safety of your home far behind. Your quest takes you to
lost jungle cities, across mountains and seas, and even into the depths of
the underworld.
You will plunge into the eerie world of Mayan myth. You will confront
ghosts and gods, bargain for your life against wily demons, find allies and
enemies among both the living and the dead. If you are brave enough to
survive the dangers of the spirit-haunted western desert, you must still
confront the wizard called Necklace of the Skulls in a deadly contest whose
stakes are nothing less than your own soul.
You have made a deadly enemy. Jafar, advisor to the Caliph, plans a coup
that will put him on the throne of Baghdad. You are the only one who can
warn the Caliph, but who will listen to a penniless adventurer? Especially
as Jafar's assassins are scouring the city to find you.
You go in search of the fame and fortune that will give you the means to
expose Jafar's treachery. Your travels take you to ghoul-haunted oases,
magical palaces, lost cities of gold, and uncharted isles full of mystery
and danger. Threatened by bandits, fire wizards, thieves and fearsome
creatures, you must risk all in your determined quest to save the
kingdom.
P.S. -- According to the author, this was titled Twist of Fate when it
was originally published in the Virtual Reality series.
Thanks again to Fabled Lands Publishing for another set of reissues, with books written by either Dave Morris or Oliver Johnson, and all six of the original books have been republished. Since they're not numbered, I'm listing them in the order of the original series as given on Demian's Gamebook Web Page. I have to say that these may be the slimmest gamebooks I've seen, at least of ones with RPG-style rules. Each book is about 300 sections long, so it's not as if they're necessarily lacking content (many RPG-style gamebooks seem to target ~400 sections, in my experience). The books are just thin; one doesn't even have the title, etc. on the spine. From what I see on skimming, the rules seem to resemble Fighting Fantasy, but might be a little simpler, and each book is its own individual story. I'll try to write more later when I've had a chance to play the books or at least look at them more closely.
In the middle of a lonely wood, as night falls, you come upon a half-ruined
mansion where dwells the undead Lord Tenebron among his servitors --
depraved mortals, creatures of darkness, and luckless adventurers enslaved
to his will.
Your only hope of escape is to prevail against the dangers that beset you
and battle your way to the very heart of the catacombs. There, in the
deepest chamber of the vampire's crypt, you must face him and try to end
his reign of terror for all time.
This is fantasy adventure with a difference: YOU are the hero! A pencil, an
eraser and two dice are all you need to embark on your quest. Success and
vast riches -- or failure and savage death -- will depend on the decisions
you make!
Far below the lost temple of the ancient god Katak, you and your evil foe
Damontir the Mad act out a deadly game. You stalk one another through the
silent tunnels where no living thing has trod in centuries, both seeking the
priceless gold idol of the flame god.
With skill and darking and a little luck, you can overcome the traps and
monstrous beings that stand between you and your goal. But then you must
face Damontir in a might conflict to decide who will emerge victorious into
the light of day and who will remain in the silent darkness forever.
This is fantasy adventure with a difference: YOU are the hero! A pencil, an
eraser and two dice are all you need to embark on your quest. Success and
vast riches -- or failure and savage death -- will depend on the decisions
you make!
The land lies in the grip of fear. The king is helpless, withered and aged
by evil magic. Arkayn Darkrobe, fell Lord of Shadow Keep, rules the country
now with necromancy and vile cunning. You are the greatest of the Paladins.
You journey through danger and darkness to face the Lord of Shadow Keep. If
you cannot overcome his spells and slay him, all is lost!
This is fantasy adventure with a difference: YOU are the hero! A pencil, an
eraser and two dice are all you need to embark on your quest. Success and
vast riches -- or failure and savage death -- will depend on the decisions
you make!
It should have been a simple mission. You were sent to bring back the
fabled Eye of the Dragon from the half-submerged ruins of Thalios. But you
arrived to find an earlier expedition destroyed, and eerie dwellers of an
oceanic realm stalking the ancient avenues. As night falls, you must evade
their patrols and link up with the survivors of the expedition. Everything
depends on your courage as a Warrior and your skill as a Mage.
This is fantasy adventure with a difference: YOU are the hero! A pencil, an
eraser and two dice are all you need to embark on your quest. Success and
vast riches -- or failure and savage death -- will depend on the decisions
you make!
Somewhere, half-buried by the drifting sands of the desert Khem, lies the
pyramid tomb of the Lost Pharaoh. Great wealth and magical power await its
discoverer.
You search the bazaars of the city for a guide, your footsteps dogged by
would-be assassins. You battle against the burning sun to reach your
destination. There you meet the deadliest obstacle of all -- not in the
dark passageways filled with fatal traps, nor in the undead mummy guards,
but in the curse of the Pharaoh, which no one has ever survived.
This is fantasy adventure with a difference: YOU are the hero! A pencil, an
eraser and two dice are all you need to embark on your quest. Success and
vast riches -- or failure and savage death -- will depend on the decisions
you make!
Beyond the hills and haunted swamps towards the sunset lies the grim castle
of the arch-fiend Slank. For centuries this demon has plundered the souls
of mortal men, gathering them to his terrible abode to dwell in eternal
torment. Now the secret magic that can destroy Slank is known at last. You
agree to undertake this perilous adventure -- but can you rid the world of
the demon's dark shadow, or are you destined to become his latest
victim?
This is fantasy adventure with a difference: YOU are the hero! A pencil, an
eraser and two dice are all you need to embark on your quest. Success and
vast riches -- or failure and savage death -- will depend on the decisions
you make!
