[1] The game box contains:[2] Each player is given one of the four heroes at random, as well as eight warriors, several weapons counters, and horses, boats and/or camels.
[3] On a player's turn the player has the following phases: Optional rules can add complexity to combat, add healing to the game, allow resurrection of a dead hero in their home citadel, or introduce the Sinking Lands — a piece of land that sinks beneath the waves and then rises again.
In 1937, while Fritz Leiber and Harry Otto Fischer were attending University of Louisville,[4] they created the fictional world of Nehwon, and within it the city of Lahkmar (spelled slightly differently than "Lankhmar" in later years.
[4] In the early 1970s, David Megarry demonstrated the prototype of a board game that he'd developed called The Dungeons of Pasha Cada to Gary Gygax.
"[3] In the inaugural issue of Ares (March 1980), Eric Goldberg called this a "simple, lifeless game [that] manages to strip the Leiber stories of interest."
"[2] John O'Neill, writing for Black Gate, noted that Fafhrd and the Gray Mouser are partners in Leiber's stories, so "The objective — to capture your opponents’ citadels — makes little sense in the context of the fiction, but was a comfortable fit with 70s board game logic."
O'Neill also noted that "Most of the components, including the playing cards and counters, are printed on very flimsy stock.