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1992-05-07
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ABYSS MAGAZINE
Abyss is the magazine for intelligent gamers. It presents a
refreshingly candid view of the gaming world, with articles on many
topics from the finest writers, including David Hargrave, Eric Olson,
David Nalle, Lew Bryson, Ian Hense, Ken Rolston, Ron Pehr, and others. A
wide range of topics are covered Each issue, and there are regular
features on world design, mythology, monsters, magic items, character
types, reviews, news and fiction. All material is generally suited to
role-playing games or written for a popular game like AD&D, GURPS, Call
of Cthulhu, Champions, RuneQuest and Ysgarth.
Abyss was founded in 1979 and has published almost 50 issues
since then, growing steadily in size and popularity, because it provides
an imaginative and challenging alternative to the
‘lowest-common-denominator’ oriented articles in the large magazines.
Abyss has been nominated as ‘Best Small Magazine’ in the Origins Awards
five times and won the SIGMA Award as Best Gaming Periodical in 1987 &
1990.
We aim at a readership of mature gamers trying to increase the
depth and realism of their games and use the greater potential of role
playing. Abyss isn’t like other magazines which cater to the average
gamer. It is for those of us who have great imagination and wish to face
newer and more formidable challenges.
Abyss is published more or less bi-monthly. Since #41 Abyss has
been in a in a full-sized format. A sample copy is $2. Subscriptions
are $10 for 6 issues, $18 for 12, or $25 for 18. Overseas rates are
$15/6 and $25/12. Back issues are available on a limited basis (#s 4-33
are available. Order #s are 1004-1048. Back issue prices vary and there
are special deals available on some overstocked issues. Back issue index
is $2.
YSGARTH ROLE-PLAYING SYSTEM
Ysgarth has revolutionized the world of role-playing. It was the
first truly believable and skill-oriented system to emphasize background
and character development, while remaining fun and flexible. We are
constantly playtesting and working on the game system so that we can make
sure that with every new edition it is the most progressive and up to
date role-playing system on the market.
Ysgarth has been heralded as the start of a new generation in
role-playing, and called ‘the best FRP buy of this or any year’ by
Spacegamer Magazine. The 4th edition of Ysgarth was nominated as ‘Best
Role-Playing Game’ in the Origins Awards for 1984 and the 5th edition
garnered two nominations as ‘Best Role-Playing Game’ in the SIGMA Awards
from 1987 and 1988.
Ysgarth is a skill based system. It lets you create the
character you want, with an original personality, in a complete and
believable world background. It is uniquely flexible, realistic and
playable. Ysgarth will give you your greatest opportunities for
imaginative adventure. The best thing about Ysgarth is that we never
rest on our laurels. It is a living system from an active campaign, and
is being constantly playtested and improved.
The classic 4th edition has been out of print for a while and the
5th edition has just gone out of print, but in our constant effort to
offer you the best, we are about to release the new sixth edition. It
includes all of the material which was in the earlier editions, plus lots
of additional background material and completely updated mechanics. It’s
the simplest most flexible fantasy system ever.
The 6th edition will be released in two books, The Ysgarth System
and The World of Ysgarth. The first book will contain all of the
mechanics for character creation, skills, combat, magic and religion.
The second book will be all world background, campaign information,
adventures and world design guidelines. Each book will be over 100 pages
of text, profusely illustrated and reasonably priced. The sixth edition
maintains the traditions of Ysgarth in a more streamlined form allowing
for maximum realism and playability. Among the features which make
Ysgarth unique are a single-roll hit and location system for combat,
fully customizable spell casting with spells integrated into the skill
system, actual mechanics and systems for race and society design, skills
learned in groupings which encourage diversity, racial benefits which
help focus skills, and many other features which make the game as
flexible and comprehensive as possible. This edition is fully compatible
with adventures and supplements for the previous edition so the wide
range of supporting material will still be available.
Individually the books of the sixth edition of Ysgarth will sell
for $12 each. As a set they will sell for $20. But for a limited time
you can pre-order the set for only $15 and it will be shipped as soon as
it is released. (4600)
TO CHALLENGE TOMORROW
To Challenge Tomorrow is a flexible and innovative role-playing
system, designed to be playable in Science Fiction and Historical
backgrounds of all sorts. It is uniquely simple and realistic, covering
many possibilities: espionage, military, occult, stellar exploration, and
time travel. Dragon magazine said of TCT: ‘the mechanics are appealing,
the ideas are attractive’. The second edition of TCT was nominated as
‘Best Role-Playing Game’ in the Origins Awards for 1983.
To Challenge Tomorrow is designed for flexible use in any
situation, with comprehensive mechanics and skill lists. It is the first
system to provide mechanics which are really independent and not tied
down to any single period or world, while still fun and playable. TCT
is the most flexible skill based system available, so you can create
characters with real personality free from arbitrary limits.
