Fighting Fantasy Books Pdf

Language:English
Publishers: Dell (Laurel Leaf imprint) -- United States
Penguin (Puffin imprint) -- United Kingdom
Categories: Complexity Level : Advanced (Full Game System)
Format : Paperback
Game System : Combat
Game System : Inventory Management
Game System : Magic
Game System : Randomization Method : Dice
Game System : Scores
Genre : Fantasy
Genre : Horror
Genre : Science Fiction
Genre : Superhero Fiction
Product Family : Fighting Fantasy
Target Age Group : Older Children
Target Age Group : Teenagers
Writing Style : Present Tense
Writing Style : Second Person
Translated Into: Aventuras fantásticas (Brazil) (Portuguese)
Aventuras fantásticas (Portugal) (Portuguese)
Bitki Bezbroy [Битки безброй] (Bulgarian)
Boi Kniga [Бой Книга] (Russian)
Défis fantastiques (French)
Dimensione avventura (Italian)
Fantastiske farer (Norwegian)
Fantasy Avonturenboeken (Dutch)
FantasyAbenteuerSpielbücher (German)
Fantázia harcos (Hungarian)
Fighting Fantasy (Swedish)
Fighting Fantasy (Czech)
Fighting Fantasy Reissues (Spanish)
Gendai kyouyou bunko: adobenchaa geemu bukku [現代教養文庫―アドベンチャーゲームブック] (Japanese)
Kaland, játék, kockázat (Hungarian)
Leikjabók (Icelandic)
Lucha ficción (Spanish)
Serie di avventure (Italian)
SPRI KFWP [ספרי כשוף] (Hebrew)
Sværd og trolddom (Borgen 1984-1991) (Danish)
Taistelupeli (Finnish)
Võitlus-fantaasiad (Estonian)
  1. Fighting Fantasy Books Pdf File
  2. Fighting Fantasy Books Pdf Books
  3. Fighting Fantasy Books Pdf Files
  4. Fighting Fantasy Books Pdf Full
  5. Fighting Fantasy Books Pdf Online

Created Date: 2:49:22 PM. Snare spend a few minutes delving into his childhood to talk about Fighting Fantasy Gamebooks where you choose your own adventure and escape into a land of f.

Just as Choose Your Own Adventure popularized the basic style of gamebook in the United States, so this series established more advanced gamebooks in the United Kingdom. The series was the first to include a complete set of rules to supplement the gameplay, and all of the books share the same basic system. Characters have three main attributes (Skill, Stamina and Luck) which are randomly generated at the start of play, and items and treasures are collected and kept track of during the course of an adventure. Enemies are frequently battled using a simple system in which the player rolls two dice for each combatant and adds Skill scores to each roll; the fighter with higher total does two Stamina points' worth of damage to the loser. This is repeated until someone dies from loss of Stamina. Luck points add another mechanic to the game; from time to time, the reader has to roll two dice and compare the result to his or her Luck. A roll equal to or less than Luck is a good thing; a higher roll is a bad thing. Luck goes down by one point every time it is tested in this fashion, but there are also opportunities to regain it during the course of an adventure. An element of strategy is added due to the fact that optional Luck rolls may be made to affect the outcome of combat. In addition to these basic rules, different volumes tend to add different special features, ranging from spellcasting rules to instructions on controlling teams of characters rather than individuals.

Despite the word 'fantasy' in the name of the series, this is actually a multi-genre system, with numerous science fiction adventures and a single book each in the horror and superhero genres. Even the fantasy books in the series didn't all take place in the same world. One early adventure, Talisman of Death, introduced the world of Orb, which was featured in several later gamebook series, most notably The Way of the Tiger. As the series matured, though, increasing effort was made to set the books in a cohesive world, and the release of spin-off products including Warlock magazine, two different multiplayer role-playing games and a series of regular novels further helped to flesh out such settings as Allansia, Khul and The Old World. The series never made great efforts at maintaining continuity, and there were never opportunities to carry character statistics or equipment from book to book, but the series did gradually grow a distinctive sense of place.

