New cards & new trailers with new fun features for the seasoned player.
Description:
To be the Best Darn Trailer Park Manager in town you must place quality Tenants in your trailers. The create a fun and friendly atmosphere by adding some sweet Amenities. Then go about destroying the other trailer park. Become the Terror in Trailer Park or face foreclosure!
New cards & new trailers with new fun features for the seasoned player.
Description:
To be the Best Darn Trailer Park Manager in town you must place quality Tenants in your trailers. The create a fun and friendly atmosphere by adding some sweet Amenities. Then go about destroying the other trailer park. Become the Terror in Trailer Park or face foreclosure!
Join the Company of Strangers on a test mission in Dungeon 01, the notorious ruin curated for fledgling adventurers. Training turns into a fight for survival as the dungeon holds undiscovered dangers.
Description:
Dungeon 01 is one of many ruins and crypts that the guild maintains to test the will and ingenuity of new recruits. The Company of Strangers intended for such a dungeon to be dangerous enough to prepare adventurers that have the potential to be proper guild members, and as such some groups return with casualties or on some occasions, don't return at all. Once the dungeon has been vacated, the guild relies on years to populate their ruins with vermin, monsters, and sometimes villainous organizations who seek the ruin for its strategic value. Sometimes a more powerful evil takes hold of it than planned. Argha the mad, the half-blind Gnoll and sole-survivor from her party, now vets trainees for introductory missions. With a heavy heart she sends you and your party to Dungeon 01 in order to receive your guild membership. Will you succeed where others failed? Will you even return alive?
Join the Company of Strangers on a test mission in Dungeon 01, the notorious ruin curated for fledgling adventurers. Training turns into a fight for survival as the dungeon holds undiscovered dangers.
Description:
Dungeon 01 is one of many ruins and crypts that the guild maintains to test the will and ingenuity of new recruits. The Company of Strangers intended for such a dungeon to be dangerous enough to prepare adventurers that have the potential to be proper guild members, and as such some groups return with casualties or on some occasions, don't return at all. Once the dungeon has been vacated, the guild relies on years to populate their ruins with vermin, monsters, and sometimes villainous organizations who seek the ruin for its strategic value. Sometimes a more powerful evil takes hold of it than planned. Argha the mad, the half-blind Gnoll and sole-survivor from her party, now vets trainees for introductory missions. With a heavy heart she sends you and your party to Dungeon 01 in order to receive your guild membership. Will you succeed where others failed? Will you even return alive?
Join the Company of Strangers on a test mission in Dungeon 01, the notorious ruin curated for fledgling adventurers. Training turns into a fight for survival as the dungeon holds undiscovered dangers.
Description:
Dungeon 01 is one of many ruins and crypts that the guild maintains to test the will and ingenuity of new recruits. The Company of Strangers intended for such a dungeon to be dangerous enough to prepare adventurers that have the potential to be proper guild members, and as such some groups return with casualties or on some occasions, don't return at all. Once the dungeon has been vacated, the guild relies on years to populate their ruins with vermin, monsters, and sometimes villainous organizations who seek the ruin for its strategic value. Sometimes a more powerful evil takes hold of it than planned. Argha the mad, the half-blind Gnoll and sole-survivor from her party, now vets trainees for introductory missions. With a heavy heart she sends you and your party to Dungeon 01 in order to receive your guild membership. Will you succeed where others failed? Will you even return alive?