[My own opinion:] Rulebook (and possibly only item) for the Mortal Combat fantasy role-playing game. Published in 1979, it is certainly a product of its time: fairly complicated and detailed combat system, lots of charts and tables, everything included in a single 62-page rulebook.
[From the front of the game chart insert card:]
Playable: Easy to pick up, fast to use, the rules can be explained to any newcomer in a matter of minutes. There is no unwanted over-complexity, as with some rules. Melee is divided into three segments: attack and defense are factored for the throw-to-hit, followed by the damage throw and optional hit location throw. Three dice rolls... the minimum necessary for a comprehensive combat system.
Realistic: The rules describe a convincing world, where commonsense and initiative count for a great deal. There are no superhuman characters carving up a dozen men single-handed-- just ordinary mortals with some skill in swordplay or sorcery, trying to use their wits to stay alive.
Clear: Presentation is lucid throughout. At a glance, you can see the range or duration of a spell, the attack factor of a creature, the cost of distilling a potion, etc. For quick reference during play, the essential combat charts are reproduced on back of this sheet;
Adaptable: The book presents a logical and consistent representation of "sword and sorcery" reality, so that any concept from fantastic literature can be readily fitted into the structure. The rules are designed for flexibility, and with a minimum of effort can be adapted for use with other FRP games. There is no need to start a whole new campaign to reap the benefits of MORTAL COMBAT.
[end of quote from game charts insert card]