Filler spot colour - goblins - RPG Stock Art

RPGNow - Thu, 05/24/2018 - 17:58
Filler spot colour - goblins - RPG Stock ArtPublisher: Dean Spencer Art

This stock art image by Dean Spencer depicts a pair of goblins ready to attack.

In RGB colour, 4 inches on the longest side @ 300dpi.

This purchase includes one PNG file. If you need this in any other format please feel free to contact me.

All art files are bundled in a ZIP file.

Price: $3.25
Categories: Company News

Helheim Unbound: Core Rulebook Sample

RPGNow - Thu, 05/24/2018 - 17:32
 Core Rulebook SamplePublisher: Skylark Studios

NOTE: This is a free sample of the first 2 chapters of the Core Rulebook.

Helheim Unbound is a roleplaying game designed with quick resolutions and narrative play in mind.  We have created a framework that translates a player's vision for a character into a playable champion. The end result is a system that allows a group to play in a matter of minutes, with minimal complexities to tie down the narrative.

Helheim Unbound can be used as a generic system for practically any setting, but included is an example setting at the dawn of the Viking Age. Whether players embark on daring raids with the Vikings or enlist with King Charles on his crusade to spread the boundaries of Christendom, there is a world filled with conflict and adventure.


  • Introduction: The Basics.  A little bit of background, what you need to play, and player roles.

  • Chapter 1: Core Rules.  The Core Rules cover everything from dice mechanics, how actions work, how your champion is developed, wealth, and a quick guide to magic.

  • Chapter 2: Champion Creation.  All about how you create your champion, including their desires, skills, benefits and hindrances, starting resources, and how to measure success when the champion dies or retires.
  • Chapter 3: The Gamemaster.  Tips and tricks for Gamemasters, including when to test and setting test difficulties, how to create creatures, and guidance on managing a rules-lite system like Helheim Unbound.

  • Chapter 4: Examples.  Norse / Dark Age themed examples to help inspire players, including all aspects of champion creation, ideas for encounters, and sample creatures for the champions to face.  We also have included some examples for other settings as well!

  • Chapter 5: Magic.  Magic was the number one area our playtesters wanted more information on, so we dedicated a chapter to it!  We include a framework for creating your own magic system, as well as two complete magic systems:  One based on the 18 Runes from the Havamal and 18 Miracles from the Bible.

Price: $0.00
Categories: Company News

The Circle

RPGNow - Thu, 05/24/2018 - 17:30
The CirclePublisher: SwiftKite Design

The Circle is a game about powers you don’t fully understand. The players are shamans, mages endowed with powers from the spirits that inhabit the world. Your ability to beseech the spirits is what gives you your powers and the spirits are what lash out if you overstep their generosity.

A PBTA game for 3-5 players. 

Price: $2.50
Categories: Company News

The Elder Temple

RPGNow - Thu, 05/24/2018 - 17:29
The Elder TemplePublisher: Douglas Wassmer

Descend into the depths of The Elder Temple. This underground fantasy dungeon map is designed to as system agnostic as possible. As a full color work, this will be a great resource for both in-person and online games.

While exploring the dense Elven forest the Adventurers feel the ground beneath them rumble. A sinkhole! The trees, vegetation, and sky all rise above them as the earth crumbles. Tumbling down they eventually land on cold stone. The roar of rushing water echoes off the chamber's walls in front of them. The Cleric hears the death rattles within. The Ranger smells the mold of dark waters. The Wizard feels the warmth of a magical fire. The Barbarian feels the adrenaline of an impending battle. What mysteries lie within?

Price: $0.99
Categories: Company News

GAMETASIA: 8 Great Treasures

RPGNow - Thu, 05/24/2018 - 17:28
 8 Great TreasuresPublisher: Millennium Adventures

GAMETASIA: 8 GREAT TREASURES features eight Classic Tabletop Games—CTG—with five contests played on the Gametasia board and three contests played on the Gametasia chess board. You will experience all the classic board game scenarios with Gametasia; that is, strategy, skill, chance, race, chase, capture, conquest, position, wagering, territorial acquisitions, clairvoyance, word power, telepathy and, just for the fun of it, pure luck. No matter what mood you happen to be in, or your level of gamesmanship, a challenging, thought-provoking gametasian contest awaits you and your friends. And for you RPG role play gamers, your Gametasia box also includes the role play adventure story book: Heroes From Earth. Book one of the series, Nemoria, comes with a Millennium Adventures 3-D animation video link for a total role play game experience. CTG and RPG games in one box!