The basic rules of TCT are now available in a single booklet
with complete mechanics for use with any of the dozen background
supplements already in print. Although the second edition of the
complete rules is currently out of print, the third edition will be
released shortly, in a single volume, and can be ordered in advance. It
contains all the basic mechanics that are in the basic rules, plus
expanded skill descriptions, background and setting design guidelines,
campaign settings and several adventures.
The basic rules for To Challenge Tomorrow are only $4 (6301).
The new fourth edition rules can be ordered in advance for only $12
(6300), including both the basic rules and the settings book. They will
ship in the fall of 1992. Give TCT a try and experience the future of
roleplaying.
Ysgarth Supplements
While Ysgarth is a complete and fully developed system, the ideas
just keep coming. These supplements expand and improve the rules,
exploring various aspects of the system, play and world design. Each
also includes a complete adventure scenario. As scenarios are mostly
background oriented, they remain compatible with the new edition of
Ysgarth. Each supplement is $4, but you can order any 4 at a combined
price of $12. All prices given include postage.
#1: The Wine of the Moon - Examines several areas of play and
includes a full adventure, as well as new skills, character professions,
experience system, gods, a Question and Answer section and more. ($4)
(4201)
#2: Creatures Fair and Fell - Concentrates on presenting many new
characters and creatures and includes new rules for combat and a complete
adventure. ($4) (4202)
#3: Expanding Worlds - Provides dozens of new races for play plus
new skills, a cumulative skill list and a full adventure. ($4.) (4203)
#4: The Ancient Powers - Contains information on ancient forces
and the creation of Ysgarth, plus information on other powerful
entities. ($4) (4204)
WorldBook Series
#1: Ysgarth - Complete detail and background for the world of
Ysgarth. This book is similar to, but not identical to WorldCraft from
the 5th edition of Ysgarth. It contains additional material and
background and a different set of adventures, designed for play with
other rule systems. ($7) (3101) (Spring ’92)
#2: Uttgart - Presents background, adventures, characters and
creatures for a whole new world for higher power play than Ysgarth. .
($5) (3102) (Spring ’92)
#3: Isgartt - The third ‘Worldbook’, covering a detailed world of
lower power play than Ysgarth or Uttgart. ($5) (3103) (Winter ’92)
#4: Skakrodjar - The home world of the demons of Ysgarth’s Abyss
in the days before their diaspora, a dangerous and deadly land. ($5)
(3104) (Summer ’93)
#5: Abaddon - A world based on biblical mythology and the poetry
of William Blake. Strange and wonderful. ($5) (3105) (Fall ’92)
#6: Tolemeias - The first complete city setting worldbook,
focusing on the great city state of Ysgarth. ($5) (3106) (Fall '92)
#7: Jahannam - The eastern lands of Ysgarth examined in detail.
A challenging and unusual setting. ($5) (3107) (Spring '93)
TCT GAMES & BACKGROUNDS
As To Challenge Tomorrow is a modularly designed game, not all
the background you may want for a given period can fit into the basic
game. Thus, we are releasing a series of special expansion sets on
specific backgrounds. Note that supplements will not necessarily be
released in the order listed.
Triad - This presents a far-future background, with additional
rules, more weapons, and three scenarios, plus lots of background. The
newly released second edition includes full game mechanics. ($10) (6201)
London by Night - This introduces the period of the 1890s in
London, with all of the myths history and fiction that the period has
accumulated plus rules, maps, a detailed guide to the city, and four
scenarios. The new second edition includes complete game mechanics.
($10) (6202)
Challengers - This is a complete superhero role-playing game in
itself, featuring revised and updated TCT mechanics with rules for
running an innovative superhero campaign, with over 100 powers, six
adventures and dozens of villains. Challengers is a very flexible
superhero system ideally suited to play with low-power characters. ($10)
(6203)
By the Gods - Complete rules for mythological role-playing, with
a revised version of the basic TCT mechanics as well as rules for use
with Challengers Includes three adventures in different myth backgrounds.
The basic rules are only $4 (6207), but they are also available with a
discounted copy of Pantheon, our complete mythological sourcebook, for
$12 (6207X).
Guns at Noon - This expansion will provide background and
scenarios for playing the wild west of 19th century America. ($5) (6204)
(Summer ’92)
Crosstime - This expansion provides background, mechanics and
scenarios for time-travelling adventures. ($5) (6205) (Fall ’92)
Jolly Roger - Background and adventures for the age of piracy,
with extensive scenarios and historical background. ($5) (6206) (Spring
’93)
Triad II: Beyond Ishtar - An expansion to the Triad background,
with additional worlds and adventures. Also compatible with Hero System
and Traveller. ($5) (6208) (Summer ’92)
Dark Continents - An expansion to take London by Night into the
colonial setting, with more background and adventures including both
supernatural and historical scenarios. Also compatible with Call of
Cthulhu, Hero System and GURPS. Winner of the 1990 Sigma Award as Best
RPG Aid. ($6) (6209)
Cyberia - The original cyberpunk role-playing game. Features
complete TCT mechanics, specialized background and modifications, three
adventures, general game-master aids and background characters.
