Gamebook
A gamebook from one manifest: numbered sections of prose, each ending in choices that turn to another section, and an adventure sheet of stats (skill, stamina, luck, gold or your own) that conditions read and effects change. Some turns are the dice's: a test rolls two dice against a stat (at or under it passes, and luck is spent as it is tested), and a fight is fought round by round, two dice and skill a side, the higher wounding the other, until the foe falls or the reader does. Stamina at 0 ends the book. The dice tumble in a tray and every round shows on a fight card; a section can carry a painted picture, and what the reader finds goes in the backpack. The solver proves the book can be won with the dice falling every way, counts the rolls its shortest win needs, and finds any section a reader cannot get out of. Three layouts: illustrated, book (no pictures) and kiosk. Ships empty on purpose.
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