Blood Pit (or Blood Pit Arena) is a closed-end, computer-moderated, play-by-mail gladiatorial arena dueling game. Originally called Enter the Blood Pit, Emprise Game Systems purchased the game in the late 1980s and revised it, later transitioning it to play-by-email (PBeM). In 1993, White Wolf Publishing purchased the game.

During gameplay, players chose and prepared fighters for combat in four arenas. The game received generally positive reviews in various gamer magazines in the early 1990s, with Michael C. Powell emphasizing the game's complexity.

History and development In the late 1980s, a game emerged on the market called Enter the Blood Pit.Palmer 1991. p. 5. After about a year, Emprise Game Systems purchased and revised the game.

In 1990, the game was known as Blood Sport Arena.Milliken 1990. pp. 13–14. In the same year, Emprise "relaunched" Blood Pit. Jim Townsend was the Emprise owner and manager.Powell 1990. p. 44. Also in 1990, the publisher was testing updates such as introducing magic users—"Sorcerers, Priests, and Illusionists". At this time, the game had 300 active positions.Editors 1990. p. 45–46. By 1990, there were four arenas: "Playtest, Massacre [Square] Gardens, Maelstrom and the Flagship Demo".Powell 1990. p. 35. The game later transitioned to play-by-email (PBEM).Wieck 1993. p. 68.

By 1991, Unicorn Games ran the game in the United Kingdom.Townsend 1991. p. 43. In 1993, White Wolf Publishing purchased the game from Emprise Game Systems and began playtesting a new version.Wieck 1993. pp. 66, 68.

Gameplay

Blood Pit is a game of gladiatorial combat. It occurs in an "anonymous historical era".Palmer 1991. p. 6. Players chose and prepared fighters from six race choices. These included male or female humans, elves, half-elves, dwarves, half-orcs, and halflings.Hughes, Powell, and Wicklund 1990. p. 41. Each player led a group of five fighters and assigned them a team name. Characters had 71 points (random and assigned) across six characteristics: constitution, dexterity, intelligence, size, presence, and strength.

Players had various equipping options for their characters. This included access to various types of handheld and thrown weapons such as axes (e.g., battle axes, great axes, and hatchets), daggers (e.g., knives, picks, and stilettos), clubs (e.g., maces and war hammers), flails and morning stars, staffs, spears (e.g., boar spears, javelins, long spears, and tridents), swords (e.g., broadswords, bastard swords, epees, and short swords), and even rocks as a last resort.Hughes, Powell, and Wicklund 1990. pp. 41–42.Hughes, Powell, and Wicklund 1990. pp. 5–7. Some of the 28 total weapons available were nonstandard such as nets, scythes, and swordbreakers.Powell 1990. p. 43. Fighting weaponless was also possible. Protection included various armors (e.g., cloth, cuir bouilli, and brigantine), helmets, and shields (e.g., bucklers and tower shields). Before the first fight, characters were trained and assigned tactics. Skills included "dodge, parry, throw, charge, lunge, disarm, initiative, feint, brawl, and sweep". Other variables include "activity level, aiming points, [and] defense points". Reviewer Michael C. Powell called the game "extremely complex".

Players chose combat options (variable throughout fights) and received detailed turn reports with color commentary.Palmer 1991. pp. 6–7. Success depended somewhat on properly matching tactics to the players equipment.

Reception Michael C. Powell reviewed the game in a 1990 issue of American Gamer. He emphasized the game's excitement as well as its high complexity level which he couched as a positive and negative. Powell stated that the game was so complex that "even the game's programmer has a losing record in the playtest arena".

Chris Milliken reviewed the game in an August 1990 issue of Flagship, stating that it was not for those opposed to graphic detail and combat, but that it was "a fast-paced, well organized and well-run game."Millikem 1990. p. 5. In 1991, he stated that he "thoroughly enjoy[ed]" the game.Milliken 1991. p. 12.

Stewart Wieck reviewed the game in a 1993 issue of White Wolf. He rated it a 4 out of a possible 5 points, stating it as the best of the genre he had played.Wieck 1993. p. 66.

See also List of play-by-mail games

Notes

References

Bibliography

Interview with Jim Townsend, owner of Emprise Game Systems.

Further reading