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Game exists in two versions, the full commercial version available for purchase, and a freeware Sampler Edition, which is identical but limited to a Score of 100/​500.
ToaSK Sampler Edition
Contains Treasures of a Slavers Kingdom SE.z8
Includes the z8 Sampler Edition, plus the complete PDF docs and hints.
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Treasures of a Slaver's Kingdom

by S. John Ross profile

Part of Encounter Critical
Fantasy
2007

Web Site

(based on 8 ratings)
3 member reviews

About the Story

In the cruel kingdoms north of the Viraxian Empire, a barbarian seeks treasure - and vengeance! Having escaped the clutches of the Slaver King, he has vowed to pillage the wealth of the kingdom ... then bring it to its knees. YOU are this barbarian. Weakened by your ordeal as a slave, wandering an unfamiliar realm filled with danger, you must use cunning, savagery, and something approximating English syntax to regain thy might, rally an army of friends to your cause, do repeated business with a Delicate Doxy, and do deadly violence unto the Slaver King!

This is a faux-retro adaptation of a nonexistent 1979 adventure from an alternate timeline, itself based on a nonexistent 1979 pen-and-paper RPG (a complete scan of which is included with the documentation).

Game Details

Language: English (en)
First Publication Date: December 24, 2007
Current Version: 5
License: Commercial
Development System: Inform 7
Forgiveness Rating: Polite
Baf's Guide ID: 3101
IFID: F5FF6ECE-BECA-443B-A0CF-0DAC3AFA9C82
TUID: 8upuvdnsk4sho6ac

Awards

Nominee, Best Individual NPC - 2007 XYZZY Awards

Editorial Reviews

Play This Thing
It's strange and wonderful. It's also fun, well-polished, and written with considerable skill. If you're an IF aficionado, you'll probably find that it takes you a few turns to get used to the interaction, which is quite unlike even the oldest text adventures. It's entirely its own thing, and that's why it works.
See the full review

Playtechs Blog
The writing is frequently hilarious. The game is solidly designed: the environment is fairly small, the inventory is kept to a manageable size at all times, and you can't really get stuck.
See the full review

SPAG
... for all its aggressive surface awfulness, Treasures is a superbly crafted little game that contains none of the usual annoyances of games of its (fictional) age and genre. You are provided with a clear map of the game's logically laid-out terrain; the puzzles are, fair, neither too difficult nor too trival, and surprisingly clever in light of the limited parser; and even the randomized combats are crafted in a logical stairstep pattern that means you will never have to fight an opponent who is too difficult to defeat.
See the full review

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Member Reviews

5 star:
(4)
4 star:
(1)
3 star:
(0)
2 star:
(2)
1 star:
(1)
Average Rating:
Number of Reviews: 3
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8 of 9 people found the following review helpful:
Sidesplittingly funny, December 11, 2008
by Adam Thornton (St. Louis, Missouri)
This game is one of the most brilliantly implemented things ever.

It comes to us from an alternate 1979, one much like our own, except that Gygax and Arneson had been cowed by the madness that is Encounter Critical, and Infocom never existed--but CogniKING did.

Beautifully paced, tough-but-fair, and, well, it makes me want to go wallow in Blue Box Basic D&D again. Read the docs, and then read the Encounter Critical rulebook. If you're not giggling, then walk away and play something else. If you are, this game is worth every penny of its price.

If you think the combats are too hard, walk away from them until you're stronger. If you get stuck on the verbs, you are in trouble. This game is like huffing paint and watching Heavy Metal only without the brain damage. It's like rocking out to Black Sabbath in a mildew-smelling basement while eating Cheetos and fantasizing about Farrah Fawcett.

Adam

6 of 6 people found the following review helpful:
IF or Nethack?, February 27, 2008
I might not be the best person to review this game since I have no experience of the retro-hack'n'slash RPG scene the game apparently parodies. Some people might enjoy playing this more than I did.

Calling the game interactive fiction could perhaps be questioned. The Z-code parser has been reduced to six commands; gameplay consists mainly of primitive randomized combats and moving around the map; the story is nearly non-existent; items have rarely any descriptions (on the plus side there are many library messages so the items look like they were described). It felt more like playing a low-end Nethack clone than a work of IF.

Humor is absurd, even surreal (try talking to your bag) - mostly I didn't get it but as I said before, people with RPG experience might be laughing their guts out. The accompanying material is extensive and at a glance looks exquisitely made so an additional star for that. One might ask if the material was made to support the game or is it the other way around?

2 of 14 people found the following review helpful:
Utterly Pointless, December 28, 2007
by AmberShards (The Gothic South)
Every so often, I come across a game that I cannot understand why it was made. TOASS (how's that for an acronym?) is one of those games. First, the underpinnings are gimmicky. IF based on an RPG from an alternate universe? Why? Second, the game is far too difficult. I heart RPGs majorly, but nothing sucks more than a game which you can't get past the first monster. TOASS is one such game. Third, the writing style is purposefully worse than an overdramatic grade-Z drive-in flick. It's not humorous because it's everpresent and unavoidable. Fourth, well, I don't even have a fourth, but my heart goes out to the author. Some people miss the mark by accident, but some miss the mark on purpose. To say that TOASS is worse than a Paul Panks adventure is probably not sufficient, because Pank's work at least had a sort of innocent incompetence about it. TOASS is bad on purpose, and is sufficiently well-designed so that you can't miss the point. People who enjoy RPGs won't enjoy this as it's like being slapped repeatedly. People who don't like RPGs will find it insufferable. TOASS seems designed to drive away anyone interested in playing it. I suppose there's a challenge in that and only people who won't let a game have the final word will survive this game.

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This is version 18 of this page, edited by Ghalev on 22 December 2008 at 8:11pm. - View Update History - Edit This Page - Add a News Item