Price: $1.99
Categories: Company News

Out on the Bayou

RPGNow - Thu, 05/24/2018 - 17:24
Out on the BayouPublisher: GenIsys Games

 The razors are hired to guard and transport a painting from the buyer to the seller and takes our razors on a trip out of New Crescent City and into the bayous.

Your fixer vids you with a big smile on his face.  “Yo, I gotta milk run.  The job is to pick a painting, bring to Louie, hand it off to the buyer.  Easy money, no sweat, thought of you.  What’s the word?”  There is a pause on the line while he waits.

The job is simple enough.  Go out of town – pick up a painting and deliver it.  What’s simpler than that?  The seller is Henri Clement Dupre, one of the last of an old money family living outside of New Crescent City on his family’s plantation.  It’s not on any map, the only directions to get your team out there is to take Hwy 25 north from Covington, LA towards Folsom, LA.  You will know when you get there, trust me it’s obvious.

When the team arrives at the Dupre plantation, it should be clear they have gone back in time.  The house looks like a typical Southern antebellum mansion, impressive and ornate at a distance.  However, as the team gets close and enters the house, the age of the house is evident.  It’s not that Henri wants to sell the painting – he has to pay to keep up appearances.

Henri Dupre is from old Southern money and will absolutely ignore any characters that look like rattys.  He will only engage with those who look like they belong to higher social classes.

The item to be picked up is a large painting, which will be placed in a crate after the team arrives to pick it up.  The team will have to provide a transport large enough to carry a 6-foot-tall, 4-foot-wide, 2-foot deep crate.  After verifying the painting is loaded up, the team is to meet the buyer (Curt Page) at Louie Armstrong International Airport in New Crescent.  Page will meet the team at the private aircraft facility at the airport.  Immediately after the team arrives, Page’s rep will verify the cargo and start loading the painting onto Page’s waiting plane.

Price: $1.00
Categories: Company News

Young Pups in too Deep

RPGNow - Thu, 05/24/2018 - 17:23
Young Pups in too DeepPublisher: GenIsys Games

This operation has our new Razors hired to get some dirt on a corporation Dunn Biological Data Vista. They will have few details and will need more to find out where a meeting is to take place. They will need some recording and surveillance gear. Once they have the location, they may have time to set up, or they may follow someone to the meeting. The meet goes down in a remote section of the combat zone. Stealth is key here, as anything that spooks the enemy and this will end the exchange. After the exchange, they must get their data back to their contact. If the razors get discovered after or at the end of the meet, a fight ensues, and a chase could evolve if the characters try to get their info back to those that hired them. Finally, a bonus here is if they can somehow gain the information on the buyer and the information he or she is selling, this would be icing on the cake.

Price: $1.00
Categories: Company News

Fantasy Tavern Menu - The Dancing Dragon

RPGNow - Thu, 05/24/2018 - 17:16
Fantasy Tavern Menu - The Dancing DragonPublisher: Wynn James Creative

A fantasy tavern menu from a homebrew campaign.  Use it as is, or to inspire the offerings in a tavern the PCs frequent in your campaign.

Price: $0.00
Categories: Company News

Temnia A World in the Balance

RPGNow - Thu, 05/24/2018 - 17:16
Temnia A World in the BalancePublisher: Heroes & Rogues LLC

Long ago the dragons created Temnia as a prelude to building an entire new world. It was their hope that this would elevate them to godhood. Their hubris destroyed them and shattered the world.

Thousands of years later Temnia is a completely different place, though the scars of the first and second Cataclysms are everywhere. Magic vies with science as nations struggle for power. There is peace, but it is fragile, and the very forces that ruined the world before are edging ever closer to destroying it once and for all.

Join an adventure across the high seas of Temnia where the classical fantasy races have been reimagined and the dangers are more sinister than you can imagine.

Price: $15.00
Categories: Company News


RPGNow - Thu, 05/24/2018 - 17:13
WündarPublisher: Flying Tiger Comics

Wundar is a planetary romance rulebook for Mayhem Terminus. It provides detailed charts, bestiary, weapons, items, character classes and a complete campaign centred around uniting the varied races of the planet against the tyrannical evil of Guzul Ogok, his henchmen and his secret agents and troopers.

This is a world of sky yachts, giant riding birds, a drying sea and Swordsman and Princess characters, aided and abetted or opposed and hunted by Masterminds, Witchwomen, Barbarians and monsters of every type!

