KABAL (E.T.Hams, 1980)
Reposting reportages from the Astrifiammante project
KABAL (acronym of ‘Knights And Berserkers And Legerdmain’) is a self-published RPG by Ernest Hams from 1980, made up of four digest-size booklets that look surprisingly polished for an amateur release.
The full set includes a 44-page Players’ Guide, a 24-page referee book (no subtitle on the cover), a 24-page Creature Catalog, and a 36-page Kabal Magic Spells booklet. I strongly suspect KABAL and the Creature Catalog were sold together. Alongside the books you’ll also find loose sheets, similar to the Ref Sheets in the old D&D boxed set, plus a couple of character sheets.
(The full set of books)
The Players’ Guide opens with the basics, what a referee is, how the game works, then moves into character creation. Characters have eight core stats, plus a ninth roll for wealth. The style is ultra-terse, almost like Hams didn’t enjoy writing long explanations.
(First part of Vol.1: Introduction and character definition)
It then covers character advancement, the initial spell list (70 spells, compared to the 300 in the dedicated volume), and combat. Combat deserves a closer look: the math makes sense, but it’s far from easy. The book is sprinkled with illustrations that are anything but amateurish, evocative, stylish, and consistent across the series.
(Second part: character advancement, initial spells, combat)
Other mechanics include critical hits and an “Oops chart” for clumsy blows. The Players’ Guide closes with spell descriptions (again, very concise) and a nod to languages.
(Second part: other games mechanics and initial spells)
The Referee Guide, printed in turquoise ink reminiscent of AD&D 1E and BECMI maps, is almost pure tables: dungeon generation, wandering monsters, NPCs, magic items. Barely any prose, and it feels strikingly like a modern OSR zine.
(Referee guide: many tables for the GM)
Toward the end, though, Hams sneaks in some referee advice, skills, special notes, and a handful of recommendations before cutting things off.
(Last part of Referee guide: advices for the GM)
The Creature Catalog is stripped to the bone: stat block plus four lines of text per monster, and that’s it. The Magic Spells volume follows the same pattern, two short sections on how spellcasting works, then a straight 300-spell list with clipped descriptions.
(Creatures and Spells volumes)
For completeness: there’s also a second edition of KABAL (1983–85), packaged as a boxed set with the same four-book structure, revised and corrected.
(KABAL 2nd Edition boxed set)






































This is amazing and should be shouted from horseback Paul Revere style to an ignorant world because not only did Ernest make this game but he put it out into the world and you found it loved it and are sharing it and now we can know about Erest and his dream, too.
Very little on any social media including Substack fufills the promise of connection and celebration offered but this is that promise.
Love this, a real inspiration for those of us attempting our own work from scratch. Tha ks for sharing!