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Copyright © 1984 Nova Game Designs, Inc.


Artwork Copyright ©1984 Arne F. Starr
.J.
All rights reserved
Patented
JUMPING AWAY 1
This booklet represents one character in the Lost Worlds™ series of fantasy combat
games. Each character in this series can interact with every other; each has strengths and
weaknesses which you will discover as you and your friends collect them.

The Booklet - Each page of the booklet contains two parchments: the larger odd-
numbered picture parchment and the smaller, even-numbered movement parchment.
The Character Sheet - On the front of· the Character Sheet is a picture of your
character, columns showing the maneuvers, the page number to tum to when you do
those maneuvers, and any damage modifiers you get when your maneuver scores. On
the back is an explanation of each maneuver.

How To Play
Each player must have a booklet and Character Sheet to p1ay. You and your oppo-
nent do the following steps simultaneously:

1) Exchange booklets with your opponent, but keep your own Character Sheet.
2) Open the booklet to parchment 57. You now see your opponent at extended
range. At the bottom of the parchment are instructions for your opponent's next
maneuver. Read them to him now (e.g. "Do only extended range.")
3) Use your Character Sheet to choose your maneuver and tum to the movement
parchment listed next to it. This will always be an even number.
4) Tell your opponent the number of the movement parchment you are now on.
5) On your movement parchment, find the even number your opponent gave you in
step 4. Tum to the odd numbered parchment listed beside it. This picture shows either
your opponent's maneuver or you scoring on your opponent. Note: It will not show if
you have been hit. That will show only in the booklet your opponent is using.
6) If the word "Score" appears on the picture parchment, you have hit your oppo-
nent. Add the number beneath "Score" to the damage modifier for the maneuver you
just did. If the result is greater than zero, tell your opponent to subtract that many
points of damage from his character's body points. If the result is zero or less, no
damage has been done.
7) If your opponent's body point total is now zero or less, he is unconscious and you
have won the game. If his body point total is -5 or Jess, he has died.
8) After adjusting your character's body point total, read the instructions below the
picture to your opponent. Note: If your opponent redirects you to a different picture
parchment (i.e., "If on p.X go to p. Y") read only the instructions on th~ last page you
end on. These instructions always apply whether you scored or not.
9) Return to step 3 and choose your next maneuver keeping in mind any instructions
your opponent read to you.

EXTENDED RANGE -- Do Extended Range maneuvers only when you are specifically ~· Tell opponent: "Restore one Magic point: No restrictions next turn."
instructed to. You must do Extended Range maneuvers when told to. ";,,' ,y;/#

Character Improvement
Your character gains experience points equal to the maximum body points of the
opponent you defeat. Note: killing is unnecessary. 2-49 10-13 18-37 26-17 34-41 42-49
To increase a damage modifier, subtract experience points equal to your character's 4-00 12-13 20-31 28-13 36-13 44-00
maximum body points. Your total experience points may never be less than zero. Each
time you do this, add one to the damage modifier of your choice. All damage modifiers 6-00 14-49 22-49 30-49 38-13 46-27
(including "O" and negative numbers) must be increased before any damage modifier 8-19 16-57 24-13 32-13 40-49 48-00
can be increased again.
SWINGING HIGH SWINGING LOW

'//t
'"'

1
;; Tell opponent: "Do no Red next turn. " ~· Tell opponent: "Do no Blue next turn. '
/k f "''/kf
,,
2- 5 10- 3 18-37 26-17 34-59 42-59 2-19 10- 3 18-19 26-17 34-19 42-19
4-00 12- 3 20-29 28- 45 36-17 44-00
4 4-00
6-00
12-59 20-59
14-11 22-11
28- 3
30-15
36-17 44-00
38- 3 46-43 6-00 14-49 22-11 30- 5 38-19 46-19 6
8-33 16- 55 24-15 32- 9 40- 5 48-00 8-33 16-19 24-15 32-45 40-19 48-00
r I '- ,
DAZED THRUSTING HIGH
9

SCORE
8

;Tell opponent: "Do only Yellow or Green (except Magic) next turn." ;; Tell opponent: "No restrictions next turn."
~· ~~ ~·

t ~
,,
2- 5 10- 3 18-37 26-17 34-19 42- 5 t 2-31 10-45 18-13 26-17 34-25 42-31
4-00 12- 3 20-29 4- 00 12- 3 20- 23 28-31 36-17 44-00
8 6-00 14-21 22- 21
28- 3
30- 3
36-17 44-00
38- 3 46- 43 6-00 14- 7 22- 7 30- 3 38-45 46-43 10
8-33 16-55 24-15 32- 9 40- 5 48-00 8-19 16- 57 24-45 32-53 40-53 48-00
THRUSTING LOW LEG WOUND

t.
~.
1.