Price: $1.00
Categories: Company News

Star Log.EM-029: Boarding Rules

RPGNow - Thu, 05/24/2018 - 17:05
 Boarding RulesPublisher: Rogue Genius Games

By David N. Ross

Make your Starfinder campaign to new heights with Everyman Gaming’s Star Log.EM series! This high-crunch series specializes in everything from fantastic new aliens from recently discovered biomes to exciting new archetypes, feats, and class options based on futuristic ideology and traditional fantasy alike. Each week, a different Star Log.EM tackles a new, exciting topic.

This installment of Star Log.EM includes: 1,000 words providing a slew of all-new rules designed to allow characters to board their enemies’ starships in the heat of battle, including melee weapons for starships, new starship stunts for captains and science officers, rules for placing crew members onto an enemy’s ship to wreck mayhem, and more!

The Star Log.EM series—Starfinder for tomorrow!

Price: $2.95
Categories: Company News

Dragonhawk II - AoH Solo (M&M3e)

RPGNow - Thu, 05/24/2018 - 16:58
Dragonhawk II - AoH Solo (M&M3e)Publisher: Xion Studios


Acts of Heroism: Solos is a semi-weekly spotlight on heroes created by Sketchpad Studios. Every release will focus on a new, super, awesome, noble, heroic character for enjoyment in your new or existing adventures! Pit your baddies against these heroes, and enjoy endless hours of adventuring!

DRAGONHAWK II Meet the heroic Dragonhawk, heir to the true Dragonhawk mantle and foe of his twisted sister. Inheriting chi powers as well as part of his father's powers, Dragonhawk works to battle terror and evil wherever he sees it. Dragonhawk, only 99¢ and only in Acts of Heroism: Solo #6! Also includes villainous option!

BrandXIntroducing the "Brand X" imprint of Xion Studios! Under Brand X, we will publish third-party authors & creators who provide quality content and are looking for a publishing platform from which to operate. Creators retain all of their rights to their creations, and benefit from Xion's publishing connections. Best of all, fans get more quality merchandise to enjoy!

Price: $0.99
Categories: Company News

Everyman Minis: Dynastic Armory

RPGNow - Thu, 05/24/2018 - 16:49
 Dynastic ArmoryPublisher: Rogue Genius Games

By Jacob McKiernan

For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch.

This installment of Everyman Minis includes: 1,000 words detailing a number of all-new magic items themed around races from dynastic lands: kitsune, nagaji, samsarans, tengus, and wayangs. Included within are a magic arrow that transforms into a snake, a magical mat that allows you to change your race after you’ve reincarnated, a host of magical teas that alter a kitsune’s shapechanging, and more.

With Everyman Gaming, innovation is never more than a page away!

Price: $2.95
Categories: Company News

Hut In The Swamp : Stockart Background

RPGNow - Thu, 05/24/2018 - 16:49
 Stockart BackgroundPublisher: Christian Hollnbuchner

With this installment in this product line I continue to work on a palette of original and affordable stockart for personal and commercial projects of publishers and gamers alike.

The image presented here is a simple background featuring a basic grass roof hut in a swamp.


The Pack contains:

  • 1 PDF with a preview image (75% size) and the license agreement.
  • 1 PNG image. The image is 2550 x 1650 pixels in size at 300 dpi.

Price: $2.95
Categories: Company News


RPGNow - Thu, 05/24/2018 - 16:36
GenerationsPublisher: Cosmic Mirror Games

Generations: A game of Ancestry and Rebirth.

When you die, you return. In Generations, players act as humans in an alternate Earth where, when you die, a new incarnation of your lineage is born. Every time someone is born, they are keyed to a unique element. Take to the streets with your power over the element of Zone, and alter what is accepted and what is taboo everywhere you go. Become a famed comedian by tapping into the Joy in your audience. Take work as a professional cook, thanks to your control over Heat. Become a national threat with your power of Radiation.

But more than anything, prepare to die. The world is full of people with wild powers. Sometimes accidents happen, and sometimes “accidents” happen. Crime can be lucrative with the proper powers, but it is incredibly deadly when the police force has powers of its own. Get what you deserve from living hard, or get what someone else deserved by being in the wrong place at the wrong time. Die, but then live again.

A simple system that allows focus on roleplay and creativity, Generations is a unique system that has plans for when characters die, and actively encourages the action to gain more unique powers.

Price: $10.00
Categories: Company News

Welcome Guests

RPGNow - Thu, 05/24/2018 - 16:06
Welcome GuestsPublisher: Bully Pulpit Games

The Pitch

A very normal family of murderous cannibals invites a future meal over for dinner and conversation, but things may not go as planned.

