Car Wars Classic (Reprint)
He triggered the rear guns once more. A direct hit! The blue car skidded as the driver lost control – then flipped and caught fire.
That would teach him not to tailgate . . .
Drive the freeways of the future -- where the right of way goes to the biggest guns. Players choose their vehicles -- complete with weapons, armor, power plants, suspension, and even body style. Then they take them out on the road . . . to come home as "aces," or to crash and burn. If a driver survives, his abilities improve, and he can earn money to buy bigger and better cars. Advanced rules let players design their own customized cars, trucks, and cycles.
Playing time 30 minutes and up, for players 10 and older. Any number can play . . . games with 2 to 8 are best.
Game components include:
64-page saddle-stitched instruction booklet, 8.5"◊5.5" record sheet, 103 die-cut counters, four 12mm six-sided dice, a two-sided map, and a turning key, in a 6"◊9" box.
Munchkin Dragons (Reprint)
Dragons are fearsome! Dragons are cool! Dragons have LOTS of treasure for munchkins to loot! Munchkin Dragons has 15 new cards. The treasures are wondrous indeed . . . but first, you've got some dragons to slay. Good luck.
This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Dragons pack is the same as every other.
Blister pack containing 15 cards.
Love Gloom? Did you know the cheerful world of Munchkin can also be sad and benighted? A place where those very same munchkins are all too often backstabbed by buddies, dined on by dragons, and discovered by doom ducks. In Munchkin Gloom, heroes delve too deep, plummet down pits, and lose their loot. And thatís before they die.
Clear plastic cards portray the munchkins and detail their mishaps. When stacked, the cards reveal or cover up the effects of the cards below. To win, you must shepherd your party through terrible travails and troublesome tribulations until -- inevitably -- they perish in pain.
May the Most Miserable Party Win!
110 poker-sized, transparent playing cards and a rule sheet.
Do battle with deadly living foes like Rick, Michonne, and Negan. Whack them with a deadly Katana or the brutal Lucille . . . take their stuff and shamble toward victory! Level up to become the most badass undead of all. Show the living that the world belongs to The Walking Dead.
56 cards and rules in a tuckbox.
Welcome to the sport of the future -- autoduelling! Killer cars battle with machine guns, missiles, autocannons, and flamethrowers. You're behind the wheel . . . and the last survivor wins.
This fast, fun game, based on Steve Jackson Games' award-winning Car Wars, includes six full-color car cards, 150 full-color playing cards, and short, easy rules.
A card game based on Car Wars!
Relics! Potions! Charms and more! All of these and other magical enticements have been created for you in this month's Pyramid, the PDF magazine for roleplayers. This issue's spellbinding summonings include:
This issue also provides a Random Thought Table that explores fertile new ground for creating unusual items, plus an Odds and Ends that has more magic and mayhem. Regardless of when, where, or how you access the arcane, the wonders within this volume will infuse your game with scads of scintillating new creations!
GURPS often treats spells as skills, balancing stronger magic not with point costs but by requiring more time, risk, energy, or all three. Yet wizards in some settings can conduct rituals -- even powerful ones -- quickly, safely, and repeatedly. These magic-users wield a kind of innate magic known as sorcery.
GURPS Thaumatology: Sorcery treats magic as a power and builds spells as modified advantages. This gives you the flexibility to create and cast any spell you can imagine, along with the confidence that it will follow clear and consistent rules. And because sorcery is limited only by point cost, its strength scales directly with the campaign's power level.
This tome contains everything you need to start down the path to enlightenment:
GURPS Thaumatology: Sorcery puts you in complete control, giving you a potentially unlimited grimoire and as much power as you can afford. What will you do with it?