Play a group of six monsters that they will use to terrorize people in the haunted house. If enough terror is generated in a person, or if a person is forced to flee the house, the player claims the person for a point. Points can also be gained through special bonus cards. The first player to have five or more points on their turn wins the game.
Play a group of six monsters that they will use to terrorize people in the haunted house. If enough terror is generated in a person, or if a person is forced to flee the house, the player claims the person for a point. Points can also be gained through special bonus cards. The first player to have five or more points on their turn wins the game.
When you're a spy, people are always trying to shoot, shank, arrest, blow up, or otherwise inconvenience you. Play a trigger happy ex-girlfriend, an old friend who used to inform on you, family, too (if you want that role), or the former spy. Run in a 'one-camera style.' Role playing emphasized, this event is not a tactical exercise.
When you're a spy, people are always trying to shoot, shank, arrest, blow up, or otherwise inconvenience you. Play a trigger happy ex-girlfriend, an old friend who used to inform on you, family, too (if you want that role), or the former spy. Run in a “one-camera style.” Role playing emphasized, this event is not a tactical exercise.
When you're a spy, people are always trying to shoot, shank, arrest, blow up, or otherwise inconvenience you. Play a trigger happy ex-girlfriend, an old friend who used to inform on you, family, too (if you want that role), or the former spy. Run in a “one-camera style.” Role playing emphasized, this event is not a tactical exercise.
Egyptologists have quested for the Charioteer’s Tomb: the resting place of an ancient warlord who threatened the power of the pharaohs & defied the Gods. A man destined for glory & victory on the battlefields, whose arrogance led to his execution. The tomb lay undiscovered until nomads found an ancient doorway inscribed with the Charioteer’s glyph. Burt Fedora, Kalzaar the Ape Man, & Penny Farbre explore the mysteries of the Charioteer’s Tomb.
Egyptologists have quested for the Charioteer’s Tomb: the resting place of an ancient warlord who threatened the power of the pharaohs & defied the Gods. A man destined for glory & victory on the battlefields, whose arrogance led to his execution. The tomb lay undiscovered until nomads found an ancient doorway inscribed with the Charioteer’s glyph. Burt Fedora, Kalzaar the Ape Man, & Penny Farbre explore the mysteries of the Charioteer’s Tomb.
The Liche queen of Mars is no more: her servants fled, her citadel in smoking ruins, and her terrible empire crumbled back into the red Martian sand. Edison’s Interplanetary Æthercraft was claimed by the Ironlords of Cydonia and removed to their domain. All hope of leaving Mars hinges on recovering the vessel. The heroes must brave the perils of the Martian High Desert. This is a continuation of the Warmaidens of Mars scenario premiered at GC09.
The Liche queen of Mars is no more: her servants fled, her citadel in smoking ruins, and her terrible empire crumbled back into the red Martian sand. Edison’s Interplanetary Æthercraft was claimed by the Ironlords of Cydonia and removed to their domain. All hope of leaving Mars hinges on recovering the vessel. The heroes must brave the perils of the Martian High Desert. This is a continuation of the Warmaidens of Mars scenario premiered at GC09.
The earth shutters, bedrock splits, & oceans of sand shift exposing a long-lost city in the Egyptian Desert. Prof. Starkweather and his team go on the expedition of a lifetime: the city is explored and a magnificent temple is uncovered, and breached. Weeks later, no word from Starkweather prompts PLOD to dispatch a second expedition. Join Burt, Lorelei Blake & the mysterious Count Macabre as they brave the horrors of the Spider Queen’s lair.