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<blockquote data-quote="Sir Brennen" data-source="post: 7781649" data-attributes="member: 553"><p>That box was indeed very big with alot of stuff, and I'd imagine overwhelming if you didn't have any idea of how all the TFT parts work. Hopefully this will help clarify:</p><p></p><p>It's not that the rules are scattered across the books - it's that the books are separate games that build on one another, but can be played independently. I'd recommend checking out the approach outlined in the "read me's". </p><p></p><ol> <li data-xf-list-type="ol">Start with <em>Melee </em>as a game unto itself (which it is) to understand combat. By itself, it's more like a complex board game or simple war game than an RPG.</li> <li data-xf-list-type="ol">Then play <em>Wizard</em> to add magic to combat. The <em>Wizard</em> rule book also includes all the necessary combat rules, so you don't need to reference the <em>Melee</em> book.</li> <li data-xf-list-type="ol">(Optional) Combine<em> Melee</em> and <em>Wizard</em> for some fun gladiator vs. spell caster arena duels.</li> <li data-xf-list-type="ol">The larger <em>In the Labyrinth</em> book is the full on RPG game, complete with combat and magic rules, as well as other character options, setting info, etc. It's all you need when you're ready to run an actual campaign. You don't need to open <em>Melee </em>or <em>Wizard</em> again for playing it. (Though the <em>Wizard</em> booklet with the spell list is handy, if incomplete compared to the ITL book).</li> </ol><p>The cool thing is, <em>Melee</em> and <em>Wizard</em> each fit easily into a backpack or brief-case, and can be pulled out for a quick combat over lunch time, while you play your TFT campaign on the weekends.</p><p></p><p>But if, after trying the small boxed games by themselves, no one's judging you if you want to resell that box. Everyone's got their own preferences.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 7781649, member: 553"] That box was indeed very big with alot of stuff, and I'd imagine overwhelming if you didn't have any idea of how all the TFT parts work. Hopefully this will help clarify: It's not that the rules are scattered across the books - it's that the books are separate games that build on one another, but can be played independently. I'd recommend checking out the approach outlined in the "read me's". [LIST=1] [*]Start with [I]Melee [/I]as a game unto itself (which it is) to understand combat. By itself, it's more like a complex board game or simple war game than an RPG. [*]Then play [I]Wizard[/I] to add magic to combat. The [I]Wizard[/I] rule book also includes all the necessary combat rules, so you don't need to reference the [I]Melee[/I] book. [*](Optional) Combine[I] Melee[/I] and [I]Wizard[/I] for some fun gladiator vs. spell caster arena duels. [*]The larger [I]In the Labyrinth[/I] book is the full on RPG game, complete with combat and magic rules, as well as other character options, setting info, etc. It's all you need when you're ready to run an actual campaign. You don't need to open [I]Melee [/I]or [I]Wizard[/I] again for playing it. (Though the [I]Wizard[/I] booklet with the spell list is handy, if incomplete compared to the ITL book). [/LIST] The cool thing is, [I]Melee[/I] and [I]Wizard[/I] each fit easily into a backpack or brief-case, and can be pulled out for a quick combat over lunch time, while you play your TFT campaign on the weekends. But if, after trying the small boxed games by themselves, no one's judging you if you want to resell that box. Everyone's got their own preferences. [/QUOTE]
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