Deluxe Tunnels & Trolls 101: A Guide for New Recruits
Welcome to my gaming corner!
Pull up a chair and make yourself at home. Whether you've just wandered in from the damp mists of the Shreveport swamp or you're a veteran traveler of the multiverse, I’m glad you’re here.
I’ve spent a lifetime charting the depths of Tunnels & Trolls, and lately, I’ve seen a lot of new faces looking for a way to get started. To help you find your footing, I’ve put together a "101 Guide" for the Deluxe edition. It covers the basics, from the Eight Pillars of Power to the legendary "Great Wall of Dice."
The world of gaming is at its best when we’re exploring it together. So, grab your torch, check your Luck, and let’s see what’s waiting for us in the next room.
Welcome to the hobby! If you’re reading this, you’ve likely heard the whispers of the oldest "alternative" fantasy game in the world. Born in 1975 and perfected in the Deluxe Tunnels & Trolls (dT&T) edition, this system is about fast-paced action, cinematic heroics, and more six-sided dice than you can shake a staff at.
1. The Eight Pillars of Power
Your hero is defined by eight attributes. Most are rolled using 3D6. If you roll triples, you add them up and roll again—this is T.A.R.G.A. (Triples Add and Roll Over).
STRENGTH (ST): Your physical power and weapon requirements.
CONSTITUTION (CON): Your health. At 0, it’s game over.
DEXTERITY (DEX): Your coordination and accuracy.
SPEED (SPD): Your reaction time. High speed gets you the first strike.
INTELLIGENCE (IQ): Your mental acuity and spell-learning ability.
LUCK (LK): Your ability to survive the impossible.
WIZARDRY (WIZ): Your magical energy "battery."
CHARISMA (CHR): Your leadership and charm.
2. The Math of Mayhem: Combat Adds
Your Personal Adds represent your natural prowess. For every point over 12 in Strength, Luck, Dexterity, and Speed, you get +1 Add.
Example: A Strength of 15 (+3) and Speed of 14 (+2) gives you +5 Personal Adds to add to every attack!
3. How to Fight: Two Paths to Victory
The Great Wall of Dice (Standard): Everyone on your side rolls their weapon dice plus their Adds. The Monsters do the same with their Monster Rating (MR). The higher total wins, and the loser takes the difference in damage. Warriors double their armor's protection!
Saving Roll Combat (The Ken St. Andre Alternative): If you want a more tactical feel, make a Saving Roll (2D6 + Attribute) to see if you hit. If you succeed, you deal your full weapon damage directly to the enemy. It’s fast, deadly, and perfect for solo play.
4. Magic & The Wizard’s Battery
Magic is a drain on your soul. Spells cost WIZ. If you run out of WIZ, you can spend CON to cast, but be careful—that’s your life force!
Essential Spell: Take That, You Fiend (TTyf). It’s the bread and butter of any wizard, turning raw WIZ into direct damage.
5. The Delver’s Dictionary
D.A.R.O.: Doubles Add and Roll Over. Roll two of a kind on a Saving Roll? Add them and keep going!
Spite Damage: Every '6' you roll in combat deals 1 damage to the enemy, even if your side loses the round.
Monster Rating (MR): A single number that tells you how tough, skilled, and healthy a monster is.
6. The New Era
While the game was born at Flying Buffalo, the legend continues! Tunnels & Trolls is now owned and published by Rebellion Unplugged. They are the keepers of the flame, ensuring the "Troll" lives on for a new generation.
A Message from the Shreveport Cabin
If you’re looking for a start in the world of Zimrala, head toward the Tygerian Isles. The multiverse is a big place, and it’s a lot more fun when you’re the one holding the torch. Just watch out for the Ether Dragons—they don't take kindly to uninvited guests.
M!M! 101: The Power of the Monster Rating (MR)
In the world of Zimrala, we don't overcomplicate things. Whether you're a Tygerian Shadow-Stalker or a simple swamp-goblin, your power comes down to one number: the Monster Rating (MR).
1. The MR is Everything
The MR is a monster’s health, its skill, and its ferocity all rolled into one.
Combat Dice: To see how many D6s a monster rolls, you take the MR, divide by 10, and add 1. (Example: MR 40 rolls 5D6).
Monster Adds: The "Adds" are always equal to half the MR. (Example: MR 40 has +20 Adds).
Health: As a monster takes damage, its MR drops. As the MR drops, it loses dice and adds. A wounded beast is a desperate, weaker beast!
