A clever tile placement game by Uwe Rosenberg. A wide orchard lies in front of Applejack's cottage. Help him and his daughter plant apple trees and harvest the juicy apples.
Description:
On their turn players choose 1 tree tile from the harvest board in the middle of the table. This tile shows a combination of types of apples and apple blossoms as well as beehives. The beehives show the cost for the tile in honey. The tree tile will be placed on the players orchard. The beehives need to be places next to other beehives on tiles already in play in order to get the players honey tiles. When the Applejack die on the harvest board comes across an apple icon this type of apple will be harvested - again gaining the players honey tokens. But only if they arranged the apples in a meaningful way. After 19 turns each players orchard is filled and the final scoring takes place. Apples, apple blossoms and collected honey will be scored. Whoever has the highest score will win a game of Applejack!
Just a few more days of the chain gang and you're a free man. A 1920s mystery set doing hard time in the prison system of Arkansas.
Description:
Just a few more days of the chain gang and you're a free man. The preacher always said that once you go down that road of sin you can't find your way back, but you've learned your lesson and things will be different when you make it back home. A 1920's CoC mystery set doing hard time in the prison system of Arkansas.
Just a few more days of the chain gang and you're a free man. A 1920s mystery set doing hard time in the prison system of Arkansas.
Description:
Just a few more days of the chain gang and you're a free man. The preacher always said that once you go down that road of sin you can't find your way back, but you've learned your lesson and things will be different when you make it back home. A 1920's CoC mystery set doing hard time in the prison system of Arkansas.
Just a few more days of the chain gang and you're a free man. A 1920s mystery set doing hard time in the prison system of Arkansas.
Description:
Just a few more days of the chain gang and you're a free man. The preacher always said that once you go down that road of sin you can't find your way back, but you've learned your lesson and things will be different when you make it back home. A 1920's CoC mystery set doing hard time in the prison system of Arkansas.
Teen heroes wake up on an island and are told they must fight to the death in order to get out alive...game night sucks. Play as teen heroes in the Marvel universe held by Arcade.
Description:
Teen heroes wake up on an island and are told they must fight to the death in order to get out alive...game night sucks. Play as a teen hero in the Marvel universe forced to fight to survive in Arcade's arena. As if it's not already tough enough to be a teenager.
Magic is fading as tech grows, but some wylde intrudes, & you must stop it. Few can use magic, you must find & train replacements. The apprentice is dead. Cellphone in one hand, magic in the other.
Description:
In a world where creatures of the night prowl and gloom creeps into the corners of life and mind, the normal human is prey. For there are other worlds that impinge on our light and safety. It is only by the will and fight of a few brave, worthy souls that 'normal' is an option at all. Modern protectors exist in both places, with car keys, flashlights, and cell phones in one hand when those work, but with swords and wands in the other for the times and places they do not. These people fight the long battle while finding, educating, and training their own replacements, for who else will if they do not? These modern knights are needed most in the broken edges of the landscape, where the cell towers don't reach, where cops shouldn't go, only steel and aspen and knowledge of the weird can prevail. Modern-day in a world of capes, battling mystical threats. Today, the apprentice is dead.
Magic is fading as tech grows, but some wylde intrudes, & you must stop it. Few can use magic, you must find & train replacements. The apprentice is dead. Cellphone in one hand, magic in the other.
Description:
In a world where creatures of the night prowl and gloom creeps into the corners of life and mind, the normal human is prey. For there are other worlds that impinge on our light and safety. It is only by the will and fight of a few brave, worthy souls that 'normal' is an option at all. Modern protectors exist in both places, with car keys, flashlights, and cell phones in one hand when those work, but with swords and wands in the other for the times and places they do not. These people fight the long battle while finding, educating, and training their own replacements, for who else will if they do not? These modern knights are needed most in the broken edges of the landscape, where the cell towers don't reach, where cops shouldn't go, only steel and aspen and knowledge of the weird can prevail. Modern-day in a world of capes, battling mystical threats. Today, the apprentice is dead.
A Nawal of the Yhing Hir calls upon a group of travelers to retrieve his dead son's body from a place where no Horseman may ride.
Description:
Introductory adventure. Pre-Generated heroes can be provided or you can bring your own heroes created using the Arcanis 5e Campaign Setting you can find on DriveThruRPG. No experience is needed.
A Nawal of the Yhing Hir calls upon a group of travelers to retrieve his dead son's body from a place where no Horseman may ride.
Description:
Introductory adventure. Pre-Generated heroes can be provided or you can bring your own heroes created using the Arcanis 5e Campaign Setting you can find on DriveThruRPG. No experience is needed.
The end is at hand. Vicious cabals vie for mastery, seeking to escape their doom. But you know of a weapon and a way: the God Husk. Master it and become Arch-Daihak!
Description:
This year's Gen Con Tournament is set in the DCC Dying Earth! The final days of Dying Earth are at hand. You and your companions are a cabal, desperately seeking to escape your fate. But you are not alone: scores of others magicians vie for mastery, dominance, and ascension to Arch-Daihaks, like unto gods! This year's tournament hosts multiple flights designed for teams of five 5th-level PCs. The winning teams from each flight advances to the final round. Do you have guile, the brawn, and the arcane mastery to become the arch-gods of Dying Earth?