FF11: Sorcery!2 Khare Cityport of Traps
UK £ 5.99 , Canada $9.99 , Australia $12.95
This edition not available in the United States - click here for news
Here we enter classic Fighting Fantasy; Khare Cityport of Traps. This is the eleventh book in the successful Fighting Fantasy gamebook series, this time written entirely by Steve Jackson. It is set in the most popular medieval-style gamebook setting of the Old World originally created to be used by Steve and Allansia for Ian.
Book Description: Based on the best-selling Fighting Fantasy gamebook system, Khare Cityport of Traps is Book Two in Steve Jackson's Sorcery! epic, followed by The Seven Serpents and The Crown of Kings. 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.
You stand resolute at the South Gate of Kharé, the city of chaos - and gateway to the Baklands of Kakhabad. If you are to reach the dark Mampang fortress, where the evil Archmage has hidden the legendary Crown of Kings you are searching for, you must cross the city. But even a brave warrior and skilful wizard like yourself has unmentionable dangers to face in this fiendish city, built to trap the unwary. You will need all your wits about you to survive the horrors ahead and to make sense of the clues, which may lead you to success - or your doom!
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.
The Sorcery Epic is actually a four book adventure that originally was a completely individual series when first published by Penguin in the 80s. Combined into the current Wizard at the request of Steve Jackson, the series has several differences with two main exceptions.
The first is in the fact that it uses a special event scenario during the course of the book. You can call upon the goddess of Justice (Libra) once during all four books to save you during the quest and second you are allowed to play as either a warrior or as a wizard/Sorceror. A popular Gamebook rule that was introduced in the Fighting Fantasy Gamebooks later in the series.
For players choosing the option of a wizard there is a spell book that contains 48 spells that you need to learn in order to use them in the book. What is clever about this is that you have to study the spellbook and the chosen spells that are represented by a 3-letter code, like HOT or RAZ, for example. These you have to memorize before you begin play.
Throughout the book, in certain encounters, you are given a chance to cast a spell. You are then given five of these three-letter codes to choose from. It is up to you to remember which code represents which spell.
To make things more tricky, some of the codes you are offered don't relate to any spells at all ("duds"), and over half of all spells require specific items to work. If you don't have the item, you take damage. All cost points to be cast also, so you always need to limit the use of as well.
The magic system is an excellent edition to the Fighting Fantasy genre and may be expanded upon in future...Sorcery! 2 perhaps?
About the Author: Steve Jackson