Fabled Lands Publishing comes through with yet another set of reissues, this time of books written by Jamie Thomson and Mark Smith. Only one book has been reissued so far, but I'm hopeful that the rest will be reprinted eventually, so I've added the one I have now and plan to add new books when/if they're released as I get them. Since they're not numbered (the first one isn't, at least), I'm listing them in the order of the original series as given on Demian's Gamebook Web Page. About all I know of these books right now is that they involve time travel, but it seems like an interesting series. Quickly skimming the one book I own, I see that it also gives you a score based on the choices you make (at least in Book 1), and once you finish the book, a chart at the back lets you total up your points and see how close you came to making the best decisions. I'll try to write more later when I've had a chance to play the books or at least look at them more closely.
Race Against Time
It's 3033 AD. You're a special agent -- codename Falcon -- working for
TIME. You've been personally selected to pilot a time machine on a perilous
journey into the unknown.
Your mission: to stop the renegade Time Lord whose meddling with the past
is threatening to throw the timelines of future history into total chaos.
Your quest will take you deep into the tumult of bygone days, and your only
weapon will be your blaster and the powers of your mind with which you --
and you alone -- can change the destiny of mankind.
Hopefully coming in the future.
Hopefully coming in the future.
Hopefully coming in the future.
Hopefully coming in the future.
Hopefully coming in the future.
Fabled Lands Publishing brings yet another series of gamebooks back via new reissues. This one is written by Mark Smith and Jamie Thomson, and the revival of them in recent years has added a prequel Book 0 and a sequel Book 7. About all I know of these books right now is that they have a ninja theme and it looks like you can carry the same character through the whole series. It seems like an interesting series. I'll try to write more later when I've had a chance to play the books or at least look at them more closely. For additional information on this series, try Way of the Tiger on Wikipedia.
'I will vanish into the night; change my body to wood or stone; sink into
the earth and walk through walls and locked doors. I will be killed many
times, yet will not die; change my face and become invisible, able to walk
among men without being seen.'
This is the covenant of a ninja of the Way of the Tiger, taught to you by
slain foster-father Naijishi. Before you were ever known as Avenger, before
your quest for vengeance would change the world of Orb, you were to face
great evil in the idyllic Island of Plenty.
You are the youngest of five Initiates of Inner Circle challenging to become
Grandmaster of the Five Winds. Your journey will lead you from ancient
cities, across towering mountains, and into wild forests. There is evil
stirring in these lands, determined to destroy you and your allies, and it
shall turn your challenge into the greatest ordeal you have yet faced.
THE WAY OF THE TIGER is the role-playing adventure classic now revised and
expanded for today. You choose the skills and martial arts moves to defeat
your enemy, gaining knowledge and honing your abilities to use in further
books.
Are you ready for the Way of the Tiger?
Note: This is a new prequel to the original six-book series.
You are Avenger, a ninja trained in the Way of the Tiger, a lethal master of
unarmed combat who must confront ultimate evil to avenge the death of your
foster-father.
Your foster-father's assassin has stolen the scrolls of Kettsuin. Now, the
secret word of power could be used to imprison the great god Kwon in Inferno
forever -- unleashing the forces of evil throughout the world of Orb. Your
quest is to find the assassin before he reaches the Pillars of Change. The
fate of Orb depends on your deadly skills and cunning.
THE WAY OF THE TIGER is the eighties gamebook adventure classic now revised
and expanded for a new generation of fans. You choose the skills and
martial arts moves to defeat your enemies, gaining knowledge and honing your
abilities to use as your quest progresses.
Are you ready for the Way of the Tiger?
'There is little time now, Avenger, for the gods of evil move against us
still. You must return the Scrolls of Kettsuin to their rightful place at
the Temple of the Rock on the Island of Tranquil Dreams, but your journey
will be beset with dangers...'
The words of your god Kwon still echo in your ears. Courage and skill have
rewarded you greatly. You alone were able to recover the stolen scrolls of
Kettsuin, guardian of the secret word of power. You alone have defeated the
assassin. But now you have a new mission. You must escape your vengeful
enemies and flee the mainland to return the scrolls to their rightful place.
It is a long and dangerous journey -- for he agents of the gods of evil will
pursue you until death.
THE WAY OF THE TIGER is the role-playing adventure classic now revised and
expanded for today. You choose the skills and martial arts moves to defeat
your enemies, gaining knowledge and honing your abilities to use in further
books.
Are you ready for the Way of the Tiger?
'Who has usurped the land of your birth? Who has denied you the chance to
raise children? Who has taken everything you ever had?'
'And who will give these things back to you? No one. You must take what is
yours by birthright.'
You have vanquished forces of evil which have long conspired against you and
your people. Now, at long last, the Grandmaster of the Dawn reveals the
closely-guarded identity of your dead father. The truth is joyous yet
disturbing. For your birth father was King of Irsmuncast -- a title which
you have inherited. But your legacy sits upon the brow of the cruel
Usurper. And now your mission is clear. You must topple his reign of
terror and rightfully claim the crown as your own!
THE WAY OF THE TIGER is the role-playing adventure classic now revised and
expanded for today. You choose the skills and martial arts moves to defeat
your enemies, gaining knowledge and honing your abilities to use in further
books.
Are you ready for the Way of the Tiger?
'The reign of your father the Loremaster. The reign of the Usurper after
him. These were but as the blinking of an eye to me and so it shall be with
your reign. It matters not. The final outcome will be no different.'
