all turns out," Tyrone said. "This has been the absolute most intense game I ever imagined! My parents sure yelled at me for what happened to the kitchen table last week, though. They still can't figure out what we did."
David scowled; he could have guessed how Tyrone would react. In fact, after their years of playing together, the four of them had grown so close that they all knew how each other would react. They all knew the world of Gamearth and its characters and the rules of the Game inside and out. That was how they could continue playing with their own unorthodox methods, enjoying their adventures without any godlike game-master arbitrating their moves. Each of them watched over certain sections of the map. It was a strange system, developed for their own group ... for a very unusual fantasy world.
A fantasy world that was coming alive.
David decided to remain silent, instead of voicing the same old arguments, the same objections. Gamearth had too great a hold on the others, and David would never convince them. Not by arguing.
He would have to use the same tricks Melanie used. He could come up with his own twists in the rules. It was time to play dirty.
He would win the Game in his own way.
Chapter 2
COMBINED FORCES
"Combat is very important in the Game. A character's chances for victory are improved by thorough training; an army at large may increase its probability of success simply by being prepared."
― The Book of Rules
Tareah opened her eyes and uncurled her fingers. The nails had dug into her palms from the strain, and black spots of exhaustion still fluttered in front of her vision.
When she saw the piles of new supplies that had magically appeared from her spell, Tareah let out a sigh of relief. She slumped back against the ruined wooden wall, the only part of the Stronghold still standing.
According to Rule #8, a magic-user character on Gamearth was allowed only three spells a day. But Tareah held three important magical artifacts, which increased the daily allotment of whatever spells she cared to cast. She had been using all those extra spells just to replenish the stockpiles in the Stronghold and the storage sheds in the village. Delrael's growing army would need all the supplies before they could march out against the enemy; and she felt glad to be doing something to help, rather than just an observer.
Tareah possessed the sapphire Water Stone, whose powers controlled water and the weather; she also had the Fire Stone, an eight-sided ruby that could control fire. The Sentinel Enrod, his mind twisted by Scartaris, had come to the Barrier River to destroy the western land with the Fire Stone's power; but the Deathspirits had stopped him, cursing him to push his raft back and forth across the river for the rest of the Game. The Spirits stripped him of his gem and gave it to Tareah, the only other full-blooded Sorcerer on all of Gamearth. These two Stones increased her spell allotment from three to five per day.
Finally, she also kept the four-sided Air Stone, the diamond that had been lost many turns before but then found by Gairoth the ogre and his runt dragon Rognoth. Gairoth had used its powers to take over the Stronghold, but Delrael defeated him in battle. Later, with the Air Stone's powers of illusion, Bryl had created an imaginary army to engage the monster horde of Scartaris.
"My turn," Bryl said beside her, holding out his hand. Dressed in his blue cloak, the half-Sorcerer looked old and fragile. As soon as Tareah handed him the Stones, Bryl's spell allotment also would increase to six per day. She enjoyed manipulating the Rules like that; it would have made her father proud.
By the time Delrael had returned to the Stronghold from his quest, telling of the vast army of monsters that would soon march across the map, Tareah had already begun training the villagers. They had seen the threat of Scartaris in their own homes.
Taking charge again, Delrael ordered the manufacture of new