SCORE
5

..,, Tell opponent : "Do no Red next tum." ..,, Tell opponent : "Do no Orange next turn."
~· ~·
,,
2-31
4-00
10-53
12-45
18-13
20-29
26-17
28-31
34-25
36-53
42-49
44- 00
r 2-49 10-13 18-37 26-13 34-13 42-49
12 6- 00 14-11 22-11 30- 3 38-45 46-29
4-00
6-00
12- 3 20-53
14- 13 22- 11
28-13
30- 5
36-13
38-13
44-00
46-53
8-19 16-57 24-45 32-45 40-53 48-00 8-23 16-19 24-13 32-13 40-49 48-00
"
SWINGING no w·N
.--1-1-- -. \

.,,~- Tell opponent: "No restrictions next turn. " Tell opponent: "No restrictions next turn, ut .if ~n a Sc~re p~ge
"'~(or Special Case) reveal Magic Card and read its instructions
~· .

2-57 10-5 7 18-5 7 26-61 34-41 42-57


4-00 12-5 7 20-57 28-21 36-1 7
t 2- 5 10- 3 18-3 7 26-17 34-41 42- 5
16 6-00
8-57
14-11 22-1 1 30-5 7 38-5 7
44-0 0
46-43
4-00
6-00
12- 3
14-11
20-29
22-11
28- 5
30- 3
36-17
38- 3
44-00
46-4 3
16-5 5 24-19 32- 9 40-21
8-33 16-5 5 24-15 32- 9 40-21 48-00
~~
STRUCK OFF BALANCE TURNED AROUND

/;
\\ SCORE
1

SCORE
0

~Tell opponent: "Do only Yellow or Green (except Magic) next turn." Tell opponent: "Do only Yellow next ·tum."
~' ....
~A
"'
t ,,
2- 5 10- 21 18-37 26-17 34-25 42- 5 t 2-49 10-13 18-37 26-13 34-25 42-49
4-00 12- 3
20 6-00 14-11
20-29
22-11
28-21
30- 3
36- 17
38- 3
44-00
46-43
4-00
6-00
12-13
14-13
20-53
22-19
28- 3
30- 5
36-13
38- 3
44-00
46-43
8-33 16-55 24-15 32- 9 40- 5 8-23 16-19 24-15 32-31 40-49 48-00
BEHIND YOU KICKING

'

--

...
...~·, Tell opponent: "No restrictions next turn."
...
...~·, Tell opponent: "Do no Yellow next turn."
llJA

2-53 10-45 18-53 26-17 34-53 42- 5


I~
~2- 5 10- 3 18-59 26-17 34-25 42-59
4-00 4-00 12-59 20-29 28- 5 36-17 44-00
6-00
12-45
14-11
20- 7 28- 3 36-53
22-11 30- 3 38-45
44-00
46- 41 6-00 14-11 22- 11 30- 3 38- 3 46-43 26
8-33 16- 1 24- 7 32-45 40-21 48-00 /J~ 8-33 16- 55 24-15 32- 9 40- 5 48-00
fli
ARM WO UND

SCORE
5

I
/

,.,; Tell oppone nt: "Do no Orange or Magic next turn." . Tell oppone nt: "Do no Magic, but add +1 to any Down or Side
~ ' Swing that Scores next turn."
"'' 4J-*

t ,, ,,
2-53 10- 3 18-13 26- 53 34-25 42-53 t 2- 5 10-51 18-37 26-17 34- 51
4-00 12-45 20-29 28-53 36-53 42- 5
32 6- 00 14-53 22-53 30- 3 38-45
44-00
46-43
4-00
6-00
12- 3 20-29
14-11 22-51
28-51
30-51
36-17 44-00
38- 3 46-27
8-33 16-19 24-45 32-31 40-31 48-00 8-33 16- 1 24-15 32-51 40-41 48-00
".-.
EXTENDED RANGE JUMPING UP
BODY WOUND

SCORE
6

· Tell opponen t: "Do only Brown next tum."


