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The Roleplaying Game of Heroic Adventure in the Mythic Age
Legendary Games Studio
L G S
Reproduction of the original black & white 1972 cover (artist unknown)
EditorÓs Note : This Special 2006 Edition of Mazes & Minotaurs is a PDF fac-simile of the original rulesbook
published by Legendary Games Studio in 1972, with some additional content, including a foreword by Paul
ÒMithrasÓ Elliott, creator of the original Mazes & Minotaurs concept.
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Table of Contents
Table of Contents
I : CHARACTERS
V : CREATURES
Creating a Character
4
Creatures Characteristics
31
Class Features
6
Creatures and Combat
32
Magic-using Classes
9
Special Abilities
32
Glory & Experience
10
Glory Awards
34
Wealth & Equipment
11
Wisdom Awards
35
II : COMBAT
Complete List of Creatures
35
Folks
36
Sequence of Action
13
Beasts
43
Initiative
13
Monsters
45
Surprise
13
Spirits
55
Movement
13
Animates
58
Facing
13
Melee Combat
14
VI : MAZE MASTERÓS LORE
A World of Adventure
Melee Weapons
14
63
Shield & Armor
14
Map of Mythika
64
Being Wounded
14
Gods and Goddesses
65
Retreat
14
Creating Epic Adventures
67
Tactics & Techniques
14
Mysterious Islands
68
Missile Combat
15
Mythic Items
70
Unarmed Combat
15
Character Record Sheet
74
III : MAGIC
Magic & Power
18
Using Magic
18
Credits
Power Recovery
18
Original Concept : Paul Elliott
Sorcery
19
Game Design : Olivier Legrand
Divine Prodigies
21
Additional Material : Paul Elliott
NatureÓs Gifts
23
Illustrations : Diverse Hands
IV : ADVENTURING
All contents ¨ Legendary Games Studio.
Travel & Movement
25
This game is dedicated to Ray Harryhausen. The
authors also wish to thank Gary Gygax & Dave
Arneson, Ken St-Andr, Greg Stafford & Steve
Perrin, Ian Livingstone & Steve Jackson, Dave
Morris & Oliver JohnsonÈ and all the other
explorers of legends, without whom this game would
never have existed. What a weird and wonderful
odyssey it has been !
Ships & Sailing
25
Encumbrance
26
Feats of Strength
26
Escaping Danger
27
Hiding & Sneaking
27
Swimming & Drowning
27
Climbing & Falling
27
Legendary Games Studio
LGS
Meeting NPCs
28
Henchmen
28
Character Advancement
29
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Foreword to the 2006 Edition
I n 1972 I created the concept of Mazes &
Minotaurs, the world's first roleplaying game.
Inspired by my fanatical interest in ancient
Greek and Macedonian wargaming, coupled
with a love of Greek myth and the 1963 movie,
Jason and the Argonauts, it took the gaming
world by storm. I developed this concept into
what would become the core of the Maze
MasterÓs Lore chapter while my close friend
Olivier Legrand worked on the game itself.
Legendary Games Studio
LGS
Perhaps a little primitive by todays standards, it
featured only six character classes, all its
weapons did the same damage, and the sailing
rules were crude (to say the least). But damn it
was fun! Haughty Greek nobles, remote and
magical islands, oared galleys, Greek Fire, the
Oracle at Delphi, the Games, hoplite spear
walls ... and the monsters! You remember the
gorgons (no, not those Gorgons), the
minotaurs, the hydras, the talking lions, the
giant boars, the blind witches and ... well, I'm
sure you remember all those classics.
Inevitably, within five years, there were a score
of M&M clones on the market from various
major game publishers. The mold had been
made, the ancient world, with its universal
themes of heroes fighting horrible monsters
while the gods meddled, was endlessly refined.
Some players hated these 'rehashes' but to me
they were insights into a rapidly growing setting.
Some players hankered for 'medieval-style'
games with more dragons and dungeons than
minotaurs and mazes, but the market was stuck
on my fantasy version of the ancient world.
Of course some bright spark came out with SF
and horror roleplaying games, but in those days
it seemed impossible to break that first mold.
We got a licensed version of Battlestar
Gallactica (Egyptians in space!) and horror
games was full of Egyptian mummies.
Eventually games came out that had nothing to
do with the ancient world, but even today some
guy reckons they've come up with the ultimate
new fantasy world. And blow me if doesn't just
look like Athens in the 5th century BC or Rome
in the 1st. Generic fantasy they call it. Sword
and sandals. Corinthian columns everywhere,
oared galleys. You can change the names of
the gods, but it's still the ancient world isn't it?
Paul Elliott , December 2005
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I : CHARACTERS
Creating a Character
Creating a character for M&M follows a very simple
six-step process :
Step 1 : Roll the characterÓs six basic attributes.
Step 2 : Select the characterÓs class and record its
special ability (if any).
Step 3 : Determine the characterÓs name, gender
and age.
Step 4 : Determine the characterÓs combat
modifiers, defense class and hits total.
Step 6 : Determine the characterÓs other modifiers.
Step 6 : Determine wealth and equipment.
Basic Attributes
In M&M, a characterÓs physical and mental
capabilities are represented by six scores ranging
from 3 to 18. These attributes are :
MIGHT (physical strength)
SKILL (training and weapon mastery)
LUCK (fortune and divine favor)
WITS (intelligence and alertness)
Class Selection
FAITH (piety and religious devotion)
GRACE (beauty and attractiveness)
In M&M, each player-character belongs to a class.
