Once through the main level, players drop into the basement where more and fiercer baddies lie. One feature of the rules is that melee is competing d10 rolls and that can create some really swingy results (e.g., a healthy fighter attacks a downed skeleton and rolls a 1 to a 10, then the skeleton rolls well on the wound table and poof, your fighter is out of action). This effect can be attenuated a bit with magic (potions or spells). Whatever you think of that, it is dramatic and the effect runs both ways.
We skipped through the roleplaying aspect (since neither of us is really into that) and just tested the movement and combat mechanics. We had three fights (zombies, rats, and the big boss) done in an hour including me explaining the fantasy chrome to Bruce. I'd guess with some role-play, you could move through this dungeon crawl in two hours.
Bruce's observation was that role-players likely wouldn't be all that interested in the miniature gaming elements of the rules. I'd agree that you'd need a group that was at least a bit oriented towards miniature gaming (versus storytelling). I'd think the rules would work just fine if you wanted to have two players skirmish with separate armies (and are likely meant for this).
In both games, the adventurers won, once convincingly and one barely, relying on a fireball spell cast in the same room they were in (cough, cough)! Now maybe we know why the magic user was a veteran of a TPK! Overall, the vibe was very reminiscent of the 1977 D&D basic box set (which I liked), with low-powered characters, basic monsters, and not a lot of chrome.
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