Welcome Guests 

is a live-action game for five to six players that you can play around the kitchen table in about two hours. One player will act as Facilitator, who prepares the materials, explains the rules, and then plays along with everyone else.

This game involves "off-screen" violence and indirect discussions of cannibalism.

What's Included?

Welcome Guests consists of a 17-page PDF organized for single-sided printing, and includes 16 cards you'll cut out and form into your individual character sheets. 


      Comment here or get in touch with us at! 

      Effusive Praise?

      We're on Facebook, Google+, and Twitter! Tag us in @bullypulpit_HQ.

      Price: $8.00
      Categories: Company News

      Adventures in Middle-earth PDF Bundle

      Cubicle 7 - Thu, 05/24/2018 - 15:51

      We’re running a special Adventures in Middle-earth bundle deal at DrivethruRPG. It includes the two core titles – The Player’s Guide and the Loremaster’s Guide as well as the first two supplements: Rhovanion Region Guide and Wilderland Adventures. This gives you everything you need to start adventuring in Middle-earth using the familiar 5thedition OGL rules!

      The special bundle is just $29.95, and gets you $70.36 of PDFs, a saving of $40.41!

      Click to read more about the Adventures in Middle-earth titles included in the bundle:

      More About Adventures in Middle-earth

      Adventures in Middle-earth is an officially licensed 5e OGL setting, bringing Middle-earth to your 5e games. It provides an unparalleled handling of the source material, gorgeous art and bespoke rules that bring the feel of Middle-earth to your gaming table without the need to learn a new rules set!

      Adventures in Middle-earth: Players Guide

      The starting point for Adventures in Middle-earth is the Player's Guide, which gives you the Middle-earth setting-specific rules and guidance to create your characters and adventure in the world of The Hobbit and The Lord of the Rings using the OGL 5e ruleset.

      Character creation features Cultures and Classes designed for Middle-earth to help you get deep into the setting from the very start of your adventures. New rules add excitement to your journeys and encounters, and chart the corruption of the Shadow in the unwary or unwise.

      The Quest begins with this lavishly illustrated  Player’s Guide. You can start playing right away with this Player’s Guide, and the rules to the world's most popular roleplaying game.

      Adventures in Middle-earth: Players Guide contains:
      • 11 Middle-earth specific playable Cultures
      • 6 New and unique Classes
      • 13 New Backgrounds custom-made for Middle-earth
      • Middle-earth appropriate arms and armour
      • Unique Journey rules
      • New rules for Corruption
      • New Audience rules
      • Rules for The Fellowship Phase
      • Middle-earth maps (as the end papers) for Players and Loremasters

      Adventures in Middle-earth Loremaster’s Guide

      The quest that began in the Player’s Guide continues in this lavishly illustrated Adventures in Middle-earth Loremaster’s Guide. Packed with information, this volume is a hugely valuable resource for your games.

      Adventures in Middle-earth Loremaster’s Guide contains:
      • Extensive setting information for Wilderland
      • A comprehensive guide to Lake-town
      • Advice for before the game begins on theme and building your character group
      • Notes on the Adventuring phase, inspiration, rests and more!
      • Expanded journey rules, including guidance on narrating Middle-earth journeys
      • Information to help you create your own journey tables
      • A guide to creating and playing NPCs, and a gallery of NPCs for your games
      • A Wilderland bestiary of adversaries
      • New rules for customising monsters and using scenery in battle
      • Notes on treasure in Middle-earth, magic items and weapons
      • A guide to offering expanded magic options
      • Advice on running the Fellowship phase, patrons, sanctuaries and undertakings

      Wilderland Adventures

      Wilderland Adventures features seven brilliant adventures by Gareth Ryder-Hanrahan that have been tried and tested for Adventures in Middle-earth's sister game, The One Ring Roleplaying Game, and which have now been carefully converted to Adventures in Middle-earth OGL rules.

      Including new monsters, new journey event tables for each adventure, optional battle maps for use if that's how your group roll, as well as a unique XP award structure, Wilderland Adventures is the perfect companion to your other Adventures in Middle-earth volumes!

      The seven adventures can be played individually, or as a linked campaign as our new-found company of heroes battles a darkness rising in Wilderland. Played as a campaign this is a tour de force expedition across the region. You'll meet familiar faces, experience the horrors of Mirkwood, meet ancient Elves, drink ale with Hobbits, defeat Goblins, resolve familial disputes, explore ancient ruins, fight a pitched battle and travel far, far North into the Waste, where dragons dwell...