.,,,.,
-
. Tell opponen t: "Do no Blue next tum, but add +1 to any Orange
"'.1, , that Scores next tum."

2- 5 10- 3 18- 7 26-17 34- 7 42- 5 t ,,


2-31 10-45 18-13 26- 17 34-25 42-31
4-00 12- 3 20- 7 28- 7 36-17 44-00
36 6-00 14-11
16- 1
22-11 30-27
32- 9
38- 3 46- 7
40- 7 48-00 "
4-00
6-00
12- 45
14- 7
20-29
22- 9
28- 5 36-17
30- 5 38-45
44-00
46-43
8-33 24-15 8-19 16- 57 24-45
«l 32-45 40- 5 48-00
CHARGING KNOCKED DOWN
/

I . I

SCORE
1

Tell oppon ent: "Do no Yellow next tum."


4'; Tell opponent: "Do only Green or Yellow next tum."
Jl'g l

,,
2-49 10- 3 18-2 3 26-19 34-2 5 42-4 9 t 2-49 10-1 3 18-3 7 26-17 34-41
4-00 12-41 20-53 28- 3 36-1 7 44-00 42-49
40 6-00 14-4 9 22-13
24-23
30- 5 38- 3 46-4 3
32- 9 40- 5
4-00
6-00
12-49
14-49
20-31
22-49
28-13 36-13 44-00
30- 5 38-1 3 46-27
8-33 16-2 3 8-19 16-5 7 24-13 32- 9 40- 49 48-00
RETRIEVING WEAPON PARRYING HIGH

SCORE
1/1~ -4
'"'

·Tell opponent: "May use weapon again. Do no Magic next turn." ~· Tell opponent: "No restrictions next turn."
,
...... ~~ ""/,r'

,, ,,
l 2- 5 10-45 18- 7 26- 17 34-19 42- 5 i 2- 5 10- 3 18-37 26-17 34-25 42- 5
4-00 12- 3 20-19 28- 19 36-17 44-00 4-00 12- 3 20-29 28- 3 36- 17 44-00
44 6-00 14-19 22-19 30- 19 38- 45 46-27
48-00
6-00
8-33
14-11
16- 1
22- 11 30-15 38- 3 46- 43
24-15 32- 9 40- 5 48-00
8-33 16-57 24-15 32- 45 40-19
EXTENDED RANGE PARRYING LOW
LEG WOUND

SCORE
-4

SCORE
5

. Tell opponent: "Do only Brown next turn." ;; Tell opponent: "No restrictions next tu~."
"''~ ' ~'

,,
2- 5 10-45 18- 19 26-17 34-25 42- 49
50- 45 54- 17 58-41 61 - 19
48 4-00
6- 00
12- 45
14-49
20-29
22-49
28- 19
30-19
36- 17
38-45
44- 00
46-19
52- 23 56-53 60- 11 64-19 50
8- 19 16- 57 24-19 32- 9 40-19
KICKED OFF BALANCE? BODY WOUND 53 ~

SCORE
1 / SCORE
6

,f

;; Tell opponent: "Do only Green or Yellow next tum." ;; Tell opponent: "Do no Red or Orange next tum."
/kl
/#'

50- 21 54- 17 48- 5 62- 55 50-53 54- 17 58-35 62- 35


52 52- 63 56-57 60-11 64-57 52-33 56-45 60- 11 64- 3 54
,)~
EXTENDED RANGE EXTENDED RANGE
JUMPING AWAY BLOCKING
..
lJ
~

'"'

~· Tell opponent: "Restore one Magic Point and do only EXTENDED


..., RANGE next turn " ;:; Tell opponent: "Do ONLY EXTENDED RANGE next turn."
~· . ~·