Your skills as a warrior have made you triumphant! You have toppled the
cruel Usurper to take your rightful place as Overlord of Irsmuncast. Crowds
of exuberant citizens chant your name in joyous song. But beware, for the
adventure has just begun. As Overlord you are now playing a treacherous
game of intrigue, deception and danger. Threats come from within and
without the walls of your great city, and you will need your withs as well
as your strength to survive. The fate of a people and a kingdom rests in
your hands.
THE WAY OF THE TIGER is the role-playing adventure classic now revised and
expanded for today. You choose the skills and martial arts moves to defeat
your enemies, gaining knowledge and honing your abilities to use in further
books.
Are you ready for the Way of the Tiger?
'An old score shall be settled. The Legion of the Sword of Doom shall
conquer the City of Irsmuncast and bring its people into slavery. I swear
by Sorcerak to kill you with my own hands.'
Your perilous quest for the Sceptre and Orb has been a glorious success.
Once again, your skills have ensured your rule of Irsmuncast. But now, you
return home to a city of death -- overrun by evil hordes and threatened by
an even greater army to come. Honoric, leader of the dreaded Legion of the
Sword of Doom, has vowed to destroy you and undo all you have done for your
people. Are you strong enough to save your war-torn kingdom?
THE WAY OF THE TIGER is the role-playing adventure classic now revised and
expanded for today. You choose the skills and martial arts moves to defeat
your enemies, gaining knowledge and honing your abilities to use in further
books.
Are you ready for the Way of the Tiger?
'Listen well, Avenger, I will say this only once. If you do not aid you
friend in his hour of need, then you are no better than those who hold him
prisoner in the everlasting darkness.'
You have proven yourself victorious on the battlefield and repulsed the dark
forces of evil from your fair city. But now a more subtle evil stirs. Your
friend and comrade, Glaivas, is somewhere in the Rift, held ransom against
the sceptre that is your badge of rulership. Do you dare risk everything
you have achieved to rescue your friend? The darkened tunnels of the Rift
hold danger and death at every turn, and lead into the very centre of
Orb.
THE WAY OF THE TIGER is the role-playing adventure classic now revised and
expanded for today. You choose the skills and martial arts moves to defeat
your enemies, gaining knowledge and honing your abilities to use in further
books.
Are you ready for the Way of the Tiger?
'I can provide you no solace from the obscenity that even now seeks to
befoul your path along the spirit plane. Damnation or salvation, death or
redemption, your fate awaits...'
You are trapped in the deepest darkness, far from the sunlit realm, but all
is not yet lost. You may still find a way to free yourself from the web of
Orb's greatest evil -- the Black Widow -- and rescue your friend Glaivas
despite the malice of the countless deadly denizens of the Rift. To succeed
in your journey back to the surface you will have to overcome the wrath of
the gods of evil, to pass beyond even the spirit realm itself into legend,
redeeming all that you have lost to the rotten heart of Orb. But what great
evil has taken root in your home city whilst you have been away, bringing it
to the very brink of disaster?
THE WAY OF THE TIGER is the role-playing adventure classic now revised and
expanded for today. You choose the skills and martial arts moves to defeat
your enemy, gaining knowledge and honing your abilities to use in further
books.
Are you ready for the Way of the Tiger?
Note: This is a new sequel to the original six-book series.
This is a trilogy by Aaron Emmel and C. Aaron Kreader. In addition to the three main gamebooks, there's a memory and rule book as well as a short prequel Book 0 that's a mini-adventure you can play to create your character. For more info, check out The Midnight Legion site; I'll try to add some more details later on, because I haven't played much of the series yet to have a really good sense of what it's like.
You wake up on your back. There is firm plastic beneath you and a metallic
chemical smell in the air. You open your eyes and shut them again quickly
against the stinging light. You feel your breath in your throat, shallow
and ragged, as if your lungs are trying to relearn how to breathe. You open
your eyes again, more slowly this time, and blurry shapes resolve into
recognizable objects around you. You are lying on a medical bed connected
to tubes. When you turn your head your skull throbs and the room starts
spinning. You instinctively slutch the sides of the bed until the vertigo
subsides.
You have no idea where you are.
Worse, you have no idea who you are ...
More than four centuries have passed since the Devastation engulfed the
Earth. The species that remained were fused and rebord in the alchemy of
atomic fire. Their diverse descendants have claimed the planet.
You are an agent of the Midnight Legion, tasked with rebuilding
civilization. Only one other agent remains, and she is somewhere ahead of
you, racking for your last remaining base. Unless you can reach it before
she does, she will seize the command center and use its ancient weapons to
unleash a second Devastation. This time, if she succeeds, nothing will
survive. Your chase will lead you to new life, lost technologies, and the
mysterious clues your foe leaves behind. But beware---there are no
established paths across this constantly shifting land, and nothing is what
it seems.
Your world is gone. The world that has replaced it is alien and savage, but
filled with wondrous new life.
In the last remaining Midnight Legion base, a computer controls technology
that can destroy this new world or help it thrive. If you're strong enough,
you can defeat the agent who betrayed your mission. If you're clever and
skilled enough, you can hack the base's puzzling security system and outwit
its traps.
But even then, you will still need to confront the sentient, possibly
deranged computer itself. What it can tell you depends on how much you are
willing to sacrifice to regain the memories you have lost.
This is a single book and not a series, but I found it interesting enough that I wanted to include it here. By Swen Harder and originally published in German, a Kickstarter campaign was run in late 2017 to offer an English version. While a small print run of English promotional copies had been made before, the new Kickstarter version improves and expands that work. What I really like about this is the large variety of features it has. Some are mentioned in the blurb; paraphrasing: "hidden bonus sections, boss fights, and puzzles". In no special order, at least some of the others include:
You are an Ugarith, a master of the night, with no remembrance of your
origin or past life, waking up after committing a disastrous bloody
deed...