      Rhovanion Region Guide

      Follow the Anduin river down from the chill springs of the Misty Mountains to the southern edge of the Wild! Explore the dread forest of Mirkwood, running from the lonely thickets of the north to the very gates of Dol Guldur! Enter the Heart of the Wild, and defend it against the rising Shadow.

      The Rhovanion Region Guide is an invaluable resource for Adventures in Middle-earth further describing the lands of the River and the Forest – the rolling Vales of Anduin and the trackless forest of Mirkwood. It expands on the descriptions given in the core Guides, offering new sanctuaries and new perils for Player-heroes to discover.

      Each region is described in detail, listing potential friends and foes, sites of interest and potential adventures.

      An expanded bestiary contains a host of strange creatures and servants of the Enemy, from the beasts of the forest to the fabled Great Spiders.

      Variant Cultural Backgrounds for the Wayward Elves and Wild Hobbits offer new options for adventurers, and new Fellowship Phase Undertakings being the Wild to life!

      Grab the Bundle now:

      Categories: Company News

      Cutthroat Kingdoms FAQ

      AEG - Thu, 05/24/2018 - 15:45

      References and questions on the Board Game Geek Cutthroat Kingdoms forums were used to make this post/document. If the rulebook definitively answered a question, then the “Rules as written” are supplied here. If the rules are vague but the question was answered by AEG then additional information was provided.

      When multiple options are provided you will want to use the rules as written unless your group decided before play began to use an alternate option. Of course you are always empowered to make whatever changes to the rules your group believes are appropriate through the mechanisms provided in the rules.

      Our thanks to BoardGameGeek participant Nicholas Sablan aka TrueLancer who compiled and organized this FAQ! Any errors, omissions or mistakes are AEG’s not TrueLancer’s.


      Q. In games with many players, especially six players, the coin supply runs out. Are coins piece limited? Are gems piece limited?

      A. Gems ARE piece limited. There are 36 gems comprised of six colors with six gems each. However, coins are not. If you run out, you should use another token to help out (i.e. large coins, such as a quarters, or poker chips could represent 25 copper coins to better track money and make change for the bank).

      Q. In 3 Player Games, are Feast, Taster, and Royal Pillow cards used? Do you collect Feast Cards? Should you have Taster Cards and Royal Pillow cards?

      A. “A Royal Wedding” and “Feast” Events have “4+ Players” printed on them. They aren’t used. You should still collect Feast Cards, as the final score incorporates all sources of VPs, which include the values listed on the Feast Cards.

      Pertaining to Taster Cards and Royal Pillow Cards:

      Ruling: Cards pertaining to events should read “3+ Players” and be removed if they are not relevant.

      Technically, the Royal Pillow works even in a game with no marriages. After all, you smother ‘the heir card in front of you’, which is either another house’s if you’ve had a marriage or your own if you are unmarried. Perhaps a deal involving smothering your beloved children could be made for the right price…

      Q. What is the difference between military support from marriage vs. the rules for ‘calling for reinforcement’ on page 13?

      A. Rules as Written: Different unaligned houses cannot perform attack or defend actions on behalf of other houses. Soldiers always loyally defend their own house while mercenaries only defend territories or protect lands of houses that have paid them to do so. “Calling for reinforcements” is not asking another player to defend on your behalf so much as paying them something (or, nothing if you are particularly crafty) in exchange for mercenary cards which you then use on your own to defend your own lands.

      In contrast, two houses aligned through marriage are given more options. Soldiers may defend their own house’s territories as well as territories belonging to the house they are aligned through marriage with. This gives an aligned house a larger supply of superior troops who are able to be “recalled from the dead”.

      It’s worth noting that the Rules as Written simply say that an aligned house may defend; not that it must defend nor that house can *refuse* this aid, potentially opening the path for a particularly creative betrayal scenario.

      Q. When does the “Welcome to Aurum” card get played? 

      Ruling: Players choose before play begins from these options:

      Rules as written: It is not a special Event card in any way other than it is guaranteed to occur first as it is placed on the top of the deck. Play it at the end of the first player’s turn (after their Resource Phase and Action Phase) during the Event Phase as a normal Event card.


      Revised Rule: Play the card before the first player’s turn begins.

      If one or more of the players are new or a decision cannot be reached by the group in a short period of discussion, play according to the rules as written.