The series was first published by Puffin in the United Kingdom, and shortly thereafter, Dell began releasing American editions (some featuring original cover art) of the first twenty-one books. The series lasted well over a decade and nearly sixty volumes before going out of print. For several years, erroneous information about Bloodbones, the unpublished sixtieth title in the series, kept fans' hopes up, but the books didn’t see the light of day again until their resurrection by Wizard Books in 2002. The Wizard editions feature new cover art and a slightly revamped interior layout and are arranged in a different order than the original Puffin releases, also integrating the Sorcery! spin-off series into the main numbering. Ibooks, an American publisher, began releasing American versions of the Wizard re-releases in late 2003. To increase collectors' confusion, Wizard relaunched the series a second time in 2009 with new changes to format and book order. For more information, see the entries for Fighting Fantasy Reissues (Series 1) and Fighting Fantasy Reissues (Series 2).

Several boxed sets (or, more accurately, sets of books in card slipcases) were produced by Puffin during the publication life of the original series. All of these are very rare and highly prized by collectors. To make matters extra-confusing, several of the boxed sets have the same (or similar) names but have different slipcase art and contents.

Collections

Adventure Gamebox - A Thrilling Fighting Fantasy Collection
The Anniversary Collection
The Best of Fighting Fantasy
Fighting Fantasy Adventure Gamebox
Fighting Fantasy Adventure Gamebox
Fighting Fantasy Gamebox
Fighting Fantasy Gamebox 1
Fighting Fantasy Gamebox 2
A Fistful of Fighting Fantasy

Gamebooks

Books 1. The Warlock of Firetop Mountain
2. The Citadel of Chaos
3. The Forest of Doom
4. Starship Traveller
5. City of Thieves
6. Deathtrap Dungeon
7. Island of the Lizard King
8. Scorpion Swamp
9. Caverns of the Snow Witch
10. House of Hell
11. Talisman of Death
12. Space Assassin
13. Freeway Fighter
14. Temple of Terror
15. The Rings of Kether
16. Seas of Blood
17. Appointment with F.E.A.R.
18. Rebel Planet
19. Demons of the Deep
20. Sword of the Samurai
21. Trial of Champions
22. Robot Commando
23. Masks of Mayhem
24. Creature of Havoc
25. Beneath Nightmare Castle
26. Crypt of the Sorcerer
27. Star Strider
28. Phantoms of Fear
29. Midnight Rogue
30. Chasms of Malice
31. Battleblade Warrior
32. Slaves of the Abyss
33. Sky Lord
34. Stealer of Souls
35. Daggers of Darkness
36. Armies of Death
37. Portal of Evil
38. Vault of the Vampire
39. Fangs of Fury
40. Dead of Night
41. Master of Chaos
42. Black Vein Prophecy
43. The Keep of the Lich-Lord
44. Legend of the Shadow Warriors
45. Spectral Stalkers
46. Tower of Destruction
47. The Crimson Tide
48. Moonrunner
49. Siege of Sardath
50. Return to Firetop Mountain
51. Island of the Undead
52. Night Dragon
53. Spellbreaker
54. Legend of Zagor
55. Deathmoor
56. Knights of Doom
57. Magehunter
58. Revenge of the Vampire
59. Curse of the Mummy
60. Bloodbones

Promotional Material

The Warlock of Firetop Mountain Promotional Booklet

Related Documents

Advertisement

Fighting Fantasy: Feel the Force!
This was printed on page 15 of the August, 1984 issue of Micro Adventurer. Thanks to Ryan Lynch for sharing the image. The exact same ad also appeared in Doctor Who Magazine #92 (September, 1984). Thanks to Pedro Panhoca for an earlier, lower-resolution image of that version.

Fighting Fantasy: Heroes Wanted!
from Dragon #163, page 29

Fighting Fantasy: The Quest of Quests Continues...
from Warlock #2, back cover

Article

Fighting Fantasy: Curse of the Mummy Changes
This article from Nicholas Campbell compares the original and reissued editions of Curse of the Mummy.

Fighting Fantasy: Spellbreaker Changes
This article from Nicholas Campbell compares the original and reissued editions of Spellbreaker.

Autograph

Fighting Fantasy # 1 Autographed Title Page
Thanks to Ken G. for sharing this.

