Jun 292012
 

Parsec RPG

$ 20.00 SRP

 

Parsec is a science-fiction tabletop RPG that sticks close to what is feasible given what we know about the world today – the only big “cheat” is the new technology of faster-than-light travel. The setting is composed of things we can easily imagine in our own future, without any supernatural elements like psionics or magic. It’s a simple, versatile game, and you can probably teach the system, create characters and be ready to play in an hour or two the first time you sit down. Through this game, you portray stories of people who are living on Earth or elsewhere in our solar system about 100 years in our future. You tell their stories one scene at a time, focusing on the conflicts they get into, the secrets they know, and what they want most. Meanwhile, around them, neo-feudal corporations and a new world government fight for supremacy on a ravaged Earth while the very first FTL drive-ships change space travel forever. The stories you tell take place in vast post-urban wastelands, the crumbling fringes of great cities, cutting-edge and vibrant city cores or inside vast arcologies – or off-world, on permanent space-stations in orbit around Earth, colonies on Luna or Mars, mining operations in the Asteroid Belt, outposts on Europa or Titan, or on one of the many ships connecting all of them. Whether your character is an urban tribal insurgent or a corporate spy or a space-faring pirate captain, a simple system helps you get your character into interesting conflicts and fight her way out of them.

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Jun 292012
 

Wiraqocha

$ 60.00 SRP

 

We are in the early XXth century, but the world is not as we know it. In 1895, exploring Amazonia, Auguste Copperpot discovered a gate to a lost valley, occupied by a primitive civilization. Wiraqocha Valley was the name he gave to this remote Eden. This world enclosed a treasure that was going to revolutionize modern sciences, namely the Somnium, an orange luminescent crystal showing amazing properties. It can be used as fuel, affects matter and even time. Immediately, this virgin land became a new Eldorado for European colonists. Empress Victoria II decided to send several conglomerates to share this promised land and reap the fruits to her benefit. Zeppelin fleet, full of scientists, adventurers and looters, clouded the Atlantic sky. Wiraqocha Valley is represented by an adjustable board consisting of 22 hexagonal tiles, each of them being identified by a number from 1 to 12, or a dice combo (pairs or straights). In his turn, each player rolls some six-sided dice, combining them to take possession of territories, or to protect from the opponents the ones he already owns. Every hexagon affords resources or special capacities, which are means to influence die results to fit one’s strategy. There are three ways to win: bring back a huge cargo of Somnium to the Empress; acquire enough scientific knowledge to build the Leviathan, a terrifying weapon serving the Kingdom; or find in the temple depths the four relics that will allow you to reach Wiraqocha’s treasure.

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Jun 292012
 

Der Weltkrieg: The Grand Campaign

$ 79.95 SRP

 

July 28, 1914: The peace of Europe is shattered. Rapid fire cannons and machine guns usher in a new and deadlier form of warfare. The major powers had prepared for years, building up massive armies and navies. It was supposed to end quickly. War was now too expensive, too deadly. But they would fight on to the death. The War begins with sweeping invasions. Great armies marching to the largest battles yet seen. Murderous fire produces unimaginable casualties. Exhausted, they dig in. The Armies develop Siege Howitzers, Poison Gas, Tanks, and Combat Aircraft. New tactics attempt to overcome the deadlock of trench warfare. Mass Tank Attacks, Storm Troopers, Drumfire Barrages. The war is on multiple fronts. Belgium, France, Italy, Austria, Serbia, Greece, Turkey, Poland, Russia, Romania, Palestine, Mesopotamia. The conflict is much broader than just the battlefields. Factories must be supplied and people fed. Produce the guns, shells and bullets the armies need, or face disaster. The Grand Campaign combines all of the Der Weltkrieg series titles. Link all of the campaigns together to simulate the entire war from start to finish. All options are now on the table, as you control everything.

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Jun 292012
 

The Zombies!!! Card Game

$19.99 SRP

 

You are so tired. You just can’t run anymore. Your breath sounds like a jet engine and sweat has soaked every inch of your body. A shower would be nice. Hell, just being able to catch your breath would be great… Who are we kidding? Ten whole minutes not completely enveloped in sheer terror would be heaven. To bad the zombie horde looking to make you lunch doesn’t see it the same way…

The Zombies!!! Card Game simulates the coming zombie apocalypse in card game form. Each player uses their own deck to form the narrative of their attempted escape. The first player to make their way to the “helipad” at the bottom of their deck escapes certain death and wins the game.

The ground-breaking card design allows for each card to be used for the card effect printed on the front or as a location as indicated by the card’s back.

Zombies!!!: The Card Game features 104 intensely illustrated cards, a six-sided die and complete rules.

The zombies are right behind you. Do you have what it takes to survive?