      Q. Jeweler: can you sell MULTIPLE gems to the bank?

      A. The rules are incorrect. The correct answer is Yes. (this is errata).

      Q. Drakonhelm reads, “This territory cannot become plagued.” The Plague cards reads, “Choose one of your territories, or any territory if you control none. If it is already plagued, all military cards on it are killed. Otherwise, flip it to its plagued side.” Can you choose to apply The Plague card to Drakonhelm if you have multiple territories? If you ONLY own Drakonhelm, does that change the interaction? It doesn’t have a plagued side.

      Ruling: As intended: ownership of Drakonhelm protects you from the plague.

      Rules as Written: sometimes you might ‘technically’ be allowed to choose Drakonhelm but can’t comply with the whole instructions.

      Ruling: Make your choice of territory as if you didn’t own Drakonhelm if you do.

      Q. The Tribute Event calls for ‘all players’ to collect both coins and gems from their territories. Since gems are limited, it is possible to get into a situation where two or more players may attempt to collect gems but there not be enough for everybody to collect their gem tribute. In this case, which players get priority on collecting gems, if any?

      Ruling: Players vote for a mechanism of distribution, and if no successful vote, use the following procedure:

      Clockwise order starting with the player who triggered the Tribute Event. The first player will collect all of their gems, then the next player, and so on, until the gems have all been collected or the gem bank is exhausted.

      Q. Concerning Attacking and Conquering Unoccupied Territories: the summary of the Action Phase and the “Attacking Territories” section use some terms like ‘attacking’ and ‘conquering’ interchangably. While attacking a territory and emptying it of defenders would make it unoccupied (thus allowing your “Conquer Unoccupied Territories” action to take it and any other empty territories over provided you had sufficient soldiers and mercenaries to play to defend it), can you ‘conquer’ a territory after successfully attacking it? Or is that solely the realm of attacking? The rules seem to imply you may ‘take over and garrison’ a territory as a function of attacking it, and that the “Attack” action triggers taking one set of resources from one territory you conquered – is this ‘conquered with an attack action’? or ‘conquered with the Conquer Unoccupied Territories action’? or both? 

      Ruling: Attacking Territories (to empty them of defenders) and Conquering Empty Territories (that are empty to start with or have been emptied by your recent attacks) are separate distinct actions. They force you to be strategic and make difficult choices between combat or moving into empty territories. Players with no territories have to make hard choices between taking over a place or mounting a free range attack somewhere. Additionally, since you get resources only during the Attack action, you will have to carefully choose between conquering and attacking if you want specific resources.

      These rules are confusing because the word “attack” and “conquer” are used in three different sections and seem to contradict depending on which you give precedence to, potentially coming from different phases of writing. This ruling should clarify the matter.

      Q. Winning the game. What happens in the event of a tie on VP? What is the tiebreaker?

      Ruling: Players have a vote. It’s time for Kingmaking! If there is no majority opinion, play Cutthroat Kingdoms again to resolve the tie.

      Q. Pertaining to THE LINE MUST REMAIN UNBROKEN! Bastards protect “a player’s heir”. They may save ‘the royal heir’. ‘Their’ is extremely vague and can be referring to quite a different collection of bastard/heir relationships. Which bastards protect which heir? Where must the heir be? Does ‘your heir’ refer to your natural born children or do your sons- and daughters-in-law also count?

      Do bastards protect only their half-siblings or their siblings-in-law?

      Who controls the bastard? Can a bastard protect a heir at a ‘different’ feast belonging to a different player? If I control somebody else’s bastard, I can certainly trade/give it to them, but can I PLAY the bastard to save a heir (with or without their permission, possibly as a trump card to mess with marriages)?

      Can my bastard protect my heir elsewhere? Can I make YOUR bastard protect YOUR heir (who is in front of me due to marriage) if somebody tries to poison him or her?

      Ruling: Only the Bastard of YOUR house may save YOUR house-specific Royal Heir. So, if you are married, you must give YOUR Bastard to your partner to save YOUR Heir, since they hold your Heir. A darker, more devious group may decide before play begins to have ANY Bastard save the Royal Heir in front of you from 1 Poison. In this way, you could potentially (if enough Poison gets through), force multiple Bastards to drink, thereby saving your rightful Heir. Errata: A Bastard may only save an Heir from 1 single dose of Poison. Multiple Poisons may break through the Feast, however.

      Q. How does the feast work? 

      Feast Turn Order: 

      The Feast is turn-based, and begins with the player who ended the game.