50-39 54-17 58-57 62-55 50-39 54-61 58- 5 62-57


56 52-63 56-45 60-57 64- 3 52- 33 56- 47 60-13 64-57 58
/\ . I I. II/I/ I

EXTENDED RANGE~5 •
/

;. ,. #

~ :t ~
~ ~
SCORE ~- ~
·~~~ ~
~
1

~'
If;!
·Tell opponent: "Do only Yellow or Green (except Magic) next tum." ~· Tell opponent: "Do only EXTENDED RANGE next tum, but i.f on a Score page
~ ~~ N1• (or Special Case) reveal Magic Card and read its instructions." .,.
~' ~
~~

50-13 54-13 58- 5 62-57


60 52-33 56-57 60-11 64-47
50-39
52-63
54-61
56-57
58-57
60-57
62-55
64-57 62
Increase your character's maximum body points by one after all his damage modifiers
of the same color (including empty color bars) have been increased. Example: a
character starting with 12 body points who has added one to all his red, green, and
brown damage modifiers would have 12+1+1+1 =-15 total body points ( + 1 for each
complete color). Note: body points are added to the maximum body point total; they
do not heal a character who has lost body points. Add experience points to your
character's total only at the end of the game.
Your character always starts each game with his current Maximum Body Points even
if he lost the last game - as long as he did not die. If he died you must start a new
character using the original stats printed on the Character Sheet.

HEIGHT - Before starting each game, subtract your opponent's height rating from
your own character's height rating. The result is your Height Damage Modifier for that
game. If it is a positive number, add it to the Damage Modifiers for each of your Orange
and Red maneuvers; if it is a negative number, subtract it from them instead.

Multi-player Rules
For multi-player combats, arrange two sides. Players on the side with the fewer
members each pick one opponent. Then, the extra players on the larger side each join
any battle they choose. Note: It is permissible for more than one extra player to join a
battle, i.e., three against one, four against one, etc. Play normally including the follow-
ing rules:
1) If you fight more than one opponent you may still do only one maneuver per turn.
E.g., a high side swing against one opponent requires a high side swing against them all.
2) If your opponents are at different ranges, pick your maneuver from the close
range list and give that number to your close range opponent(s). Then give the number
on the same line in the "X" column (the Extended Range Conversion number) to your
extended range opponent(s).
3) If you defeat your opponent(s) and there are still battles going on, you may choose
to join one. If you join against one opponent play continues as a normal multi-player
battle. If you join against two or more opponents, you must choose any one opponent
who must then leave his attack for a one-on-one against you.
4) If you receive conflicting instructions from your opponents, do only the most
restricting instruction.
Note: The format for multi-player battles is always one vs. any number of
opponents. A 2 vs. 2 battle is not possible but must break into two 1 vs. 1 battles. Only
after you win can you join your partner in a two-on-one against the remaining oppo-
nent.

ATTACKS -- The number under ATTACKS on the Character Sheet is the number of
opponents you can score against at the same time. Example: You are fighting three
opponents and the result of your move shows you scoring against all three. If your
Attacks number is 3 or greater you score all appropriate damage against all three. If it is
2 (for example) you would score against only two of them -- your choice.

ESCAPE-- You may break off combat and escape if you can maneuver to parchment 57
from either 21, 23, or any Extended Range parchments. Simply announce "Escaping."
,..,~· Tell opponent: "Do only EXTENDED RANGE next turn." The game is now over and your opponent receives experience points equal to the
amount of damage he has done to you.