Play Aid

Fighting Fantasy #26 Character Sheet
Thanks to Ben Nelson for providing this file.

Fighting Fantasy #37 Character Sheet
Thanks to Ben Nelson for providing this file.

Fighting Fantasy #53 Character Sheet
Thanks to Ben Nelson for providing this file.

Fantasy

Bibliography of Items About 'Fighting Fantasy (1982-1995, Puffin)'

Articles

Fighting fantasy books pdf online2 New Fantasy Game Books from Puffin
Fighting Fantasy: The Legacy of Firetop Mountain
Linefeed: Computer Books, Game Books, Science Fiction and Fantasy Books Reviewed
Map of the Kingdom: Allansia, The Land of Fighting Fantasy
Masters of the Dungeon
One Step Beyond
The Publishers Strike Back
Review: Rebel Planet
Review: Seas of Blood
Warlock Casts His Spell

Magazines

Micro Adventurer, June 1984

Fighting Fantasy Books Pdf File


Mini-Adventures

Caverns of the Snow Witch
The Dark Chronicles of Anakendis
The Dark Usurper, Part 1
The Dark Usurper, Part 2
The Dark Usurper, Part 3
Deadline to Destruction

Fighting Fantasy Books Pdf Books

The Dervish Stone
Dungeon of Justice
The Floating City
Fortress Throngard
The House of Hell
The Land of Changes
Rogue Mage
The Temple of Testing
The Temple of the Pharoah
The Warlock of Firetop Mountain: Part I
The Warlock of Firetop Mountain: Part II

Related Links

Edward Crosby Design
This blog belongs to Caverns of the Snow Witch illustrator Edward Crosby.
http://www.edwardcrosbydesign.blogspot.com/ (last verified: 2006-07-23)

Fang's Finest Emporium
This Fighting Fantasy site should appeal to more visually-oriented fans thanks to its interesting interface.
http://www.fightingfantasy.org.uk/ (last verified: 2004-06-09)

Fighting Fantasy Collector
As the name suggests, this site provides information of interest to collectors of Fighting Fantasy books and merchandise.
http://www.fightingfantasycollector.co.uk/ (last verified: 2019-02-06)

Fighting Fantasy Reviews Archive
This site collects fan reviews of Fighting Fantasy books from around the web.
http://user.tninet.se/~wcw454p/ff.html (last verified: 2004-06-09)

FightingFantasy.Com
This was the ultimate Fighting Fantasy site for a while, but it's gone into hibernation or something and hasn't been updated in ages. It's still worth a look, though.
http://www.fightingfantasy.com/ (last verified: 2004-06-09)

FightingFantasyGamebooks.com
This is the official home of the Wizard Books Fighting Fantasy reprints.
http://www.fightingfantasygamebooks.com/ (last verified: 2004-06-09)

La Malédiction de la Momie
This impressive effort is an unofficial fan translation of Fighting Fantasy #59 into French. This is the only title in the series that wasn't released in France, so French-speaking fans should be happy!
http://www.chez.com/dagonides/ (last verified: 2004-06-09)

Peter Andrew Jones' Page
This page is the home of noted Fighting Fantasy illustrator Peter Andrew Jones.
http://www.peterandrewjones.net/ (last verified: 2004-06-09)

User Comments

Without a doubt the most influential gamebook series involving dice. Its popularity means that the term gamebook is almost a synonym for Fighting Fantasy, and vice versa.

Each book is like a self-contained, one-player Dungeons and Dragons scenario on rails. I believe that FF books got a lot of readers interested in role playing in general too.

The series was especially big in the UK, far less so in the US. I'm proud to say that I own almost the entire series [barring 3 titles].

--Haoie

Fantasy peddling titans Steve Jackson and Ian Livingstone pioneered this disparate series of gamebooks during the early 1980s. Their names soon became closely associated with the booming franchise, and when their individual efforts tapered off, publishers Puffin ushered in additional authors to participate in the gamebook authoring melee, but chose not to soil the front covers with their names. Thus Steve and Ian's altruistic cover presence remained throughout the series, with the supplemental authors acquiring little fame, unlike their Ganjees-like overlords.