      Feast Total Turns: Each player has 1 full turn to a.) pass food, b.) taste food, and c.) reveal food. Once a player has passed food, the next player clockwise passes food, and so on until ALL players have passed. Then, the first player assigns eligible tasters or hirelings to taste their food, and the next player clockwise, and so on, until ALL players have assigned tasters. Finally, players all get a chance to reveal the results of their Feast one at a time, clockwise. Passing Food: ALL cards you want to pass MUST be passed at once during your Passing turn. You may also keep food for yourself, and leave it in front of you. Any Feast cards kept in hand are not scored or counted. Food MUST be passed, or kept in front of you to eat yourself. Hirelings during the Feast: Any and ALL Hireling cards may be played during the Feast per their card action. Keep in mind, any card action effecting the Territory portion of the game is useless as the area control portion of the game has officially ended at the start of the Feast phase. Assassins: You MAY play an Assassin at any time during the Feast to kill a player attempting to taste food (reveal a Feast card) with a card. Alt. Rule: Any Non-Taster Hireling card may, instead, be used to taste 1 food card, but if it is FOOD, it eats the food and you do not score the points. If it is Poison, it cancels the Poison. Tasters, however, do NOT eat the food if it is Food, that is their benefit. Taster versus Non-Taster Hireling card: Players may only play Non-Taster Hireling cards to reveal THEIR Feast cards and ONLY their Feast cards. A Taster, however, may be used to reveal ANY 2 Feast cards at the table.

      Order of Operations for Tasting:

      There is a grace period between the placing of the tasting card and the reveal whereby a player may ASSASSINATE the tasting card if desired. Refusals: Players MAY NOT refuse to have their food tasted. If another player wants to taste their food using a Taster, they may not refuse.


      • Ignore references to pouches and keeping your coins and gems secret, such as on Page 7 (“Players do not need to let other players know which gems they have nor how many coins they have.”). The number of coins and gems are public knowledge and should be easily seen by all players, while questions about the total value of coins and makeup of your gems must be answered honestly and without deception.
      • The rules as written regarding the Jeweler are incorrect. The correct answer is that you can sell multiple items to the bank.

      PAGE 3: The OBJECTIVE box
      A sentence summarizing the objective should be appended to the end (e.g. “To win, you must score more Victory Points, or VPs, than all other players.”)

      PAGE 4: THE EVENT DECK box
      Change the last two sentences to, “One of these event cards is drawn and resolved at the end of each player’s turn [during their Event Phase]. Once the last event card is drawn and resolved, the game is over and VPs are tallied.”

      The Resource Phase should be changed for more clarity. Specifically, the first sentence under THE RESOURCE PHASE should read:

      “The player collects:

      * 1 Feast card per territory they control

      * Their choice of one of either the COIN value OR the Gem Value of each territory they control

      If a player controls no territories, they may instead collect 3 Coins.

      Additionally, the last sentence concerning players needing to let other players hide the number of gems and coins should be struck out and/or replaced with some variation of: “The number of Coins and Gems as well as Gem colors you own is public knowledge and should be easily viewable at all times or truthfully revealed when asked.”

      PAGE 7: Under attacking territories, change the first sentence to: “One at a time, a player may attack any number of ENEMY territories on their turn.”

      PAGE 8: Conquering Territory
      Change the last sentence of the second paragraph to: “Finally, add your House Color Token to the territory. Once this has been done, the territory has been conquered.”

      Change the section to make it more apparent that revealing a Bastard card forces the bastard’s parent to pay you the resources on one of YOUR territories (that is, the Blackmailer) rather than collecting that value from the bank as usual.

      Additionally, the text on the card could reference ‘your’ Resource Collection phase if room permits for greater clarity.

      PAGE 11: The Feast
      Clarify these rules? Refer to FAQ above. Can hirelings be played? How do turns go? What is the exact order? Can you assassinate tasers and hirelings? Can you kidnap a bastard now?

      Errata: A Bastard may only save an Heir from 1 single dose of Poison. Multiple Poisons may break through the Feast, however.

      PAGE 11: TASTERS box
      Completely ignore the brown “Tasters” box.

      As per FAQ question above.

      PAGE 10: Marriage Rules
      The second paragraph under Marriage Rules’ 1st sentence should read: “When a marriage is arranged the players swap royal heir cards; the heirs are now married.

      UNOFFICIAL BUT FUN Alternate Rules 

      These ‘semi-official’ rules were just rules pulled from the forums that were referenced as examples but not ‘officially’ released (although some were playtested or referenced here).