2. Only D6s Allowed
In the Tygerian Isles and beyond, we keep it classic. Every attack, every spite point, and every saving roll is handled with D6s. If it isn't a six-sided die, it doesn't belong on the Shreveport Cabin table.
Part 2: Playing the Monster
In most games, you’re the hero. In M!M!, you are the "Foul Fiend." This isn't just about higher stats; it’s about a different way of surviving.
1. Choosing Your Monstrous Kin
When you play a monster, you don't just pick a class; you pick a Species. In Zimrala, we have everything from the classic Orcs and Trolls to the more exotic Tygerian kin.
Multipliers: Instead of a flat bonus, monsters use Multipliers on their attributes. A Troll might multiply their rolled Strength by 5, making them incredibly powerful but perhaps not the most charming at a party.
Natural Weaponry: You don't always need to buy a sword. Your claws, fangs, or spiked tails are built-in weapons. We use the same D6 system—your species determines how many dice your "natural" attacks roll.
2. The "Monster" Mindset
As a monster player, you have to think differently:
Infravision: Most monsters can see in the dark. Torches are for those weak-eyed humans.
Terror as a Tool: Sometimes you don't need to kill the guards; you just need to roar loud enough to make them drop their keys and run.
Special Abilities: This is where the fun starts. Does your monster breathe fire? Can it turn into mist? Does it have a hide so thick that arrows just bounce off? In Zimrala, these are handled by simple Saving Rolls or flat MR bonuses.
3. Ability Immunity (The Zimralan Advantage)
In my corner of the multiverse, certain creatures have evolved to survive the harshest environments. Some monsters in Zimrala are completely immune to Acid and Poison. If a puny adventurer tries to throw a vial of vitriol at you, it just washes off like swamp water. When you’re building your monster, check to see if your lineage grants you these resistances.
The Denizens of Zimrala (New Player Starters)
Here are two classic threats you'll find lurking near the portals:
The Ether-Wisp (Minor Threat)
MR: 15 (Rolls 2D6 + 8 Adds)
Special: Being made of pure portal energy, they are hard to pin down. They gain +5 to any Saving Roll made to dodge a physical attack.
The Tygerian Mangrove-Mauler
MR: 50 (Rolls 6D6 + 25 Adds)
Description: These massive, striped reptiles hide in the roots near the Red River. They are tough as nails and twice as mean.
Abilities: Thick Hide (Takes 5 points off any damage before it hits the MR).
M!M! Species Template: The Tygerian Mercenary (Corrected)
The Tygerian Mercenaries are the heavy hitters of Zimrala. They don't dodge around their problems; they go through them. They rely on overwhelming physical force and a body built to withstand the harshest battlefields in the multiverse.
1. The True Attribute Multipliers
When rolling your 3D6, use these multipliers to represent their true Tygerian heritage:
STRENGTH (ST): x5.0 (They are titans of the battlefield)
CONSTITUTION (CON): x6.0 (Almost impossible to put down)
DEXTERITY (DEX): x1.0 (Reliable and steady)
SPEED (SPD): x1.5
LUCK (LK): x1.0
INTELLIGENCE (IQ): x1.0
WIZARDRY (WIZ): x0.5
CHARISMA (CHR): x1.0
2. Combat Style: Strength over Acrobatics
A Tygerian Soldier doesn't waste time with "Dexterity Acrobatics." They utilize Strength Athletics.
The Power Move: When making a physical Saving Roll to overcome an obstacle, break a door, or overpower an opponent, use Strength as the base attribute.
Immunity: As always, they remain Immune to Poison and Acid, allowing them to walk through toxic marshes where other mercenaries would melt.
3. Natural Weaponry
Fangs and Claws: Because of that x5 Strength, even their unarmed strikes are devastating. They roll 3D6 for natural attacks.
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges Across time and space blog:
Settings & Lore: The world of Zimrala, The Tygerian Isles, The Ether Dragons and their portal mechanics,
Personas & Archetypes: The specific "Hedge Wizard of the Shreveport Cabin" persona.
Trademarks & Copyrights:
Tunnels & Trolls is a trademark of Rebellion Unplugged.
Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission.
All game mechanics provided herein are designated as unofficial fan content and playtest material for the Tygerian Isles campaign setting. including the M!M! Species Template: The Tygerian Mercenary.
© 2026 Arthur Earl C. Hedges Jr. All rights reserved.
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