Conversion for GURPS and Hero System included. ($10) (6210)
EsperAgents - A game of psychic espionage set in the near future.
EsperAgents shares a common background with Cyberia and Challengers and
allows players to take the roles of psychic superspies fighting
supernatural forces and enemy agents. ($10) (6211)
Adventures of the New Odyssians - Another Victorian period
adventure supplement. No rules or new mechanics here, just six great
adventures set at the height of the British empire, with special campaign
background for characters who are members of London’s club society. ($6)
(6212) (Summer '92)
Shakespearean Adventures I: Shakespeare’s Italy - A collection of
adventures with conversion rules for a number of other games, all based
on Shakespeare’s Italian plays, including Romeo & Juliet, Merchant of
Venice, The Tempest and Othello. ($6) (6213) (Fall ’92)
YSGARTH ADVENTURES
This is a series of adventures set in the low entropy world of
Ysgarth. All are complete and fully suited to play with Ysgarth or AD&D.
They are $4 each including postage or $12 for a 4 adventure subscription.
#1: Blood Tribute - An introduction to the world for new
characters of 1st-3rd levels. It has information on character
development and background. (2101)
#2: Lost Colony - This carries on in search of a lost village,
with additional background. For characters of 2nd-4th levels. (2102)
#3: Holy City of Arberth - This puts characters into a world of
politics and intrigue in a major city. For character levels 3-5. (2103)
#4: Prince of Prydein - Characters move up in the world of
international intrigue and espionage between neighboring countries. For
levels 4-6. (2104)
#5: Street Shadows - An introduction to the largest city of
Ysgarth and some of the dangers and challenges to be found there. For
levels 1-6. (2105)
#6: Dark Waters - Murder and magic on the banks of the Cynfael
river in the slums of Ptolemeias. For character levels 2-6. (2106)
#7: Black Altars - Characters of 3rd-8th levels become embroiled
in strange happenings on the Street of the Gods. (2107)
#8: Palaces of Night - Characters of 4th-9th level enter the high
society of the city of Tolemeias. (2108) (Spring ’91)
JAHANNAM ADVENTURES
This is a series of adventures set in the medium entropy world of
Jahannam, which has a middle-eastern background. All are complete and
fully suited to play with Ysgarth or AD&D. They are $4 each including
postage or $12 for a 4 adventure subscription.
#1: Kahldath the Messiah - This is an outstanding introduction to
the series in which characters are sent to slay a revolutionary. (2001)
#2: The Maghrib - The wits of the characters are pitted against
the deadliest desert in the world. For character levels 2-6. (2002)
#3: Demonspawn - Characters of 4th-8th level must face down the
demon lord Arekitach in his citadel to save their very souls. (2003)
#4: Ravensgate - This is an introduction to the slums and back
alleys of Carzal, the capital of Ilchania. For character levels 1-4.
(2004)
#5: Double Doom - Two adventures in one, one among the tribe of
the Khazak and the other in a lost temple. Both for levels 2-5. (2005)
#6: Corsairs of Cythera - A sea adventure in which characters
must win over a pirate king to save an empire. For levels 3-6. Received
an honorable mention as ‘Best Role-Playing Adventure’ in the 1982 Origins
Awards. (2006)
#7: Tower of the Stormlords - Characters of 8th-15th levels must
face the wrath of the King of the Ifrits in his tower eyrie. (2007)
#8: Mithraeum at Zergendeh - characters in this adventure
retrieve a holy chalice from a desecrated temple. For levels 4-7. (2008)
#9: Hills of Binazmia - In this adventure characters have the
choice to join or betray a group of fanatic rebels. For characters of
levels 5-8. (2009)
#10: Rivermasters of Arania - Characters move north to encounter
the strange merchants and heroes of the Kingdom of Arania while on a
trading mission. For character levels 6-9. (2010)
#11: Raiders of the Desert - An introduction for characters new
to the world of Jahannam, levels 1-3. (2011) (Spring ’92)
UTTGART ADVENTURES
This is a series of adventures set in the high entropy world of
Uttgart. All are complete and fully suited to play with Ysgarth or AD&D.
They are $4 each including postage or $12 for a 4 adventure subscription.