      “The Royal Pillow” (optional rule from PAGE 4)
      For additional fun, set aside the Royal Pillow and a number of random hireling cards equal to the number of players. Shuffle these together, deal one to each player at steup, putting the remaining hireling cards back in the deck. We wish you well on your wedding night!”

      “Well Equipped Mercenaries”
      When deploying a mercenary to a territory, you may pay one coin to the bank to deploy the mercenary FACE UP and showing their color rather than face down, as usual.

      “Intrigue Mode”
      Your coins and gems are a secret resource. Rather than having their number and type as public information, instead hide them in some way, such as storing them in a pouch.

      “Feastier Feasts”
      When the Feast begins, there is an opportunity for players to invest in the feast. In player order, a player may choose to purchase 0 to 4 Feast Cards at a price of 2 coins a piece. Once all players have had the opportunity to purchase Feast cards, begin the Feast as normal.

      This rule can be done IN ADDITION to the normal rules for obtaining feast cards or INSTEAD OF the normal rules for feast cards.

      (This version of feasts is referenced by Bryan Merlonghi on the forums as an alternate rule for feast cards. It also seems to have been done this way in an older, outdated pdf of the rulebook.)

      “Random Aurum Trade Time”
      Instead of placing “Welcome to Aurum” card first, place it randomly in the deck. When a player draws the Aurum card, a round of negotiation begins as normal.

      “Random Feast Time”
      As above, but with the Feast. A Feast can happen any time!

      “Random Weddings”
      As above, but with weddings. It might be early, it might be late, and combined with the above random rules, you might not have any heirs left.

      “Open Wedding Cathedral”
      Rather than weddings only occurring during the Wedding Event Card, players can enter into a marriage at any time provided the heir is alive. A marriage does not count as a deal. While the weddings are much more eager to have marriages, they’re not performing any divorces, ’til death do they part. Couples who experience a tragic accident can get married again. [Taken directly from suggestions on this forum.]

      “Black Widow”
      Do not return a dead heir gravestone card, only the living royal heirs. Dead royal heirs count as VPs.

      “Orphan Collector”
      All bastards are worth VP. Your OWN bastard is worth double VP.

      “Feast Card Priority”
      Instead of placing the Feast Card last, place it randomly in the deck. The player who draws it during their Event Phase collects the card but counts it as “All Is Well” and the next player begins their turn. When all of the Event Cards in the deck are resolved, you begin a Feast as normal, but the player who owns the Feast Card gets to choose the First Player of the Feast. You may trade this card.

      “First Player Votes”
      Once the First Player’s turn comes up again, there’s ANOTHER round of bidding. The winning player may choose who the new “First Player” is. On failed votes, the turn order proceeds as normal.


      Q. Is Takebacksies a real word?
      A. No.

      Q. (Almost) every house’s family seem to have a pair of heirs, one male and one female. When a Royal Marriage occurs between houses, how many and who exactly are participating in the marriage?

      Ruling: An arrangement pleasing to both houses.

      Q. Every house has a pair of heirs… except for Lady Slayne, who only seems to have a daughter, Cascabel, pictured with a pet snake wrapped about her arm. How does a marriage work in this case when the background seems to suggest that multiple heirs are married?

      Ruling: Somebody has got to marry a snake.

      Categories: Company News

      Les Chats

      RPGNow - Thu, 05/24/2018 - 15:31
      Les ChatsPublisher: Cliff Hanger

      Derek envoie un SMS alarmant, en provenance d'une petite île où il est parti récemment pour fêter la fin des études avec une bande de potes.

      Il se passe des phénomènes étranges sur cette île...On raconte qu'il y aurait une cabane délabrée à l'abandon et que des chats en grande quantité aurait été aperçu de loin par des pêcheurs.

      Saurez vous tirer Derek d'un mauvais pas et résoudre le mystère de l'île ?

      Price: $1.17
      Categories: Company News

      Castles & Crusades - Desecration & Damnation

      RPGNow - Thu, 05/24/2018 - 15:21
      Castles & Crusades - Desecration & DamnationPublisher: Troll Lord Games

      TLG 80971

      Castles & Crusades

      Desecration and the Damned


      All along the banks of the Vindig River people worshipped the river goddess. She blessed the people and kept the trolls at bay. But in time, she grew weary and to guard them she set statues upon the river to watch over the people, and then she left them to their own devices. But no troll fears stone, nor the forgotten promises of a goddess. They have returned to the Vindig, but this time with a vengeance.

      This adventure is designed for 3-5 player characters between levels 4 and 6.

      Price: $6.99
      Categories: Company News