Eliminator: a dungeon by the rules of Amar

A double attack against an Araxi, every die on the table

I’ve played Role-Playing Games since the beginning of the 80s, published the Mega RPG in 1987, made Sword & Sorcery in 1993 that later became Amar some 20 years ago. The Amar RPG has gone through many phases and with the latest web page overhaul, I thought it was time for an instructive game. This rogue-like game is a game in its own right but also helps players get used to the simple game mechanics of the Amar RPG.

The Eliminator

Beneath the royal castle in Amaron lies a maze. Every year the King’s heralds call for contenders. One in ten walks out, and the King makes them noble. The rest are never seen again.

You are lowered into the dark at the bottom. Five levels up: the Pit, the Kennels, the Drowned Halls, the Faerie Cage and the Gate. The Raven Demon guards the gate.

The game

  • Pick a contender: a sellsword, a scout with a crossbow, or a brute with a heavy mace. All three are built by the Amar creation rules.
  • Walk into a foe to attack. Rats, spiders, Araxi, wolves, zombies, trolls and other contenders.
  • A Phooka heals every round until iron cuts it.
  • Six stances on 1 to 6: normal, offensive, defensive, only defend, power hit, and the double attack at -5 on each.
  • Wounds cost Status -2 at half your Body Points and -4 at a quarter (modification to all skill rolls).
  • A torch costs a little, darkness a lot. Torches burn out.
  • Silver pieces from past contenders everywhere. Gold now and then.
  • Every success gives the skill a mark. Enough marks raise it.

The three contenders

Learn Amar by playing

Every roll is the O6, the open-ended die of Amar. Roll a 6 and it rolls on and adds. Roll a 1 and it rolls on and takes away. Two 6s in a row is a critical, two 1s a fumble.

The tray under the map shows every die of the round, the totals and the sum. The sheet shows every skill as Characteristic + Attribute + Skill. ? opens the rules as the game plays them.

New to Amar? Press i on the title. Three pages walk you through the three tiers, the O6 and a single blow. Each page has something to press: light up a skill, roll a hundred dice, strike an Araxi.

The three tiers: characteristic, attribute and skill

Two hundred O6 rolls, counted by total

The criticals and fumbles come from the tables in my amar app. Fumble, and the log may read: “Giggles are heard.”

The rules of Amar, as the game plays them

The Raven Demon strikes twice a round.

The brute falls at the gate

Summary

Built with Claude on funkey in 25 minutes. Public Domain, like everything I make.


Link to this post: https://isene.org/2026/09/Eliminator.html