Being hunted and outcast, you now have to fight for your way to freedom,
while you discover your superhuman powers and finally fulfill your sacred
duty -- bringing back the world from the edge of oblivion.
Whether the Ugarith is destined for a happy, neutral or bleak end depends
solely on the decisions you make, for this is no ordinary novel, this is
a Fantasy Gamebook!
With more than 1,400 sections, RIDER OF THE BLACK SUN is one of the biggest
gamebooks ever published. It sets new standards with a completely unique
approach to section reference and replayability.
Special features include: Finding hidden bonus sections, epic boss fights
taking place in their own unique chapter, detailed combats, and complex
puzzles!
Received the RPC FANTASY AWARD and the GERMAN ROLEPLAYING AWARD of the Jury.
This is a single book and not a series, but I found it interesting enough that I wanted to include it here. By Swen Harder and originally published in German, a Kickstarter campaign was run in late 2020 to offer an English version. Having gotten Rider of the Black Sun and enjoyed it, I was certainly interested in this one, another very large gamebook broken down into chapters with special features again. Some of what was listed in the Kickstarter campaign (slightly edited):
You are Taylor, a full-blooded rocker and a full-time idiot. You're
leading a miserable existence in a shitty metropolis when, unexpectedly, the
God of Rock tired of office chooses you to be his successor. Your
challenge: Prove your aptitude for Mt. Olympus by building up a talentless
garage band with no prospects to become the greatest Metal act on the
planet -- and, along the way, save the world.
Metal Heroes and the Fate of Rock is filled with all the pitfalls,
cliches and famous figures that the rock scene has to offer. Combined with
a goodly portion of humor and tough talk, this somewhat different
fantasy gamebook invites you to master its challenges.
As counterparts to the testosterone-driven Metalheads, Jill Janus and
Charlotte Wessels raise their voices to rescue the music world.
The accompanying soundtrack directly influences the progress of the
gamebook and contains international metal bands from all sylisticxi
directions.
SOUNDTRACK INCLUDED
Alestorm * Cavalera Conspiracy * Delain * Devil Driver * Garagedays * Gormathon
* Grave Differ * Huntress * Mammoth Mammoth * Striker * Visions of Atlantis
The books in this series published by
Van Ryder Games are English
translations of books originally published in French by
Makaka Editions. These are
more of a cross between gamebooks and graphic novels: they read and play very
much like a gamebook, but are highly visual and drawn in panels much like
graphic novels are. Each book is independent, with its own author(s),
story, game rules, characters, etc. There are some books that share a theme
(namely the Sherlock Holmes ones), and the Pirates books were originally
a numbered sequence so could be a connected series, but overall each book
is unique -- more like Fighting Fantasy than Lone Wolf in that sense.
For more about the available English books, see the
Graphic Novel Adventures page
on Van Ryder's site, which also contains their own blurbs for the books.
If you want character sheets and such, visit the
Graphic Novel Adventures Downloads page.
Hopefully they'll continue to get the rights to print translations of more
books, and the series will continue to grow over time. Here's how the books
so far are grouped:
Season 1 = Captive, Tears of a Goddess, Loup Garou, Your Town,
Sherlock Holmes: Four Investigations.
Season 2 = Mystery, Sherlock Holmes & Moriarty: Associates,
Sherlock Holmes: The Challenge of Irene Adler, Pirates: The Great Chase,
Pirates: The City of Skulls.
Season 3 = Lilly Van Helsing, Your Theme Park, Pirates: The Cursed Isle,
Hold Up, Sherlock Holmes: The Shadow of Jack the Ripper.
Season 4 = The Grand Tournament, Space Brigade, The Dark Mage,
Sherlock Holmes: The Beginning, Sherlock Holmes: International.
Season 5 = Sherlock Holmes: Supernatural, The Obsidian,
Zone 25, Zombie, Sherlock Holmes: Darkness Over London
Individual = The Crusoe Crew (released between Seasons 1-2),
Sherlock Holmes: Baker Street Irregulars (released between Seasons 2-3),
Sherlock Holmes: The Beginning (released between Seasons 3-4 before it was
added to Season 4), 2070 (released between Seasons 4-5).
Note: There's also a junior series (see
Van Ryder's GNA Jr. page),
but I'm not planning on getting them; if I do though, I can add them.
Only YOU can save her.
Note: Yes, that's the entire back of the book blurb, so to provide slightly more information: you play a father trying to rescue his daughter from kidnappers.
Three criminals have stolen the Tears of Nuwa, divine plants that ensure the
survival of the city.
As a bounty hunter, your mission is to find them. If you fail, destruction
will befall the city.
Conceal your vials of poison, sharpen your twin butterfly swords, and fasten
your trusty manriki to your belt.
You have a single day to track down the criminals and return the Tears.
Once night falls, it will be too late...
When your master, the mage Thedocred, sends you out on a late night errand,
a nightmarish creature emerges from the forest and attacks, leaving a deep
gash in your arm. You survive, but no longer as a mere apprentice mage...
you have become a werewolf, the cursed loup garou.
If your first transformation doesn't kill you, then the hunters who've vowed
to cleanse the world of your kind surely will. Not to mention the unforseen
dangers that will threaten you around every corner.
Will you be able to use your newfound power wisely?
Seek out the right people, solve the riddles, and discover the true path.
The choices are yours. The hero is YOU!