Each imaginatively titled 'interactive adventure' attempted various methods to disguise the inevitable linear route that comprised each 400-paragraphed gamebook. Early plots invited readers to journey through mountain, tower, forest and dungeon locales with Warlock of Firetop Mountain, Citadel of Chaos, Forest of Doom, and the oft-quoted seminal dungeon crawl, Deathtrap Dungeon. Jackson also crafted some fiendishly tricky titles such as House of Hell and Creature of Havoc.

The public's demand for the series, and gamebooks in general, began to wane towards the late '80s, but falling sales did not necessarily equate to weaker output. Dead of Night, Black Vein Prophecy, Legend of the Shadow Warriors, Moonrunner and Ian Livingstone's final effort, Legend of Zagor, were some notable examples of solid work that appeared towards the tail end of the series.

By the mid '90s however, new plots that could adhere to the relatively simplistic 'FF' format seemed practically exhausted, and Puffin's inevitable gamebook implosion occurred less than 15 years after the big Fighting Fantasy bang of '82. And history looks set to repeat itself with the commercially stale rebirth by Wizard Books, who simply opted to reprint existing stock, albeit in a slightly different order, with updated covers.

An aesthetically pleasing iconic symbol of '80s youth fiction, the original numbered lime green spine paperbacks can still be seen today, in amongst charity shop bric-a-brac, second hand book shops, and eBay. For many '80s teens, Fighting Fantasy represented a never seen before exciting fusion of solitaire game play, reading, and fantasy escapism, and perhaps made reading, for some anyway, truly engaging for the very first time.

Nostalgically remembered predominately by 30-somethings today, the actual game play itself could be considered less appealing than the fondness of an ever-distant childhood memory.

Now turn to 400...

--Robert123

I actually don't think there's any major, if any, differences between the various periods of Fighting Fantasy books.

Sure, this series is the grand-daddy of them all, but after so many books, I found a core issue with it, for I've sold my entire collection of this series.The issue is, the series was designed with the read-throw-away-buy-the-next mentality. They are not role-playing books and lack (with very minor exceptions) any replayability. They are in the most simplified way, 'find your path in the labyrinth' puzzles, resulting in on average 270 out of 400 paragraphs being entirely useless fillers. And that's not a good enough price/value ratio for me.

The fact that your choices are entirely random at every instance doesn't help either.

That good items on the 'avoid or die' 'alternative routes' just add insult to injury, like the helmet in Warlock of Firetop Mountain, or the Sun Sword in Citadel of Chaos.

The series is entertaining... To a point... With limited access, like maximum 10 books... But it is not good. It's just reliably mediocre. Mostly.

--twillight

Please log in to leave a comment.

Loading...
(Stelio)
Support comes in many forms: community involvement, forum posts, submitting data, running PbF games, word-of-mouth advertising, financial donations... All these are vital to this site, and you have my sincere thanks for participating in any of them.
I'm generating a player character party using several different systems in order to decide which system to use. Here I'm considering Advanced Fighting Fantasy.
The Fighting Fantasy Gamebooks were some of my earliest exposure to the wider world of role-playing games through their spin-off title: Fighting Fantasy: The Introductory Role-Playing Game. This basic system emulated the gamebooks, but was superseded by a more developed set of rules that allowed greater customisation: Advanced Fighting Fantasy.
The three rulebooks covered adventures in dungeons (Dungeoneer, 1989), cities (Blacksand!, 1990) and ultimately wilderness (Allansia, 1994). This means that the rules are spread across the three books. Mainly this affects choosing Special Skills and spells, but to be frank having to flick through three books is hardly onerous. In comparison, any other major systems have character rules spread across dozens

