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Adventurers Club (Issue 13 - 1989)

Adventurers Club (Issue 13 - 1989)

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    User Summary:This issue of Adventurer's Club, #13, marks a return to the magazine's roots... it only includes content for Hero Games products. Iron Crown Enterprises had already made the decision to start it's own magazine ICE Quarterly (or IQ) to feature MERP, Rolemaster, and Space Master, when AC #12 was in production.Production delays kept this issue off the shelves for some time, but when it finally arrived it was marketed as a double issue, and in fact the magazine is 112 pages long (40 pages longer than the typical issue from this period). As the editors put it... 'The first half of the magazine is Issue 13, the special supernatural issue, as mentioned and Issue 13 1/2, in the second half of the magazine, is a more general issue, its special feature being the 'Raid on Fort Knox' adventure for Champions.'The cover of Adventurers Club #13 says 1989, but the credit page lists 1988. Given the production delays, 1989 seems like a more realistic release date.GENERAL FEATURES:- 'Nuff Said - Traveling Show [Convention News] - Letters - Superhype! [Upcoming Hero releases]HERO Games Features:- Agents of Darkness: Demonic Forces for CHAMPIONS - Legions of Hell: A Supernatural Adventure for CHAMPIONS - Submissions Guidelines - Crooks & Crusaders - Roll Call of Champions [Champions Hall of Fame] - Death in the Great Outdoors: The Wilderness Experience - Treasure Chest [Creatures for Fantasy Hero]HERO Bonus Issue:- The Joy of Solo Adventuring - The Raid on Fort Know - Dilemmas for Superheroes - One Day in the Big City - New JI Package Deals - Crooks & Crusaders - Treasure Chest - BoardGameGeek
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