It's not everyday the super hero team, the Champions, get sent into a haunted house. Perhaps it's an elaborate rouse by Black Harlequin? Maybe it's scientifically explainable? Whatever it is, it's the first time this team has ever felt fear and the need to run.
In the USA, the Camarilla has risen again and dominates Kindred society. Europe, the Covenants’ homeland, is starting to see signs of this power. As each Covenant prepares for the coming wave, the first Cam scouts arrive from overseas. What will these scouts bring to European Kindred? A new way of life, or a rebellion to be quelled? Join us in Venice to help write the end of this Sick & Twisted tale of Covenants at odds in The Voice of Treason.
In the USA, the Camarilla has risen again and dominates Kindred society. Europe, the Covenants’ homeland, is starting to see signs of this power. As each Covenant prepares for the coming wave, the first Cam scouts arrive from overseas. What will these scouts bring to European Kindred? A new way of life, or a rebellion to be quelled? Join us in Venice to help write the end of this Sick & Twisted tale of Covenants at odds in The Voice of Treason.
In the USA, the Camarilla has risen again and dominates Kindred society. Europe, the Covenants’ homeland, is starting to see signs of this power. As each Covenant prepares for the coming wave, the first Cam scouts arrive from overseas. What will these scouts bring to European Kindred? A new way of life, or a rebellion to be quelled? Join us in Venice to help write the end of this Sick & Twisted tale of Covenants at odds in The Voice of Treason.
We follow the path of a mad Earl at the gates of some bandit warlord. He sieges the small castle in order to fulfill some ancient spell set in motion by the memory of his dead wife. This game allows the king and his military entourage to decide how they plan to breech the old walls and gain access to the crypts of long dead legends beyond.
We follow the path of a mad Earl at the gates of some bandit warlord. He sieges the small castle in order to fulfill some ancient spell set in motion by the memory of his dead wife. This game allows the king and his military entourage to decide how they plan to breech the old walls and gain access to the crypts of long dead legends beyond.
Fans call it “Axis & Allies on steroids� (www.TheWarGame.com). Huge 4’ x 8’ World map, d12’s, France, China, Italy and Neutrals included. Basic 1942 and expanded 1939 versions with Railroad Movement, Air Supremacy, Naval Engagement, Rommel’s Rules, Sonar, Radar, Hidden Fleets, etc. 15 min. to learn – endless strategic possibilities.
Fans call it “Axis & Allies on steroids� (www.TheWarGame.com). Huge 4’ x 8’ World map, d12’s, France, China, Italy and Neutrals included. Basic 1942 and expanded 1939 versions with Railroad Movement, Air Supremacy, Naval Engagement, Rommel’s Rules, Sonar, Radar, Hidden Fleets, etc. 15 min. to learn – endless strategic possibilities.
Fans call it “Axis & Allies on steroids� (www.TheWarGame.com). Huge 4’ x 8’ World map, d12’s, France, China, Italy and Neutrals included. Basic 1942 and expanded 1939 versions with Railroad Movement, Air Supremacy, Naval Engagement, Rommel’s Rules, Sonar, Radar, Hidden Fleets, etc. 15 min. to learn – endless strategic possibilities.
Fans call it “Axis & Allies on steroids� (www.TheWarGame.com). Huge 4’ x 8’ World map, d12’s, France, China, Italy and Neutrals included. Basic 1942 and expanded 1939 versions with Railroad Movement, Air Supremacy, Naval Engagement, Rommel’s Rules, Sonar, Radar, Hidden Fleets, etc. 15 min. to learn – endless strategic possibilities.