An entire train car is missing and every big in the City is willing to pay out to find it. Assemble your crew and delve into the seedy underbelly of the Neon City to solve the mystery.
Description:
Enter the Neo-Noir world of Neon Blues and uncover the mystery of how an entire train car was stolen and why so many powerful individuals are willing to pay to get it back. Sharpen your tongue and keep a trusty weapon at your side, the Neon City never rests and never shows mercy. Neon Blues is a player focused game system that requires the use of D6s and D8s where all rolls are made by the players. Premade characters will be provided to players as well as any other gaming materials that are needed.
An entire train car is missing and every big in the City is willing to pay out to find it. Assemble your crew and delve into the seedy underbelly of the Neon City to solve the mystery.
Description:
Enter the Neo-Noir world of Neon Blues and uncover the mystery of how an entire train car was stolen and why so many powerful individuals are willing to pay to get it back. Sharpen your tongue and keep a trusty weapon at your side, the Neon City never rests and never shows mercy. Neon Blues is a player focused game system that requires the use of D6s and D8s where all rolls are made by the players. Premade characters will be provided to players as well as any other gaming materials that are needed.
An entire train car has gone missing and every major player in the City is willing to pay out to find it. Assemble your crew and delve into the seedy underbelly of the Neon City to solve the mystery.
Description:
Enter the neo-noir world of Neon Blues and uncover the mystery of how an entire train car was stolen and why so many powerful individuals are willing to pay to get it back. Keep your wits sharp and a trusty weapon sharper; the Neon City never rests and never shows mercy. Neon Blues is a player-focused game system that requires the use of D6s and D8s. All rolls are made by the players. Premade characters will be provided to players, as well as any other gaming materials that are needed.
A lone fighter discovered a necklace that shoots fireballs in Cardiff. Now he needs Storm Knight's assistance in order to keep the necklace out of the High Lord's hands.
In this trick-taking game, players must carefully manage their hand without rearranging it - playing combos to go out quickly, or stay in the game longer.
Description:
In Dealt!, first released as Krass Kariert (Checkered Combos), you don't necessarily win by going out first, but at least you don't lose the game. To start, each player receives three life tokens and two reserve cards at random, which they place face up in front of themselves. They then receive a hand of cards, the order of which they cannot change. The start player for a round leads by playing a combination of up to three cards, and these cards must be next to one another in that player's hand. A player can lay down a single card, a pair, a triple, or a run of two or three consecutive cards. Each player in turn must beat the combination, with a pair being beaten by a higher pair or a triple. If you cannot or will not play, you instead pick up one of your reserve cards, placing it where you choose within your hand. If you have no more reserve cards, then you must discard a life token.
In this trick-taking game, players must carefully manage their hand without rearranging it - playing combos to go out quickly, or stay in the game longer.
Description:
In Dealt!, first released as Krass Kariert (Checkered Combos), you don't necessarily win by going out first, but at least you don't lose the game. To start, each player receives three life tokens and two reserve cards at random, which they place face up in front of themselves. They then receive a hand of cards, the order of which they cannot change. The start player for a round leads by playing a combination of up to three cards, and these cards must be next to one another in that player's hand. A player can lay down a single card, a pair, a triple, or a run of two or three consecutive cards. Each player in turn must beat the combination, with a pair being beaten by a higher pair or a triple. If you cannot or will not play, you instead pick up one of your reserve cards, placing it where you choose within your hand. If you have no more reserve cards, then you must discard a life token.