From the 2nd edition rulebook intro for MAGIC REALM:
MAGIC REALM is a game of fantasy adventuring, set in a land filled with monsters, fabulous treasures, great warriors, and magicians. The scene is set in the ruins of a mighty kingdom, now inhabited by sparse groups of natives and swarms of monsters. Beneath it all are the rich remnants of a magical civilization, scattered and lost across the map.
To this scene come the adventurers, seekers of riches and fame, to make a name for themselves in this promising field. Swordsman and Dwarf, Magician and Sorceror, the humans and the half-humans come seeking to loot the legendary riches of a lost civilization. Now you can play the part of one of these adventurers, stepping into an unknown Realm of magic and monsters, battles and treasures.
As a player, you will take on the role of one of the sixteen major characters who are represented in detail in the game. You will control where he goes, what he tries to do, how he handles himself in combat, and much more. In the course of the game, you will run into deadly monsters, tribes of humans ranging from old friends to sworn enemies, and treasures that will enhance your abilities in many ways.
MAGIC REALM is a complex game designed to recapture the suspense and desperate struggles of fantasy literature. The game creates a small but complete fantasy world, where each game is a new adventure with a new map where everything lies hidden at new locations. The game includes many more playing pieces than are actually used in a single playing. The additional pieces are set up and can appear, depending on the directions in which the characters explore, but many of the treasure troves, treasures, and spells will still be set up, unfound, when the game ends, and many of the monsters and natives might never be met. The result is an extremely unpredictable game full of surprises, a game that plays very differently each time it is played.
The complete game system includes hiking, hiding and searching, fatigue, wounds, rest, trade, hiring natives, and combat between characters, monsters, and natives using a variety of weapons on horseback and afoot, as well as many magical effects.
Between exploring a new land where the mountains, caves, valleys, and woods change every game, and not knowing what you will find in each place, you will find each game a new and unpredictable adventure, filled with surprises. You will find this like no other board game you have ever played.
AH’s first venture into fantasy role playing, albeit in a board game format. MR drew raves for its design innovations, but failed badly in the execution of the rules presentation. A revised rulebook is in the offing. In the meantime, Vol. 16, No. 4 of THE GENERAL (see The GENERAL Vol.16,No.4) is recommended as a source of errata.
The fan-made 3rd edition has been published in several places and cleans up many of the previous rules problems, and though longer, is easier to learn and understand.
A list of all Magic Realm tiles known to me, including the original game, Expansion 1 and unpublished expansions, with some explanatory material. Original tiles were numbered by Karim Chakroun, and Expansion 1 tiles by Brett DeWald (plus an extra tile he designed). Continuing this work, I assigned numbers to Michael Goldenthal's proposed expansion tiles and certain experimental tiles. This is only a list, not the tiles themselves.
Traduction française de "Magic Realm Data Spreadsheet v4" (Andrew Gould)
source : Magic Realm Wiki
Monstres (par Sons & Jet de Monstre), Caractéristiques des Monstres, Apparition des Monstres, Sites & Sons, Carte de Configuration (Règles 3ème Édition), Armes, Magie, Cartes Sort, Sorts disponibles par Personnage, Résumé des Sorts, Trésors, Relations avec les Natifs, Probabilités, & 1 Fiche pour vos Pions & Sorts Actifs.
Wasn't ever fully content with the other personal history pads I saw out there. Some had elements to them I wished that others had, and vice-versa. This sheet contains everything I consider mandatory for both beginners and veterans. Aside from the usual 28 days, with the potential to record 8 activities per day (though it's unlikely that would ever happen), section to mark off discoveries (used from Karim's Redesign), and the mandatory Victory Requirements, I've also included:
* a Relationship Table to keep track of the character's relation status with all the natives, which could change as the game goes on. Originally saw this in ulfhethnar's personal history sheet upload.
* a notation chart, so that the player will know all the possible activities that can be written down....
This is the original back side of the personal history sheet rebuilt in Illustrator and exported to PDF. The only real difference from the original is that I added the appropriate number to each red box. Combine this with richfam's 28 Day Frontside Personal History Sheet (http://boardgamegeek.com/filepage/22683/personal-history-sheet-modified) and you have endless, clean, crisp printable history sheets!
Here is the Ultra Compact Magic Realm Game Guide. It weighs in at three double sided pages (recommend card stock printing paper). I color coded the guide so you can easily determine when you're reading/looking up help on Basic (black text), Magic (purple text), and/or Hiring/Minion (orange text) information. I wouldn't expect one to crack open the game for the first time and use this as a total replacement so I recommend being at least vaguely familiar with the game.
This is the Unofficial, updated third edition rules (3.1, 2005-12-09) pdf with a full set of PDF bookmarks added, plus proper meta-data and a very few typos corrected.
It is equivalent to http://www.boardgamegeek.com/filepage/14379/mr-31-complete-pdf with http://www.boardgamegeek.com/filepage/20301/mr_3rded_changes-txt plus bookmarks, meta-data and a few more typo corrections.
The page 13 Lost City/Lost Castle error has been fixed.