Travelling across the vast plains of the Wild West, you arrive at Your Town,
a dusty and forgotten collection of six ramshackle buildings. After
surveying the town and its handful of residents, you make a decision: you'll
put down roots, improve the town, and bring prosperity to its citizens.
Construct buildings, hire qualified staff, buy land, manage your finances,
and explore the nearby wilderness, all in the pursuit of making Your Town
the booming center of the West...
...because this town is yours and the Mayor is YOU!
Thefts, disappearances, murders ... business is piling up on the desk of the
famous detective.
Step into the shoes of Sherlock Holmes or of Dr. Watson, and solve four
delicate and intricate investigations.
There are tracks to follow, suspects to question, and clues to sleuth.
Make the right choices, because the hero is YOU!
Your choices. Your adventure. Your story.
Whether on your own or with a team, set off in search of mysterious treasures
hidden in the Kuala Archipelago! Choose your character, one of the famed
explorer Robinson Crusoe's children, and embark on the adventure of a lifetime.
Solve riddles, discover secret passages, and avoid the many traps that are
awaiting, all using the unique abilities of each of the Crusoe kids!
The Crusoe Crew, the first every cooperative graphic novel adventure!
Chicago, 2025.
Chicago is a city where criminals reign supreme, you enlist in the prestigious
Legion of Champions. But saying you are a hero does not make you one: let
Mystery and his team mentor you!
The time has come for your to... Fight! Use your powers! Overcome perilous
challenges and right heinous wrongs! The time has come for YOU to become the
world's most famous superhero!
Theft, murder, kidnapping: Sherlock Holmes and Doctor Watson must face strange
situations during their train journey. But the most troubling aspect may just
be an unprecedented collaboration between the famous detective and his
arch-rival, James Moriarty!
Take on the role of Holmes, Watson, or Moriarty. Examine suspects, find clues,
and solve cases. This time, YOU are the detective!
Irene Adler opens her own detective agency in London...
Sherlock Holmes remains composed and collected when he hears the news, but
shouldn't he take this new competitor seriously?
He will find out soon enough because there's a murder and a kidnapping case
that have just been reported!
Step into the shoes of Holmes or Adler and solve these investigations. Whether
or not you play alone, or challenge another player, you will try to be the
greatest detective. After all, it's your choices, your adventure, your
story.
The game is afoot!
Your prisoner has escaped the pirate ship: you must find the hideout as soon
as possible!
Riddles to solve. Objects to collect. Paths to choose.
Your choices. Your adventure. Your story.
The city is bustling with activity, and overflowing with things to explore.
You'll learn much in the city, but most importantly, what will you learn
about yourself?
Riddles to solve! Objects to collect! Paths to choose! Your choices.
Your adventure. Your story.
Your choices. Your adventure. Your story.
London, 1895. A gang of thugs that terrorize the streets, a mansion which
conceals a thousand mysteries, a grimoire stolen by a specter, a secret that
lingers in the fog...
The great Sherlock Holmes himself entrusts YOU with solving these mysteries!
You are the infamous Baker Street Irregulars, and you play as the agile Vicky,
the mighty Ike, the observant Wiggins, or the cunning Myrtle. Use your
unique skills to explore the streets of London, solve puzzles, collect clues,
interrogate suspects, and decode secret messages!
Play alone or with others, make the right choices and weave your own stories
in this thrilling cooperative Graphic Novel Adventure!
What do you do when werewolves, vampires, and other creatures threaten to go
bump in the night? Have Silent Night Security call in their expert
Lilly van Helsing, of course!
Use your ancestral monster hunting skills to hunt down terrifying creatures,
demonstrate your bravery, and keep your clients safe. It's up to you to
stop the creaturs of the night, after all!
It's your choices, your story, and your adventure!
Who doesn't want to build their own theme park? Now you can! Use this book
and your imagination to build a one-of-a-kind park of your own!
You can play alone or with friends! Build and upgrade your park, sabotage
your opponents' parks, and explore parks from around the world.
It's your choices. Your adventure. Your story.
Ahoy!
A terrible curse has transformed everyone on the small island of Shukanet.
They seek the aid of someone smart and adventurous to help them break the
curse! Will you be able to discover the cause of the curse and somehow
reverse it?
You'll solve puzzles, collect items, and explore the island because
it's...
Your choices. Your adventure. Your story!
Only you can avoid this fiasco. Prove that you can be the greatest robber of all time!
Note: "this fiasco" refers to the image on the back cover, which is a front and side mug shot of the character you play.
An ominous air creeps over the Whitechapel district in London, gripping the
city in terror once more. Ten years have passed since the notorious Jack the
Ripper was spoken of in hushed tones throughout the city, but now a woman
has been found murdered under similar circumstances. Is the infamous killer
back? New letters to Scotland Yard suggest he may just be...
Take on the role of Sherlock or Watson as you interview suspects and track
down leads to solve what may just be the crime of the century. Only you can
stop the shadow of Jack from looking over London once more!
It's your choices, your story, and your adventure!
Each year, the Arena of the Elements hosts the country's leading martial arts experts, for a spectacular and merciless competition. Only one will be declared grand champion at his term and this year, you intend to be the lucky one, because the hero is you!
The Tartarus III space station issued a distress message. For several years,
researchers have been developing, in secret, a biological weapon intended to
put an end to the war against the Veleptors. But the enemy seems to have
entered the premises...
You play as Corporal Wedoski and his squad, dispatched to recover the
pathogen. It will take a lot of composure to complete your mission, because
the hero is YOU!