Depending on cases, this class may reflect the
characterÓs occupation, social status or origin. The
six character classes are : Barbarian, Spearman,
Noble, Priest, Sorcerer and Nymph. A characterÓs
class is determined by his highest attribute :
Roll 4d6, discard the lowest die and add the three
remaining results. This will produce a result ranging
from 3 to 18, with an average of 10-11. Do this six
times and distribute the results as you like. If all the
attributes of the resulting character are lower than
13, raise the highest attribute to 13. Each attribute
range gives a modifier (or ÒmodÓ), which will be used
in steps 5 and 6 for various calculations.
Highest Attribute
Corresponding Class
MIGHT
Barbarian
SKILL
Spearman
Table 1A : Attribute Scores
LUCK
Noble
WITS
Sorcerer
Score
Description
Mod
FAITH
Priest
3
Abysmal
-3
GRACE Nymph
A character may only have one class. If a character
actually qualifies for two (or more) classes (ie has
two or more equal highest attributes), the actual
class will be chosen by the player. For example, a
character with 18 in both Skill and Luck may be
either a Spearman or a Noble (but not both).
5-4
Inferior
-2
6-8
Poor
-1
9-12
Average
0
13-15
Good
+1
16-17
Superior
+2
18
Exceptional +3
See Class Features below for more details about
each character class.
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Other Modifiers
Characters also possess other modifiers which may
come into play in a variety of adventuring situations.
Danger Evasion = Luck mod + Wits mod
First Reaction = Grace mod + Luck mod
Mystic Fortitude = Faith mod + Luck mod
Danger Evasion : When facing perilous situations,
a character will sometimes have to make a Danger
Evasion roll (with this modifier) to escape
unscathed. See chapter IV for more detail.
Name, Gender & Age
First Reaction : This modifier is applied to the
Reaction roll of encountered parties. See chapter IV
for more about Reaction rolls.
Mystic Fortitude : This modifier is used when a
character tries to resist the effects of a magic spell.
See chapter III for full rules about magic.
The characterÓs name is usually chosen by the
player Î try to select or invent something that
sounds Greek or Mediterranean.
A characterÒs gender is usually the same as the
characterÓs but exceptions are possible. Some
classes also have specific gender restrictions.
Example : Pyros the Spearman
A characterÓs starting age is rolled on 2D6+15,
except for Nymphs (who are ageless) and male
Sorcerers (who add 10 years to account for their
longer apprenticeship).
Sam decides to create his first M&M character. He
begins by rolling six scores on 4d6 (discarding the
lowest die). This gives him 11, 8, 16, 13, 15 and 10.
Sam wishes to play a Spearman so he puts his best
score (16) in Skill. He wants his character to be a
good fighter so he puts his second best score (15) in
Might and his third one (13) in Luck. He decides to put
his lowest score (8) in Grace, his characterÓs less
important attribute. The remaining scores (10 and 11)
are put in Faith and Wits, making for an intellectually
and spiritually average character. This gives SamÓs
character the following scores and modifiers :
Combat Modifiers
A characterÓs fighting abilities are represented by
three combat modifiers :
Melee Attack = Might mod + Skill mod
Missile Attack = Skill mod + Luck mod
MIGHT = 15 (+1)
SKILL = 16 (+2)
WITS = 11 (0)
LUCK = 13 (+1)
Initiative = Skill mod + Wits mod
FAITH = 10 (0)
GRACE = 8 (-1)
Melee Attack : This modifier is applied to all the
attack rolls made by the character in melee combat.
Sam decides to call his character Pyros. Pyros is
male (all Spearmen are). Sam rolls for age and gets 8
on 2D6, resulting in an age of 23.
Missile Attack : This modifier is applied to all the
attack rolls made with missile weapons.
Next, he records PyrosÓs special ability as a
Spearman (defensive bonus from Skill) and calculates
his combat modifiers, defense class and hits total :
Initiative : This modifier is added to the initiative die
roll made at the start of a combat sequence.
Defense Class & Hits Total
Melee Attack = +3 (+1 from Might, +2 from Skill)
Missile Attack = +3 (+1 from Luck, +2 from Skill)
Initiative = +2 (+2 from Skill, 0 from Wits)
A character also has a Defense Class which
represents his ability to avoid harm in combat.
PyrosÓs BDC is 13 (base 12, +1 from Luck). His
equipment as a Spearman (breastplate, helmet and
shield) gives him a +6 bonus, so his EDC is 20. This
is increased by his Skill mod (+2) when fighting with
spear and shield, for a final total of 22.
Basic Defense Class = 12 + Luck mod
A characterÓs EDC (Effective Defense Class) is
equal to his BDC (Basic Defense Class) plus a
bonus of +2 for each of the following pieces of
protective equipment : breastplate, helmet, shield.
As a Spearman, Pyros has 12 Basic Hits. This is
modified by Might for a total of 13.
A character also has a Hits total, which represents
the amount of injury he may take before being killed.
Sam also calculates his characterÓs other modifiers :
Danger Evasion = +1 (+1 from Luck, 0 from Wits)
First Reaction = 0 (-1 from Grace, +1 from Luck)
Mystic Fortitude = +1 (+1 from Luck, 0 from Faith)
Hits Total = Basic Hits + Might mod
A characterÓs Basic Hits are determined by his
chosen class (see class descriptions).
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