The excitement to defend the castle has never been bigger! Come play this oversized version of the classic cooperative tower defense game with the designer, Justin De Witt.
The excitement to defend the castle has never been bigger! Come play this oversized version of the classic cooperative tower defense game with the designer, Justin De Witt.
Two teams of super-heroes! Two universes! Working together and apart, the heroes will need to close the rift that is tearing their universes apart!
Description:
Two GM’s, each running a table with a team of pre-generated, recognizable, super-heroic archetypes: a sword-swinging hero from myth, an alien protector, a highly skilled archer, a technological marvel and so on. Events can occur to make players swap tables, and thus swap universes to solve the big trans-dimensional problem!
Players are the pawns. The bet has been made. Be the first out the back door to win. Cards let you move or rotate tiles, move yourself, but watch out for the trap door and the moving exit.
Players are the pawns. The bet has been made. Be the first out the back door to win. Cards let you move or rotate tiles, move yourself, but watch out for the trap door and the moving exit.
Players are the pawns. The bet has been made. Be the first out the back door to win. Cards let you move or rotate tiles, move yourself, but watch out for the trap door and the moving exit.
Players are the pawns. The bet has been made. Be the first out the back door to win. Cards let you move or rotate tiles, move yourself, but watch out for the trap door and the moving exit.
Players are the pawns. The bet has been made. Be the first out the back door to win. Cards let you move or rotate tiles, move yourself, but watch out for the trap door and the moving exit.
Players are the pawns. The bet has been made. Be the first out the back door to win. Cards let you move or rotate tiles, move yourself, but watch out for the trap door and the moving exit.
Give Me a Tall Ship and a Star to Steer Her by and Plunder All I See!
Summary:
The year is 1680 and the Crown has given you a letter of Marque for use against Her enemies. The Caribbean beckons with promised treasures. The only thing you leave behind is the hangman's noose.