Family, friends, morality, peace and quiet: you knew you were going to have
to lose everything in exchange for forbidden magic.
But you must now obey the whims of a demon prince... you will have to set off
from your lair, avoid the inquisitors, and use a multitude of powerful spells
to overcome the numerous dangers ahead.
Will you quench your thirst for power?
Has your soul been well and truly corrupted, or is there another way?
Your adventure will depend on the choices the hero makes! And you... are
the hero.
The famous detective Sherlock Holmes is traveling afar with his brother,
a brilliant man and member of the British government. Together they will
travel the world and tackle three brand new cases. Will Sherlock and
Mycroft succeed at uncovering the truth?
Step into the shoes of Sherlock or Mycroft Holmes, carefully identify clues,
question suspects, and use your deduction skills to find the guilty suspects.
The result of these investigations depends on you!
In London, the famous novelist Ames Douglas has been poisoned.
Everything seems to indicate suicide, but a coded word persuades Sherlock
Holmes that foul play is involved.
Step into the shoes of Doctor Watson and conduct the investigation alongside
the famous consulting detective.
Decide which leads to follow and who to interrogate. Collect clues and follow
the truth... wherever it may lead!
These are your choices, your adventure, and your story!
Your choices. Your adventure. Your story.
The plans for cutting edge technology have been stolen from the powerful
Solax laboratories.
You are a member of an elite team of agents: a cyborg, a martial arts expert,
an alien and a mercenary. Your mission is to intercept the spy bot in the
streets of Rome. You can't imagine the consequences if you fail...
Investigations, traps, fights, puzzles, and other challenges await you.
You must work together to succeed in the mission, but you also have your
own secret objective.
Play alone or with others in this thrilling Graphic Novel Adventures Game.
2070 is a semi-cooperative Graphic Novel Adventure.
Coming in spring 2025, after the books are released.
Coming in spring 2025, after the books are released.
Coming in spring 2025, after the books are released.
Coming in spring 2025, after the books are released.
Coming in spring 2025, after the books are released.
This series by Spidermind Games
is planned for six books, apparently aiming for one book per year from 2021
to 2026. This seems to be in the same general style as
Fabled Lands, using an open-world design, but I'm not
sure exactly how you move between books because I haven't played them yet.
You take a four-character party through the adventures in the books, which
is different from most gamebooks I'm familiar with (but
Blood Sword also allows multiple characters). It looks
like there are two parts to each back cover blurb: a general one for the
series and a book-specific one. I'll put the general one here once, and
the book-specific ones below.
"Legendary Kingdoms is a gamebook campaign, where you lead a party of
adventurers in a world that adapts to your actions. Venture into ancient
ruins, pick a side and lead an army into battle, sail the high seas on your
own warship, defeat tyrants or bring them to power. Along the way your
party will increase in skill, wealth and renown, allowing them to take on
more challenging adventures. Reach the heights of power and you may uncover
a dreadful threat to the world itself and go on a mission that spans all six
gamebooks in the series."
Book 1: The Valley of Bones takes place in a desert wilderness where tyrant kings oppress the teeming masses in a land strewn with ancient artefacts and ruins. But their grip on power is fragile... and the citizenry are ripe for revolution. It is a land of blood and sand, where civilisation is rare and terrible beasts roam freely.
Book 2: Crown & Tower is set in the feudal county of Longport Bay. Anger and rebellion stalk the streets of the capital city, while mighty barons are laid low with poison and deceit. And across the border, the forces of evil stir. They know the county is weak and that the time to strike is now. Wage war for the noble houses, defend cities from orc attack, or plunge into the ruins of Sonderleign and recover treasures of the ancients.
To be added when I get the book; expected in mid-2024.
To be added when I get the book; expected in mid-2025.
To be added when I get the book; expected in mid-2026.
To be added when I get the book; expected in mid-2027.
The Choose Cthluhu series,
quoting the site just linked, 'adapts stories by the famous writer H. P.
Lovecraft into the classic “Choose Your Own Adventure” gamebook format.'
As such, there is no game system like most of the other gamebooks on this list
have, which makes them much easier to read and play since you don't really
have to track anything. They're also on the short side with all the ones
I own having under 150 sections and most closer to about 110. I don't think
this necessarily makes them easier to reach a good ending; having knowledge
of the Lovecraft stories they're based on might though.
I'm not that familiar with Lovecraft's work, so I can't say how well these
adapt the original stories, but being able to play some of them in gamebook
form was interesting enough for me to get these. The books are written by
different authors (at least three) and available in English and Spanish.
According to the site linked above, the series is 15 books total, but one is
an "extreme edition" of book 1, and currently I only have the first 6, which
are marked as print-on-demand second editions and appear to be the ones from
Warehouse 23,
so these (in English) are the versions quoted below. When/If I get more of
the books, I'll try to remember to add them here. All of the ones I have
include a general blurb after a book-specific one, so to avoid repetition,
here's the general one (the book-specific ones are below):
Choose Cthulhu is a series of gamebooks based on the works of
Howard Phillips Lovecraft. Take the role of the main character in the
original stories by Providence's Master . . . and face the cosmic horror of
the Cthulhu Mythos.
Your Sanity is at Stake!
A mysterious cult has murdered your great-uncle, Professor Gammell. Following
the clues he left, you uncover a trail of death and chaos that leads around
the world. A door to a secret world, hiding in plain sight, open before your
eyes. It is a world of truths too fearful to be believed by any sane
mind.
What secrets lie behind Professor Gammell's research? Will your courage
suffice to face what the Cult of Cthulhu is concealing? Will you survive
the curse that strikes all who learn of these beings from the depths of time
and space?