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Jun 282012
 

Rune Lore: The Winter Runes

$ 24.99 SRP

 

Rune Lore introduces the magical Rune Stones and the Runemark to Castles & Crusades. The rune stones and their accompanying runes are presented for use as both magic items and as spells. Integrating them requires no new rules. The magical stones and runes are usable by any character of any race or class, allowing players to quickly and seamlessly integrate the runemark into their existing games. Spell Casters use them as spells to flesh out their magical grimoires. The spell versions of the runes are slightly more powerful, either in duration or in a affect due to the nature of the magic using class’s archetypical abilities. The series of loosely connected adventures in Chapter 3: The Runemark, lends themselves to a highly scripted campaign or as drop in adventures as the Castle Keeper may need. Each adventure is 2-6 pages long and laid out in such a way that they should be playable in a single nights play. CKs may have to flesh out the adventure with smaller jaunts of their own design. Rune Lore offers the game a highly compact, versatile expansion to the C&C game without any noisy rules or cumbersome add on systems. The Rune Lore material offers the CK and player a wide arena for expansion either on their own or with other Runes as detailed by TLG.

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Jun 282012
 

The Emerald Enchanter

$ 9.99 SRP

 

Villagers have gone missing! A mix of clues, superstitions, and omens point to the brooding citadel of the emerald sorcerer. This silent monolith has sat undisturbed atop a windy ridge for centuries. Legends say that a green-skinned sorcerer dwells there, where he conducts strange experiments and builds enigmatic machinery. His green-skinned constructs patrol the grounds of his citadel, and he is seen only rarely when he ventures out on nefarious errands that end in horrid screams and strange lights coming from his citadel. Now it is time to penetrate his inner sanctum…

 

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Jun 282012
 

The Spanish Tercios 1536-1704

$ 17.95 SRP

 

A mixed infantry formation made up of about 3,000 men armed with pikes, swords and handguns, the innovative and influential tercio or ‘Spanish square’ was the basic combat unit of the armies of Spain throughout much of the 16th and 17th centuries. Arguably the first permanent tactical formation seen in Europe since the Roman cohort, the tercio was the forerunner of modern formations such as the battalion and regiment. The variety of different weapons fielded in the tercio meant the Spanish infantry could resist opposing cavalry forces while overcoming every kind of enemy infantry deployed against them. Featuring full-colour artwork and photographs of rare items held at the Spanish Army Museum, this study covers the whole period during which the tercios were active, opening with the third Italian war between the forces of France and the Holy Roman Emperor and concluding with the final transformation of the Spanish tercios into regiments in 1704. Softcover; July 2012; 48 pages

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Jun 272012
 

Home Before the Leaves Fall (HC)

$ 24.95 SRP

 

The German invasion of France and Belgium in August 1914 came close to defeating the French armies, capturing Paris and ending the First World War before the autumn leaves had fallen. But the German armies failed to score the knock-out blow they had planned. The war would drag on for four years of unprecedented slaughter. There are many accounts of 1914 from the British point of view, and the achievements of the British Expeditionary Force are the stuff of legend. But in reality, there were only four British divisions in the field, while the French and Germans had more than 60 each. The real story of the battle can only be told by an author with the skill to mine the extensive German and French archives. Ian Senior does this with consummate skill, weaving together strategic analysis with diary entries and interview transcripts from the soldiers on the ground to create a remarkable new history. Hardcover; July 2012; 384 pages

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Jun 262012
 

This was my first year at AnCon.  Keeping that in mind I scheduled events  with no expectations.  When I showed up in Hudson I was not overly surprised by the  number of people at the show.  What I was surprised at was running an event almost immediately.  As it turns out our event success rate was about as high as Origins.  Considering the difference in the size of the show I consider 5 new players  (the same number we had at Origins) huge success.

I have already emailed the players thanked them for playing, they made our experience a success.  I would also like to extend a thanks to the crew of MTSB gaming for running the con.

I had a blast at this show I even played some games.  I role played the part of Batman and made him say “yo”.  I wish I would have made him say “Semper Fi”.  Something makes me think Batman would be an awesome marine, even if he isn’t very gung-ho.   It was my first Mutants and Masterminds experience.  I am ready for more.   Batman and Green Arrow were well um almost juvenile in this adventure.  While Superman and Wonder Woman were a little more serious than we were.  Even if I had no idea I was butchering persona of Batman, I had fun.  I am even looking forward to collecting comics again sometime in the near future.

I even played a miniatures game, House Tek.  Well Table Tek really uses action figures.  That is right action figures.  It is a homebrew set of rules that uses everything in the house as terrain.  Every mini player should buy this game just to show their spouse there is a bright side to our little men.  All joking aside, it is a really good game.  I had a blast flying right down the middle on a suicide run, that didn’t even kill me right away.  I did kind of make my team mates disgruntled by my aggressive move.

I also wanted to take the time to thank Dave Cook for creating Heebie Jeebies.  It is a great new, not yet released, party game that makes people squirm.   Think about it, what gives you the heebie jeebies?  I am sure it is in the game.  If not visit the kickstarter and email Dave your idea.

We are already making plans for next year, you better be there.

 

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