
1998 · Core Rules (min needed to play)
Runeslayers
A low-magic roleplaying game inspired by pulp sword-and-sorcery fiction. Players create heroes by choosing a WarClan, which defines personality traits and progression through supernatural runes, then customize them with points, professions, races, and weapon maneuvers. Combat uses d6 dice pools, while non-combat actions use 2d10 to 4d10 against an attribute, with rerolls reflecting professional expertise. Characters earn glyphs by following their WarClan’s traditions, unlocking rune-based powers. Sorcerers and wizards are generally antagonists rather than player heroes. The game includes a short solo introduction and two adventures, one for each of its settings.
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Game facts (players, playing time, age, credits) from BoardGameGeek.