What Madness Will You Find?
Miskatonic University has invited you to lead an expedition to a remote and
dangerous part of the Antarctic. Fame and prestige are on the line . . .
but something is wrong. What horrible secrets are hidden in those remote
polar regions? What's the meaning of the strange fossilized prints on the
ice? And what happened to the last expedition?
Why Did It Have To Be Innsmouth?
In search of your origins, you travel to the decaying streets of a seaside
town full of terrible, ancient mysteries. What are the abhorrent denizens
of Innsmouth hiding? What's buried in the deep waters of the Devil Reef?
Are you willing to risk your own sanity just to know the truth?
The Nameless City. It Should Have Stayed HIdden . . .
Ancient ruins, long buried in the ever-shifting dunes of the Arabian peninsula,
await the bold explorer. What creatures still crawl along those subterranean
corridors, long forgotten by mortals? Can you find the Nameless City?
Should you?
Unclean Mysteries of the Great Old Ones!
Something disturbs the stillnmess of the isolated town of Dunwich. Rumors
regarding the peculiar Whateley family are rife, and their connection to
impious rituals has become the talk of the few who still dwell in the rough
mountains of Massachusetts. What rits and spells lie in the pages of the
feared Necronomicon so coveted by the Whateleys? Can you survive the
horrors that lurk in the hills and farms of Dunwich?
DO YOU DARE SPEND THE NIGHT IN THE WITCH'S HOUSE?
Your belief in parallel worlds has led you to the mysterious town of Arkham,
following old stories about a witch who claimed dominance over the secrets
of time and space. But the mysterious kidnappings and rituals continue today!
Will you survive the dreams that whisper from the attic of the Witch
House?
To be added when/if I get this book.
To be added when/if I get this book.
To be added when/if I get this book.
To be added when/if I get this book.
To be added when/if I get this book.
To be added when/if I get this book.
To be added when/if I get this book.
To be added when/if I get this book.
This is a short, three-book series written by John Butterfield, David Honigmann, and Philip Parker. It looks like you can carry the same character throughout all three books and the intro says that if you die in later books, you're supposed to start over from the first book. The books are set in ancient, Bronze-Age Greece and one of the things I found interesting about this series was the Honour/Shame system. As a hero, you're supposed to do the right thing. You start with an Honour value of 7 which can go up and down without limit, but once you hit 0, you can't increase it again without appealing to Zeus or using a special item. The Honour points you gain (e.g., after winning battles) can be used/spent to get some benefit. Shame is essentially the opposite of Honour. It starts at 0, but if you do shameful things (e.g., killing an opponent after he surrenders), it will increase. Here's the kicker: if your Shame value goes above your Honour value, it's game over -- you commit suicide out of guilt or Zeus smites you. Gods are another important factor in the game. You devote to one initially and need to try to avoid offending any of them, so you have to track your status with various gods. This status can affect gameplay, in cases such as accepting favors from the gods. You also have the option of praying to Zeus for help, once per book. There's a hint system in place, too, which allows you to attempt a non-standard action, and you can easily tell where this option is possible (the paragraph number is in italics). However, if there is no action that a Bronze-Age hero may have thought of, you pay a penalty in Honour and/or Shame; that's the catch. The combat system is pretty simple and is basically just a "three strikes, you're out" deal. I found this a bit *too* simplistic and unrealistic, but given the other interesting game stats and factors, I was willing to kind of overlook it. (Plus I can always cheat if I find myself constantly dying because of bad dice rolls.) I haven't completed all the books successfully, but I think this is an interesting series with a unique game system. For additional information on this series, try Cretan Chronicles on Wikipedia.
Mighty Theseus is dead!
Felled by a treacherous blow in the labyrinth of King Minos, your brother
Theseus lies dead and unavenged. The spirits of your ancestors cry out from
Hades in anger, and Hermes, the messenger of the gods, appears to speed you
on your way.
For YOU are Altheus, the brother on whom this heroic task falls. YOU thirst
for action. YOU must travel across the wild seas and lands of Ancient Greece,
battling with demons, mythical creatures and powerful leaders. Brave
Altheus -- will the gods be on your side?
All you need is two dice, a pencil and an eraser to embark on this heroic
adventure in the land of myths and legends. _Bloodfeud of Altheus_ can be
played on its own or as part of the whole Cretan Chronicles epic adventure.
The terrible Minotaur awaits you!
Your quest is to avenge the foul murder of your noble brother, Theseus, has
led you to the wild and savage island of Crete. For YOU are Altheus, the
young hero sent by the gods to right appalling wrong done to your house and
rid your land of the scourge of the Minotaur.
But first you must brave the lawless Court of King Minos, where two powerful
factions struggle for power and no traveller is safe. You must play your
part or perish with the losers! Brave Altheus -- will YOU survive?
All you need is two dice, a pencil and an eraser to embark on this heroic
adventure in the land of myths and legends. _At the Court of King Minos_ can
be played on its own or as part of the whole Cretan Chronicles epic adventure.
Fight for Athens and your life!
As the young hero, Altheus, scourge of the ungodly, YOU have survived the
Perils of Crete, slain the Minotaur and are now triumphantly setting sail
for Troezen and home.
But your voyage will be long and dangerous. Beware the storms and perils
that will surely beset you -- the Clashing Rocks, dark dangers of the
Underworld, slavery and shipwreck, as you struggle towards the fulfilment
of your noble quest!
