The Ruins of Spurhold Gamebook Review
A review by Adam Mitchell.

Here we are with The Ruins of Spurhold, the second gamebook from Roger A. Davie of Moonstruck Games. And, I must say, it's rather good. In fact, it's exactly what you'd want from a gamebook of this nature: an adventure steeped in all the best fantasy tropes—ancient ruins, dark enchantments, lurking dangers, and all those delightful trappings that make any proper fantasy outing worth its salt. It feels like something plucked straight from an original Gygaxian dungeon crawl. And if that doesn't excite you, well, I'm not sure why you're here. Perhaps lost? Have you taken a wrong turn on the internet?
Now, let's get to the mechanics. This is, first and foremost, a gamebook, but it doesn't play like the usual fare. No, this one leans into a ruleset that immediately evokes early Dungeons & Dragons—specifically the 1970s variety. Gone is the familiar D6 rolling system many gamebooks cling to, replaced instead by percentile dice, a trusty D20, and a system of Attributes and Abilities that make this more than just a 'pick-a-path' adventure. Instead, it's a fully-fledged dice-driven RPG in book form. And that, my friends, is rather brilliant. It's like strapping a jet engine to a bicycle—exciting, but you might want to hold on tightly.
However, for those unfamiliar with old-school RPG mechanics, this might seem daunting at first. I won't sugarcoat it—transitioning from standard gamebook mechanics to this more nuanced system took me a moment. The percentile rolls, the different dice for different tasks—it's all very tabletop RPG. If you're not used to rolling a D100 for an Attribute test or a D8 for damage, it might throw you off. But—and this is key—once you get the hang of it, it feels incredibly natural. It offers a satisfying depth that makes each decision and encounter feel weighty and significant, rather like trying to build IKEA furniture without the manual but eventually realising you've made something magnificent.
That said, I do think the book could benefit from some sort of tutorial section. My first playthrough saw me flicking back to the rules more often than I'd have liked, which did break immersion. A short prologue guiding the player through a handful of mechanics before dropping them into the story would be ideal. It's a small gripe, but one worth mentioning. A bit like finding out your cup of tea has gone cold—mildly inconvenient, but not the end of the world.
Presentation-wise, the book is top-notch. Full-colour pages, eye-catching illustrations, and a crisp, easy-to-read font make for a genuinely pleasant experience. The included map and character sheet are also well-designed, adding to the overall sense of polish and care that Davie has clearly put into this.
Overall, I'm a fan. This is a gamebook that does something different and does it well. If you enjoy a classic fantasy romp with a bit more crunch than usual, The Ruins of Spurhold is worth your time. I've reviewed one of Davie's previous books before (I'll link it below), and I can confidently say he has a knack for sharp, memorable fantasy storytelling. I, for one, will be keeping an eye on what he does next. And if he ever writes a gamebook about a slightly bewildered motoring journalist lost in a dungeon, well, I'd be first in line.
Reviewed in the United Kingdom on 29 January 2025
My thanks to Adam, who runs the Facebook group Man With Kids Gamebook & RPG Reviews.
If you are interested in reading more about the gamebook or to purchase, please see this page: The Ruins of Spurhold Gamebook.