Fighting Fantasy Books Pdf Files

of books.
The basis stats are the same as in most of the gamebooks: Skill, Stamina, Luck. BlackSand! introduced a Social Scale attribute as well. Here are the rolls:
Skill
8
7
8
12
Luck
11
7
11
8
Social Scale
6 (Leader)
4 (Craftsman)
3 (Worker)
2 (Farmer)
As any veteran of the gamebooks can tell you, one of the greatest lies in the industry is:
Quote:
...any player, no matter how weak on initial dice rolls, should be able to get through easily.
In the gamebooks, combat was quite often unavoidable, and a low Skill guaranteed a messy end. That 8/7/8 above? Rubbish, in the context of the gamebooks. But the 12 is a shining beacon of possibility. (At least in the RPG there is actually more scope for avoiding combat since I'm not limited to a fixed set of sections to turn to.)
In AFF, your Skill score also denotes how many Special Skills you can take. These subvert the doom of a low Skill: putting, say, 3 points into 'Sword' means that you roll Skill+3 when using a sword instead of just Skill. At character creation, up to 4 points can be put into any one Special Skill. But those characters with high Skill scores win out again since not only do they start from a higher level, but they also get more points to play with. So for example a character with Skill 10 could have five Special Skills at an effective level of 12 (10+2, where there are five 2s in 10) whereas a character with Skill 8 could only have two Special Skills at an effective level of 12 (8+4, where there are two 4s in 8).
Of particular note, since I want to play around with casting spells, is the 'Magic' Special Skill which works differently. Spells themselves cost Stamina to cast, with more powerful spells having a greater casting cost. For each point put into Magic, you can choose up to 3 Stamina worth of spells (with starting characters restricted to spells with up to 4 Stamina casting cost (no 10-Stamina Death spell for me!). But also: for every point put into Magic, you decrease your Skill by one point! So at the end of character creation, your Skill+Magic will only ever be as high as the original Skill that you rolled, and all your other Special Skills will work from a reduced Skill value. Harsh.
So here where we've got three low-Skill characters and one high-Skill character, the choice is clear to me: Skill 12 for the spellcaster, and put 4 points into Magic. This puts the party at the same level of competence with starting Skills of 8/7/8/8.
Let's assign the rest of the character roles now as well... The fighter should have a high Stamina, so that's character 3. I'd like a thief to have a high Luck, which is character 1. That leaves hapless (low-Skill, low-Luck) character 2 for a cleric, a craftsman who is fairly useless and has been driven by a religious epiphany to a new life of adventure, perhaps.
Special Skills
Character 1 ('thief'): Skill 8
1 Awareness
1 Climb
1 Con
1 Dagger
1 Hide

Fighting Fantasy Books Pdf Full


1 Lock Picking
1 Sneak
1 Trap Knowledge
These were particularly tough to pick as there are more than eight Special Skills that are relevant to a thief character. Other alternatives that I dropped include Acrobatics and Throwing Dagger. Overall though the character still feels weak as the final value in each of these Special Skills is only 9.
Character 2 ('cleric'): Skill 7
3 Healing
2 Bargain
2 Pacify
Whilst priest spells are an option in the rules, I decided not to go for them. Again they use the Magic Special Skill, and so there would be a drop in the character's Skill score.
Character 3 ('fighter'): Skill 8
2 Dodge
2 Strength
2 Sword
2 Second Weapon
The rules for Second Weapon are unclear: what should you roll against when using two weapons? My own interpretation is to use whichever weapon Special Skill is appropriate, but capped by the Second Weapon score. So a character rolling 11 for Dagger but with 10 in Second Weapon would roll for two attacks against 10 when using a pair of daggers. For simplicity, I've ensured that this character has equal scores in Sword and Second Weapon.
Character 4 ('mage'): Skill 12 → 8
4 Magic
3 Minor Magic
3 World Lore
2 Languages
12 points to spend, but leaving 8 initial Skill.
Spells
It's 3 Stamina cost of spells per point of Magic, so I've got 12 to play with:
1 Luck
1 Stamina
2 Animate
2 Counter-Spell
2 Sleep
4 Find
The Stamina spell appears to be a game breaker: restore 6 Stamina for a cost of 1 Stamina. But there is a constraint in that rolling a double-6 will result in the magic going wrong in an extraordinary way.
PdfAnd for Minor Magic, it's as many spells as the character's Luck score. In this case 8:
Burn
Cool
Hear
Honesty
Mend
Noises Off
Push
Weather Improver

Fighting Fantasy Books Pdf Online

And that's that! Four generated characters ready to go. Equipment is standard and basic for all characters. Fleshing these out any further can wait on whether I decide to go with this system or not in my final analysis.