Review: Druhá Země gamebook
You can never have enough sci-fi gamebooks. Especially when they have a fresh system, a gripping plot, and many unexpected twists. Find out more in our review.
Welcome to the Terratica colony. Tau Ebae system, Zacarro moon, New Thebes city (current population – 4 billion). This mineral-rich moon became a fresh start for the Terra Autentica faction after they abandoned their decimated home planet, Proto-Terra. Two millennia since its settlement, the moon has transformed into a pulsating metropolis, a thriving hub of development and technological progress. We advise visitors to follow the safety recommendations issued by the WVI and remain vigilant, as the threat of the Imperium Terra still looms…
This is how the unique Czech work Druhá Země by author Eva “Ronne” Lassler could begin, and I assure you, this is no ordinary gamebook. Let’s take a closer look.
First of all, I want to highlight that this is sci-fi, and that’s a very good thing. When you compare sci-fi gamebooks to fantasy ones, it’s clear which group dominates. Since my very first gamebook was The Warlock of Firetop Mountain (or rather, the Starship Traveller by Steve Jackson), sci-fi stories have held a special place in my heart, which made me even more intrigued by Druhá Země. For those of you who occasionally like to swap a sword for a plasma pistol, pay attention!
I open the gamebook… After a short introduction and a clear explanation of the game mechanics, a “historian’s note” outlines the setting where the story takes place:
Even after leaving Earth, the remnants of the decimated human race were unable to bridge their differing stances, leading to the creation of two separate societies: Terratica and Imperra, each inhabiting its own corner of the universe. And as is the endless habit of us humans, societal ideologies and technological development are fueled by paranoia and a conflict that has been here much longer than anyone remembers. Your name is Samuel Kena, and life hasn't been kind to you. The ongoing war and constant fear of invasion have forced you to rethink what you believe in, and the job that once fulfilled you has become a gray zone of daily routine. But you can't let up. Your sick father, whose expensive care you must provide for, is completely dependent on you. Plus, your ex-mother-in-law is constantly breathing down your neck. Her life's mission has become to strip you of the last remnants of… well, everything.

An interesting start to an epic sci-fi, right? Well, some things probably won't change even in the future. When your father, a former prominent Master of the Historical Department and an expert on Proto-Terra, decides to help you out of all this, you don't hesitate for a second. You begin to uncover long-hidden secrets and, accompanied by the best that Terratica has to offer, you set out on a dangerous journey. Its goal could change the fate of two civilizations.
The difference from the traditional gamebook approach is the “playable” character of Sammy. He has his own life and a rich history. He isn't a nameless hero, but a person trying to overcome the same pitfalls that any of us might face. It’s no wonder the book offers you the chance to enjoy a glass of whiskey or play the guitar to calm down. With a strong emphasis on detail, the author skillfully builds the atmosphere and fleshes out the world of the future.
A beautiful example is your “Personal Card” (or character sheet as we know it), representing your ID on Terratica. In addition to basic information about you, a classic backpack, and space for notes, you’ll notice a social offense status. What does that mean for you? Want to act like a reckless, arrogant idiot in the game? No problem. But you have to count on the fact that society has its rules, and by breaking them, you can earn yourself a “Recidivist” label. Your further journey might be affected or even rendered impossible by this.
The last, but no less important part of your “Personal Card” are the so-called Trust Points. This brings us to the most interesting thing Druhá Země offers: the companions who accompany you through the story! The author’s effort was to create a narrative-driven gamebook, and the interactions with the people around you fulfill this goal perfectly. The characters of Henry and Seliah are a solid part of your journey, however, by your choice (or the whims of fate), another companion will join you.
And here comes the wild card and a big plus for the book’s replayability. There are three unique people available, and thus three different paths that open up before you. Trust Points then serve to determine the “quality” of your relationship with a given person. Did you do something the companion likes? Add some points and perhaps you’ll forge a friendship or even a romantic relationship (and thus new ways to progress in the story). It’s incredible how much work on characters and human relationships was packed into the book!

Here I would like to pause over the balance of the individual characters. There is a clear effort to balance the content, however, when playing repeatedly and trying to discover previously unknown paths, I didn't “get” as much out of one of the optional characters as I did the others. Of course, this could be my subjective impression, or I simply didn't make the right choices. The character seemed to have less space in the story compared to the others.
