
Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!
Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu -- when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and your're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!
Cthulhu Dice plays in 5 to 10 minutes, and is fun for 2 to 6 players.
One large custom die, 18 glass marbles, baggie, and rules.
Stock #131315,
UPC 837654320396.
$4.99.
Munchkin Fairy Dust
(Reprint)
Meet the Sparkly Good Fairy. She wants all the munchkins to play nice, and she's willing to bash heads to make sure they do. Play her way, and she'll bribe you with Fairy Dust. Otherwise, you might end up fighting her instead. And if you don't take her out, she'll be back again and again . . .
Fairy Dust is a 15-card expansion for classic Munchkin. It introduces the Sparkly Good Fairy and her deck of Fairy Dust cards -- extra rewards for munchkins who are willing to help each other. (It's perfectly munchkinly to be nice . . . as long as you get something cool for doing it!) Every card in the set is full-color!
Munchkin Fairy Dust is fun whether you stick with the core Munchkin set or play with all the expansions you can get their hands on. And at less than four bucks, it's a no-brainer!
Fairy Dust is a fin-seal pack. All packs contain the same 15 cards.
This standalone pack is out of print, but you can get the cards from this expansion (as well as the cards and dice from Munchkin Fairy Dust Dice!) in Munchkin Game Changers.
Fin-seal pack containing 15 cards.
Stock #1427,
UPC 837654320211.
$3.99.
There's trouble right here in Nobles, Arizona. That's trouble with a capital "T," and that rhymes with "D," and that stands for . . . dinosaurs?!
Yeah. It's a long story, pardner. This here's a yee-haw yarn involving a band of bandits, a chest-pounding chase, and the final fate of a fetching filly named Donna Nesbitt. Oh, and barrels of bullets graciously given new homes in roving reptilians, to help those cranky critters rest a spell.
GURPS Big Lizzie is an adventure for a gang of gunslingers seeking to set things right in the Old West. It's best suited for a group of greenhorns saddling up for their first ride, but it can be adapted to those more seasoned in the saddle. Suffice it to say, this tale forges its own trail early on, and any heroes hoping to save the day (and the dame) best hold on tight.
What comes in GURPS Big Lizzie? In addition to everything you need to take this adventure from unlikely start to impossible finish, you'll get:
If you want a rip-roaring tale that'll make your drinking buddies think you've been in the sun too long, you can't go wrong with Big Lizzie.
23-page PDF.
Stock #37-1102,
$7.00.
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Cardboard Heroes: Cowboys and Indians
Or you might need a schoolmarm, gambler, trapper, dance-hall girl, or bandit. The 50 full-color figures in this set are icons of the Old West. Each beautifully drawn character, in 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. This set comes with one full sheet (plus a partial sheet) of Cardboard Heroes and one instruction page. Print one sheet, or thousands!
3-page PDF.
Stock #37-2219,
$5.00.
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Pyramid #3/18: Space Exploration
The heavens await! This month's Pyramid -- the PDF magazine for roleplayers -- brings new ideas to the void by examining "Space Exploration." This issue includes:
Pyramid also has discoveries that make the future fun: a simple system to create alien ruins for heroes to explore, Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. With this issue, you'll replenish your creative fuel and rocket to the stars like never before!
40-page PDF.
Stock #37-2618,
$9.00.
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Vampires. Immortal and nearly invulnerable, their mystic powers and supernatural servants protect them from danger. They thrive in the darkest hours of night and haunt the dreams of every culture and every age of man. Some merely crave your blood; others drain the very essence of life, leaving you an empty, bitter husk. And they always thirst for more . . .
GURPS Blood Types is a look at the vampire in legend . . . and, yes, in history . . . through the centuries and around the world. It explores dozens of vampiric types, from the traditional Gothic aristocrat to the bizarre African adze to the enigmatic Albanian vyrolakos . . . usable as foes, allies, or player characters.
(Note that this is an e23 reprint of a GURPS Third Edition product.)
130-page PDF.
Stock #30-6073,
$9.00.
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Transhuman Space Classic: Broken Dreams
On Earth in 2100, some are reaching for the stars . . . but others struggle just to survive. Much of the home world remains mired in war and intrigue, as powerful corporations and high-tech armies fight over resources, markets, and ideas. Cities on the edge of chaos are battlegrounds for covert operations and high-stakes diplomacy, and the developing nations see themselves falling further and further behind.
Nations trapped in poverty, environmental disaster areas, and hellholes run by insane dictators . . . high-tech terrorism, rebellion, and crime, and rules for creating biological and chemical weapons . . . dangerous genetic designs, obsolete cybertechnology, and police-state software . . . all part of daily life in Broken Dreams.
(Note that this is an e23 reprint of a product based on GURPS Third Edition rules.)
147-page PDF.
Stock #30-6707,
$11.00.
Harnessing the unfathomable power of the mind isn't as easy as it sounds! Fortunately, GURPS Psionic Campaigns is here to help navigate the trickiest aspects of incorporating those abilities into adventures. This supplement contains:
Whether you're looking to add psi abilities to your setting or build a campaign that focuses on mental mastery, GURPS Psionic Campaigns will set your mind at ease.
39-page PDF.
Stock #37-0135,
$9.00.
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GURPS Alphabet Arcane: Lost Serifs
Despite running the gamut from A to Z, GURPS Alphabet Arcane couldn't confine all its wonders to one supplement. Fortunately, there's GURPS Alphabet Arcane: Lost Serifs to provide some additional illumination from Stefan Jones (author of GURPS Uplift and MacGuffin Alphabet).
Secrets revealed herein include:
If you've already visited the world of GURPS Alphabet Arcane, these pages can help add depth and variations to its items; if you aren't yet familiar with that supplement's charms, GURPS Alphabet Arcane: Lost Serifs is an excellent (and affordable!) introduction. Regardless of how well you know the alphabet, you're bound to learn something new!
6-page PDF.
Stock #37-1122,
$FREE.
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