With the glint of a sword, a handful of chalk, and salt tossed into the ring, those who fight are now prepared for battle. This month's issue of Pyramid -- the PDF magazine for roleplayers -- looks at the way of the warrior! This compendium for combatants includes:
The issue's bout ends with a Random Thought Table that ties together baseball and gaming, plus an Odds and Ends that spotlights David Thomas Moore's campaign seeds to make best use of Yrth Fighting Styles. Whether you're interested in "might makes right" or just fighting the good fight, this month's Pyramid will show your warriors the way!
Can you survive the night?
Night falls, and the bloodsucking Chupacabra stalks its prey. Its red eyes mean doom . . .
Divide up the 24 glow-in-the dark dice. When you roll a Chupacabra, you can take dice from your opponents – but they can do the same to you. Claim all the dice, and be the only one to survive the night!
Two to four players can play. Each game takes just 10 to 20 minutes and can be taught in a single round.
24 custom glow-in-the-dark dice, dice cup, and rules.
The giant tank rumbles toward its target . . . its guns are destroyed, its movement slowed, but only a few defenders are left. Will they stop the robot juggernaut, or will it crush the Command Post beneath its cruel treads?
Ogre was Steve Jackson's first game. Originally published in 1977, it became a hit as the first "Microgame," and is now considered a classic. Over 25 years after its release, it earned a spot in James Lowder's popular book "Hobby Games: The 100 Best."
Now the Ogre is is back. . . in a gigantic new "designer's edition" that will be the crown of any game collection. The rules from the original Ogre and G.E.V., plus material from later supplements, have been completely revised and reorganized into a rulebook, a separate scenario book, and a handy player reference sheet.
The game features 5 giant mapboards . . . more than 500 oversized full-color unit counters . . . plus 72 Ogres and buildings, which are 3-D constructible models!
Yet Ogre is still easy to learn and quick to play. The basic game takes only a half-hour . . . but you'll want to play again and again. And, with the geomorphing maps and hundreds of new overlays, an infinite number of scenarios are possible.
Five giant mounted maps and 250 overlays, over 500 oversized unit counters, 72 3-D Ogre and building counters, rulebook, scenario book, reference sheets, record sheets, two dice, plastic counter trays.
Upgrade your game with the Zombie Dice Brain Case . . . a stylish, noisy dice cup with a screw-on lid ringed with 13 braaaaaaaiiiins. Brraaaiiiinnnnsssss!!!
It comes with one Zombie Dice Score Pad for easy brain counting.
This is not a stand-alone game. This is an accessory for Zombie Dice.
Plastic Zombie Dice cup and one Zombie Dice Score Pad.
The Chinese view of the elements (xing) is rich and nuanced, with cycles of creation and destruction: earth refines into metal, smothers fire, is covered by wood, and absorbs water. These interactions are as flavorful as they are balanced -- perfect for a magic system! GURPS Thaumatology: Chinese Elemental Powers blends the concepts of qi (chi) and magic, empowering elementalists with gifts that truly capture the feel of xing mastery. With it, you'll be able to:
Whether you're playing mystical wu and brave xia in ancient China, modern martial artists locked in a secret street war, or classic fantasy dungeon delvers questing after a unique power-up, GURPS Thaumatology: Chinese Elemental Powers puts the power of the elements in your hands!
Our Munchkin promotional cards have been popular giveaways for years, but they've been tough for some fans to track down. Worry no more! We've taken a dozen of our favorite promo cards and made a new booster pack out of them . . . and, for good measure, we included three NEW cards, never before available!
This set includes:
It also has three NEW cards: Billiard Ball of Nonexistence, Get A Head, and the titular Get Promoted!
Finseal pack containing 15 cards.
After we finished Munchkin Pathfinder we found another hob of goblins hiding under the desk . . . so we made a booster out of 'em. Fight off the Goblin Babies, Cog Goblin, and Goblin Hood with the Gobliterator! Just don't get Gobsmacked! . . .
15 cards in a finseal pack.
So . . . you think you know zombies. Are you sure? You want to be certain about something like chopping off an arm after a crazy person gets bitey, and it would be most unfortunate if you were looking out for the walking dead when a little kid with a fever lunged for your brains. If only there were a guide to all this stuff!
GURPS Zombies aims to please. It goes into detail on all kinds of zombies -- undead and living, slow and fast, supernatural and superscience, and more. Its pages include:
Get ready for the time of your life -- or unlife, if need be. Every zombie fan will find something to cackle about here! GURPS players get the bonus of detailed rules and stats to tell them exactly how hosed they'll be when the zeds turn up on their doorstep.
160 black-and-white pages. Hardcover.
GURPS Martial Arts looks at hand-to-hand combat of all kinds, with an emphasis on what's feasible on our Earthly orb. But what can fighters do in a world where "fantasy" is reality? GURPS Martial Arts: Yrth Fighting Styles explores the violent possibilities in the GURPS Banestorm setting . . . and offers many options that can enhance the combatants of your own fantasy realms.
Whether you're seeking new options for fantasy adventurers, more details to enliven your elves, or fitting threats for Yrth's mightiest heroes, you'll find it in Martial Arts: Yrth Fighting Styles. The fields, forests, and seas are more dangerous than ever. Give your champions a fighting chance!
Once again, you can get the cards you can't get, with the Exclusive Warehouse 23 Munchkin Booster 2013. Here are 15 new cards that we've never released until now. Because we love our W23 customers, and we love their lovely money, we kept these on a secret shelf . . . just for you!
* Of course, you can use these cards in the original Munchkin as well. If you must.
15 Cards in a zip locked bag.
In these trying times, it can be easy to give into fear, to succumb to panic. Let us be your beacon in the dark. When it's hard to carry on, just wear your Keep Calm and Kill Monsters T-Shirt!