All you need is two dice, a pencil and an eraser to embark on this heroic
adventure in the land of myths and legends. _Return of the Wanderer_ can be
played on its own or as part of the whole Cretan Chronicles epic adventure.
I had two books from this series when I was a kid and really enjoyed them. I bought the full series on eBay so that I could read all of the books. This series is different from the other ones I've listed here in that these are more like book versions of video games. They are *very* visual and contain many visual puzzles such as mazes, pattern matching, and optical illusions. There's usually not a lot of text either, so it has a comic book aspect, too, which is similar to the newer series of Graphic Novel Adventures. For the most part, the puzzles aren't that hard, so the books are fairly easy to solve. I guess they were aimed at a somewhat younger audience, but I still thought they were a lot of fun. The visual approach was new and interesting to me. You also get to increase your spy level during the series, so it was all connected, but there's no reason you have to read them all (the level really doesn't mean anything as there's no game system here; it's Choose Your Own Adventure style, basically just making choices). For reference though, you're a level 1 spy in books 1-6, level 2 in books 7-11, and level 3 in book 12. It's possible that additional books were planned, but never made because having only one book at level 3 seems odd when there were six and five books at levels 1 and 2, respectively. I think there are a few mistakes in the books though, and this Reocities page may have useful notes and/or corrections. The series had a few different authors and illustrators. Seth McEvoy was the primary author, writing 7 of the 12 books in the series. The others were written by Len Neufeld (3), Ron Martinez (2), and Michael Banks (1 with Len Neufeld). There were more illustrators who often co-illustrated books. The list includes Marc Hempel (4 books), Mark Wheatley (4 books), Steve Fastner (3 books), Darrell Anderson (2 books), Alex Nino (2 books), Dennis Francis (1 book), Brian Humphrey (1 book), Rich Larson (1 book), John Pierard (1 book), Tom Sutton (1 book). For additional information on this series, try Be an Interplanetary Spy on Wikipedia.
More than a video game! You make the decisions!
You are an Interplanetary Spy. Your mission is to capture Phatax, the
Kirillian. He is a ruthless criminal who has stolen the Royal Jewels of the
planet Alvare and kidnapped its young prince. You must recover the jewels
and bring Phatax back alive!
To begin your mission, you will have to memorize your Interplanetary Spy ISBN
number below.
More than a video game! You make the decisions!
You are an Interplanetary Spy. Your mission is to capture Marko Khen, the
Galactic Pirate. Marko and his band of criminals have been kidnapping animals
and turning them into monsters. You must recover the animals and smash Marko's
sinister plans.
To begin your mission, you will have to memorize your Interplanetary Spy ISBN
number below.
More than a video game! You make the decisions!
You are an Interplanetary Spy. Your mission is to track down Dr. Cyberg,
computer genius. He is the only person who can help you stop the rebellion
on Robot World before it spreads to the rest of the galaxy!
To begin your mission, you will have to memorize your Interplanetary Spy ISBN
number below.
More than a video game! You make the decisions!
You are an Interplanetary Spy. Your mission is to travel to the first Space
Olympics and protect the superathlete Andromeda. Gresh the evil master spy
plans to kidnap her and sabotage the Olympics. You must make sure that
Andromeda completes the Olympics alive!
To begin your mission, you will have to memorize your Interplanetary Spy ISBN
number below.
More than a video game! You make the decisions!
You are an Interplanetary Spy. Your mission is to fly the experimental X-wing
starship to the planet Doorna. Monsters have taken over the planet and you
must restore peace!
To begin your mission, you will have to memorize your Interplanetary Spy ISBN
number below.
More than a video game! You make the decisions!
You are an Interplanetary Spy. Your mission is to protect the diplomat
Quarboss Tro as he travels with the most valuable jewel in the galaxy, the
Star Crystal. You must stop unknown agents from stealing the crystal and
attacking Tro!
to begin your mission, you will have to memorize your Interplanetary Spy ISBN
number below.
You are the hero of your own science fiction adventure!
Can you get past an angry alien guard dog?
Or capture Valeeta, the notorious Rebel Spy?
You make the decisions!
To begin your mission, memorize your Interplanetary Spy ISBN number below.
You are the hero of your own science fiction adventure!
Can you reach Microworld?
Or capture Electron, the planet's dictator?
You make the decisions!
To begin your mission, memorize your Interplanetary Spy ISBN number below.
You are the hero of your own science fiction adventure!
Can you find the traitor in the galaxy's newest superteam?
Or help defeat Kort, enemy of Spy Center?
You make the decisions!
To begin your mission, memorize your Interplanetary Spy ISBN number below.
You are the hero of your own science fiction adventure!
Can you infiltrate the starship of the world's most dangerous villians?
Or survive the dangers of an aquatic frontier?
You make the decisions!
To begin your mission, memorize your Interplanetary Spy ISBN number below.
You are the hero of your own science fiction adventure!
Can you get past Orbyn, the rebel robot leader?
Or discover the secret of Spy Center?
You make the decisions!
To begin your mission, memorize your Interplanetary Spy ISBN number below.
You are the hero of your own science fiction adventure!
Can you find the galaxy's most wanted thief?
Or escape his underground hideaway?
You make the decisions!
To begin your mission, memorize your Interplanetary Spy "N" number below.
Well, that's all I've got right now. If you're interested in seeing what other gamebooks I have or might want to get, check out my gamebook.org have/want list. If you have questions about books there or here, let me know and I'll try to answer them for you. I hope this helped you learn a bit about gamebooks in general and some series in particular and that this has encouraged you to get your hands on some gamebooks and try them out yourself. Enjoy!
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