Designed by: Alfred Leonardi


Developed by: Alfred Leonardi and James Rosinus
lllustrations by: Arne Starr
50- 7 54-53 58-57 62-57 Rules and Editing: James Rosinus, Dennis Greci, Lee Enderlin
64 52-35 56-45 60-57 64- 3 Technical Advisor: Douglas Bardot, Fighter Trainer SCA
Playtesters: Lee Enderlin, Dennis Greci, Julie Guthrie, Kevin Hall, Doug Kaufman, Jill
Leonardi, Mary Leonardi, Marian McKenzie, Hal McKinney, Mark Nelson, Bruce Perry,
Paul Robinson, Pieter Roos. Tom Smith, Walter Smith, Mike Vitale
24) Downswing Smash--Overhead swing. Not as powerful as Bash, but faster. Effective hOSt WORhDS™
for heavy-ended weapons. CHARACTER SHEET
28) Sideswing Strong--The most powerful sideswing. Good chance to hit- and be hit. Fighter Mage with Magic Sword
Follow-through could spin you around. Effective for slashing weapons.
10) Sideswing High--Not as powerful as Strong, but safer and faster . Follow-through START TOTAL
NAME HEIGHT BODY PTS. ADDS BODY PTS. ATIACKS
can still spin you, though. Effective for slashing weapons.
2) Sideswing Low--Similar to Sideswing High, but aimed at the legs. 4 12 1
32) Thrust High--Fast, aggressive attack to the body, but vulnerable to sideswings and
other thrusts. Effective for pointed weapons. START TOTAL
14) Thrust Low--Similar to Thrust High, but aimed at the legs. Vulnerable to head hits. MAGIC PTS. ADDS MAGIC PTS. MANEUVERS PG x MOO +
Effective for pointed weapons.
42) Fake High--Starts high, scores low. Effective if you are prohibited from doing low 10 DOWN
(e.g. Blue) moves. Vulnerable to blocks. 1: SWING 24 50 +3
12) Fake Low--Starts low, scores high. Effective if you are prohibited from doing high
EXPERIENCE 28 64 +2
(e.g. Red) moves. Vulnerable to blocks.
22) Fake Sideswing--Appears to be a swing, but ends as a thrust. Effective if you are
prohibited from thrusting, but not a strong attack.
t- SIDE
SWING
10
2
64
58
+1
+1
38) Fake Thrust--Appears to be a thrust but ends as a swing. Effective if you are pro- 2 60 0 :.
hibited from swinging but not a strong attack. THRUST
1 60 0
34) Special Kick--Dangerous attempt to knock opponent down. Very vulnerable unless 42 58 0
opponent cannot attack.
40) Special Wild Swing--Desperate, unaimed swing. Very vulnerable. 12 64 0
FAKE
30) Special Dislodge Weapon--Attempt to disarm opponent. Effective against thrusts 22 60 - 1 -
and fakes, but vulnerable to aggressive or shielded attacks. 38 58 0
46) Special Retrieve Weapon--Attempt to pick up a lost weapon. Dangerous unless 36 54 s
opponent cannot attack. MAGIC* ...
18) Jump Up--Avoids low attacks, but vulnerable to high attacks. SPELLS
8) Jump Dodge--Effective against downswings and thrusts, but vulnerable to side-
swings. Can sometimes be used to slip behind opponent. 34 56 0
20) Jump Duck--Effective against high attacks. Vulnerable to low and downswings. 40 58 +2
Can be used to slip behind opponent. SPECIAL
30 58 - 4
16) Jump Away--Effective against swings, but vulnerable to thrusts. Can move you to 46 52 -6 ill
extended range and cause your opponent to fall down or turn around. ..'[
50) Extended Range Charge--Aggressively closes range to opponent. Very vulnerable to MAGIC* 26 54 s
attack. SPELLS I\
18 52 -6
36) Magic Spells Major--Major or Minor spells only may be cast if this move succeeds. 8 52 -4
26) Magic Spells Minor--Minor spells only may be cast if this move succeeds. JUMP
20 52 -5
54) Extended Range Great Magic--Any spells may be casts if this move succeeds.
16 62 -4
For rules on the use of Magic see the backs of the Magic Spell Cards.
Other extended range maneuvers are similar to their close range counterparts. Agility,
reaction, weapons, armor, etc., characteristics are built into the books and can EXTENDED RANGE
sometimes give you unexpected results.
.. 50 +4
SWING HIGH 64 -3
SWING LOW 58 -3
PG= MGEYOUTURNTO THRUST 60 -3
X = EXTENDED RANGE CONVERSION If
MOD = SCORE MODIFIER
GREAT MAGIC 54 s
+ = EXPERIENCE ADD TO MODIFIER 56 0
S = SPECIAL. SEE SPECIAL RULES ON BACK 52 - 6
OF CHARACTER SHEET. 62 -6
*Magic. To perform magic you must spend '1aJliC Points. See rules on Magic Spell Cards.
- ~~ ~
- ::tC ~-"=- - - ~~
ISB ND- 917037-32 -4
'his book. by itself is not a com-
plete game. You must have at
least one other book. in the
--·1 LOST WORLDSrM series before
you can start to play.

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