In this cooperative guessing game, players take the roles of adventurers in a classic fantasy role-playing world, facing monsters and attempting heroic deeds.
Description:
Over the course of 3 Adventure scenarios, the party will work together and collectively attempt to score the most. Experience Points possible. Players will take turns, rolling their 20-sided die in secret. Based on how well or poorly they rolled, they will describe what their character does; first outlining their plans and then describing the outcome of their actions. The goal of which is to provide enough detail so that the GM for that turn can GUESS the number they rolled as closely as possible, earning the entire party Experience Points.
Players will face off in this constructed tournament against others in single combat until one ultimate winner is declared. Knowledge of how to play Adventure Time Card Wars required.
Description:
Knowledge of how to play Adventure Time Card Wars and your own 40 card deck, Hero card, Landscape tiles and tokens are required. Number of 30-minute best-of-one rounds based on participation. The winner of each round moves on to the next round. Undefeated winner receives a For the Glory! Booster Collection box.
Players will face off in this constructed tournament against others in single combat until one ultimate winner is declared. Knowledge of how to play Adventure Time Card Wars required.
Description:
Knowledge of how to play Adventure Time Card Wars and your own 40 card deck, Hero card, Landscape tiles and tokens are required. Number of 30-minute best-of-one rounds based on participation. The winner of each round moves on to the next round. Undefeated winner receives a For the Glory! Booster Collection box.
Players will receive a random deck from the Adventure Time Card Wars Ultimate Collection and are paired against another random player. Knowledge of how to play Adventure Time Card Wars required.
Description:
Players from very distant lands are invited to test their skill and FLOOP for ultimate glory (and a "For the Glory!" Booster Collection for the ultimate champions!) in a battle for the ages! Number of 40-minute best-of-one rounds based on participation. The winner of each round moves on to the next round. Top finishing players at the end of the event win a For the Glory! Booster Collection box.
Players will receive a random deck from the Adventure Time Card Wars Ultimate Collection and are paired against another random player. Knowledge of how to play Adventure Time Card Wars required.
Description:
Players from very distant lands are invited to test their skill and FLOOP for ultimate glory (and a "For the Glory!" Booster Collection for the ultimate champions!) in a battle for the ages! Number of 40-minute best-of-one rounds based on participation. The winner of each round moves on to the next round. Top finishing players at the end of the event win a For the Glory! Booster Collection box.
Players will receive a random deck from the Adventure Time Card Wars Ultimate Collection and are paired against another random player. Knowledge of how to play Adventure Time Card Wars required.
Description:
Players from very distant lands are invited to test their skill and FLOOP for ultimate glory (and a "For the Glory!" Booster Collection for the ultimate champions!) in a battle for the ages! Number of 40-minute best-of-one rounds based on participation. The winner of each round moves on to the next round. Top finishing players at the end of the event win a For the Glory! Booster Collection box.
A low-level band of adventurers has decided this is the life for them and sets off into the wilds beyond the safety of civilization.
Description:
At level 1, PCs have gained a little notoriety and feel the time is right to step away from the safety (and low profit) of the keep they have been staying at and strike out into the wilds. Having gone through trials and tribulations at a small castle on the border of the wild lands, the party has found moderate success and much disappointment. Recently a group came through after finding a mighty haul in some ruins to the east but half their members had fallen and the rest decided to take their shares and retire into the safety of the west. You heard tales of Death and dismemberment, but you saw a small chest that took two men to move to the room the four had for the night as well as the gold they paid for the evenings fare with. This was enough to convince you to set off for the same ruins.
A low-level band of adventurers has decided this is the life for them and sets off into the wilds beyond the safety of civilization.
Description:
At level 1, PCs have gained a little notoriety and feel the time is right to step away from the safety (and low profit) of the keep they have been staying at and strike out into the wilds. Having gone through trials and tribulations at a small castle on the border of the wild lands, the party has found moderate success and much disappointment. Recently a group came through after finding a mighty haul in some ruins to the east but half their members had fallen and the rest decided to take their shares and retire into the safety of the west. You heard tales of Death and dismemberment, but you saw a small chest that took two men to move to the room the four had for the night as well as the gold they paid for the evenings fare with. This was enough to convince you to set off for the same ruins.
A low-level band of adventurers has decided this is the life for them and sets off into the wilds beyond the safety of civilization.
Description:
At level 1, PCs have gained a little notoriety and feel the time is right to step away from the safety (and low profit) of the keep they have been staying at and strike out into the wilds. Having gone through trials and tribulations at a small castle on the border of the wild lands, the party has found moderate success and much disappointment. Recently a group came through after finding a mighty haul in some ruins to the east but half their members had fallen and the rest decided to take their shares and retire into the safety of the west. You heard tales of Death and dismemberment, but you saw a small chest that took two men to move to the room the four had for the night as well as the gold they paid for the evenings fare with. This was enough to convince you to set off for the same ruins.