I recently got the complete triology of The Cretan Chronicles from a friend and after paging through them I think these deserve the same attention as any of the others. I'm going to post the paragraphs and you guys vote on the choices we make. Bear with me while going through the rules as these are a tad different then the ususal Fighting Fantasy model.
So stay with me and have fun with The Cretan Chronicles 1: Bloodfeud of Altheus
First some background:
"Theseus is dead." replied Hermes. "His body lies yet at the heart of the Labyrinth of Minos. The spirits of your ancestors cry out from the halls of Hades, lusting for retribution. Aegeus, your noble father, mourns the loss of his strong-armed son. His spirit, fired with soul-searing anger, urges him on to revenge, but his feeble frame cannot undertake the task. It is you, amicable Altheus, who must journey far across the sea and destroy the scourge that threatens the city of your birth." So it was that Hermes spoke, and in a wisp of smoke he vanished before you.
For those not that proficient with the Greek legends Theseus was the one who slew the minotaur. In this gamebooks though he failed and now it falls to his brother Altheus to take revenge.
Attributes:
Now to the rules of the book though. Altheus got several attributes, Might, Protection, Honor and Shame. Might is how good you're at hurting people, protection how hard it is for them to hurt us. We start with a natural Might of 4 and Protection of 10 plus any equipment boni.
Honor:
Honor and Shame work a bit different. You can use up honor to boost your might for an attack in combat, but if you at any point have more Shame then Honor you promptly kill yourself (or if you lack a sword to disembowel yourself Zeus lends a hand and just zaps you with lightning and your spirit will go whining through the dark halls of Hades the life-destroyer). Its pretty easy to gain and lose Honor, but getting shame is a big deal and it almost never drops again (also if your honor ever falls to zero it can't raise again until you made special atonements). Things you get shame for is slaying a surrendering opponent, failing to commit heroic deeds, retreating from a fair fight and really ugly stuff like patricide, marrying your mother and failure to take proper care of your armor. We start with 7 honor and no shame.
Combat:
Combat works by rolling two d6 + might against the opponents protection. Situation dictates who strikes first and as noted above you can burn honor to boost your might for one strike or your protection against a strike. Also rolls of 2-3 always miss and 11-12 always hit regardless of protection. We don't have hit points here, we have wound levels. Healthy-->Wounded-->Severely Wounded-->Dead. When at severely wounded you also roll only one die for combat. There 1 always misses but 6 isn't an automatic hit. Human opponents usually surrender at this point and you sometimes have the opportunity to surrender here too. Only when both opponents are at severely wounded and its impossible to hit each other you roll two dice again. You have to take an opponents surrender usually or get two shame points and when you surrender yourself it nets you one shame point. You can also try to retreat as long as you're only Healthy or Wounded. Attempting this costs you an Honor point and its successful on 1-4 on d6. success nets you a shame point and you escape. Failure means that you have to fight this out.
Gods:
One of the things you can do is pray to Zeus for help. You can do this only once in a book though and it does:
1.: Resurrect you unless you died from Shame
2.: Gain 1d6 Honor
3.: Gain 1 honor when you're at 0 Honor
4.: Set the attitude of all gods to neutral
What brings us to the other gods. You'll have the opportunity to choose a Patron god who is especially favorably disposed towards you and all the other Gods start as neutral. This can sure change though, you can get Favor or Disfavor. Having a patron god helps you in all situation where he applies and as well when a god is in Favor towards you. Disfavor can be a very bad thing on the other side.
Equipment:
So far we only got a Club (+1 Might and 0 Protection) and in principle we can carry as much stuff around as we can get our hands on. The only restriction is that we can only carry around two armor pieces of the same type (say two breastplates).
Taking a Hint:
Whenever the paragraph number is in italics you can say that you take a hint instead of using one of the choices. That simply gets us to the paragraph number+20 and offers alternate stuff you can try. This can save our hide sometimes or admonish us for Honor loss/Shame points. So that is always a gamble.
So much for the rules part. Ask if anything is unclear and I'll start with a few pictures and the first paragraph in a few hours.