The game mechanics of handling characters (and the story in general) don't end there. Certain situations can be solved using personality traits. Sam has access to calculation, empathy, and fighting spirit. Each trait can lead to both positive and negative results. Personality traits influence both your companions and your progress. If you prefer the option to “talk your way out” of everything (like Captain Picard), you’ll only get into conflict minimally. For example, in my first game, I only got into a fight twice.
And what would a gamebook be without a fight, right? The combat system is effective and simple, yet complex. Here the author keeps her word and introduces something fresh. You don't need dice or a calculator to calculate damage or attack strength. Similar to Lone Wolf, you have a table where you simply stick a pencil, finger, or sword (as you wish) and you know exactly: you hit / you missed – you were hit / the attacker missed. It’s very inventive that the injury table specifies where you were hit – torso, right arm, left leg, head, etc.
Your health record card, divided into individual body parts, serves as an overview of your injuries. And because we are in the future, you can be hit both from close range and from a distance. Here the author works nicely with a certain “realistic” view of what Sam can withstand. Each part of your body survives five close-range hits or four long-range weapon hits. However, if you get hit in the head with a weapon, you are dead. Is your leg injured after a fight? Unfortunately, you aren't fast enough, you can't avoid danger, and you are dead. The story works very nicely with these possibilities, and more than once you will regret not healing one small injury before rushing into a dangerous situation. Healing is carried out by both classic and futuristic means that you encounter during the game, and a so-called “med-vac,” which Sam always carries with him, is dedicated to this.
Like any proper gamebook, Druhá Země offers a number of items you can use. You can't fit too much in your backpack, so you have to choose constantly. However, if you have the right item at the right time in the right place, you open up a new path forward.
But that’s not all; the author created a whole series of special equipment – combat and protective suits, their upgrades, and also upgrades for your weapons. Each piece of equipment has its own box on the “Special Suits and Upgrades” card, and it’s up to you what you decide to use. I really appreciate the effort for logical function and availability of equipment – we aren't in a dungeon here, looting swords and shields off skeletons. We are in the distant future, and a well-equipped team represents the difference between a successful mission and an inglorious end.
The plot of the book is engaging and moves along quickly. There is an option to use a “Save game” point separating the two main story arcs. After crossing this point, it isn't necessary to start from the first entry, allowing you to fix mistakes or choose different paths without significantly disrupting the flow of events. However, you must be careful and read closely! Information is worth its weight in gold, and even a small detail can be crucial. A numeric code or information about your spaceship can prove to be critical knowledge. Nothing is left to chance here.
You will encounter interesting picture puzzles that can be quite tricky. The illustrations are the work of the author herself, and she deserves a thumbs up for the beautiful work. All main characters and important events have their own depictions. It’s clear that a lot of care was invested in creating the content.
The book definitely motivated me to play it again. Even half a dozen attempts didn't allow me to read all the entries and thus uncover all possible paths and new details. However, I would have appreciated more information about the ongoing conflict between the factions and other groups that appear here. It’s understandable that due to the limited format of a gamebook, it’s not possible to explain everything, but at least the main characters would deserve some short “stand-alone origin story”; there would certainly be plenty to tell.
Druhá Země is a successful combination of what we love, and it creates something new in a distinctive way. You will find fragments and inspiration from works like Stargate, Star Wars, Blade Runner, Mass Effect, Indiana Jones, and many others.
Many twists and overcome challenges will lead you to the final scene, which raises more questions than answers. The most burning one is: When will we get a sequel (the second part is planned for 2025, editor's note)?! I thank the author Ronne for many hours of good entertainment and keep my fingers crossed that writing the second part goes smoothly so we can embark on further adventures.
author Petr Eller
Petr Eller
Autor článků na imago.cz
You might also like
Star Wars Lightsabers and Replicas
The lightsaber, the legendary weapon from the Star Wars film series. Many consider it one of the main reasons for the popularity of this world. Want one too? We'll advise you on how to choose a lightsaber. full article...
Non-fiction journalism 27. 7. 2026 Karel Krajča 10 min
Don't Panic, Towel Day is here!
English writer, playwright, and comic author Douglas Adams left an indelible mark on the golden age of world sci-fi with his The Hitchhiker's Guide to the Galaxy series. full article...
Non-fiction journalism 21. 5. 2026 Karel Krajča 5 min
Mytago is on a roll – a fresh batch of spring news
Follow what we're cooking up in the Mytago literary workshop! From gamebooks and The Witcher to Moria – we have fresh info on new releases and pre-orders for you. full article...
6. 5. 2026 Karel Krajča 8 min