#1: Ring of Gilrod - This starts new characters out in a
challenging fix which they must escape from. For characters of levels
1-3. (2201)
#2: Mountains of Ikurna - This draws the characters into some
major aspects of life in the wilds of Uttgart. For characters of levels
2-5. (2202)
#3: Fair at Tezkorel - This puts the characters into a surprising
situation at a pleasant country fair. Levels 3-7. (2203)
#4: Pride of Ogyane - Characters move into higher circles,
meeting some of the legends of Uttgart. For characters of levels 4-8.
(2204)
#5: Citadel of Zushran - An interesting trip to the ruins of a
fallen ocean empire and the dire things which remain in its capital. For
levels 5-9. Nominated as ‘Best Role-Playing Adventure’ in the Origins
Awards for 1984. (2205)
#6: Challenge of the Toymaker - Characters must solve the twisted
riddle of a demented arch-mage. Character Levels 6-10. (2206)
#7: A New Beginning - For starting characters born in the ruins
of the Dyvani Empire. Levels 1-5. (2207) (Summer ’92)
#8: The Legacy of Zeron - On the trail of the sword of the north,
legendary weapon of Zeron of Lokrono. Levels 3-7. (Fall ‘92)
GAME AIDS & RESOURCES
We have published a series of game aids for use with any
role-playing system, designed to detail specific aspects of history or
topics relevant to gaming.
Weres - A guide to the mythology of lycanthropy with mechanics
and ideas for using weres in role-playing campaigns. Now available in an
enlarged and revised edition. ($3) (3001)
Siege and Fortress - An extensive guide to the design, defense
and capture of medieval fortifications for role-players, miniaturists and
wargamers alike. Features over 180 maps and sketches, with extensive text
by Lew Bryson, Dave Nalle and Rick Bueker. Siege and Fortress was
selected as the ‘Best Strategy Game Aid’ in the 1987 SIGMA Awards. It is
now available in a revised second edition. ($7) (3003)
Firepower! - a complete guide to modern period firearms for use
with any game system. Includes detailed analysis, characteristics and
assessments, plus conversion mechanics for use with To Challenge Tomorrow
and other games. ($7) (3004)
Pantheon - Complete mythological background aid, with detailed,
accurate material (much more accurate than other such aids) on the major
mythologies of ancient Europe. Ideal for role-players or mythology
buffs in general. In a completely redesigned and revised edition with
color cover. Winner of 1991 Sigma Award as Best RPG Aid. ($10) (3201)
Pantheon II - The sequel to Pantheon, an examination of the myths
and legends of the orient in great detail, with profuse illustrations and
general mythological analysis. Faturing a full-color cover. ($10)
(3202)
Art of Role-Playing Vol I: The Player & the Role - a complete
guide to the style, substance and technique of masterful and creative
role-playing from authors including Dave Nalle, Eric Olson and David
Hargrave. A must for any player who wants to make the most of their
characters. Profusely illustrated with a full-color cover. ($6) (3301)
Art of Role-Playing Vol II: The GameMaster and His World-a guide
to role-playing and campaign design for the creative GameMaster and
imaginative world builder. Includes articles on magic, geography,
adventure design, religion and dozens of other topics. ($6) (3302)
CAMPAIGN MAPS
Land of Ysgarth: Complete map of the area west of the great
Abyss, showing towns, rivers and topographical features. 22x34 inches.
($5) (3211)
Land of Jahannam: Companion to the Ysgarth map. The territory
east of the Abyss, as far as the borders of the Maghrib. 22x34 inches.
($5) (3212)
Land of Arojika: Goes with Ysgarth and Jahannam, the southern
continent of the world. 22x34 inches ($5) (3213)
Land of Sindh: Completes the Ysgarth series, shows lands to the
far east, including Sindh and Cipanga. 22x34 inches. ($4) (3214) (Spring
‘92)
City of Tolemeias: Detailed map of Tolemeias with streets and
points of interest with an extensive key. 17x22 inches. ($4) (3221)
Tolemeias in Detail: Building by building guide to Tolemeias with
floor plans and guidebook. 33x51 inches. ($10) (3222) (Summer ‘92)
Southern Ceredigiawn and Ystrad Tywi: Map of the area around
Tolemeias, including cities, castles and geography. 11x17 inches. ($3)
(3223)
Lloegir & Prydein: Regional map of southern Gael kingdoms.
Includes castles and lesser counties. 11x17 inches. ($3) (3224)
The City of Tibrum: Detailed map of the capital of the Saes
Empire, with extensive guide. 11x17 inches. ($4) (3225) (Summer ‘92)
The City of Carzal: Detailed maps of the capital of Ilchania,
largest city in Jahannam. 11x17 inches. ($4) (3226) (Fall ‘92)
The Kingdom of Arania: Map of the northernmost territory in
Jahannam, with city insets. 22x17 inches. ($4) (3227) (Fall ‘92)
The City of Baelnok: Detailed street map of the capital of
Morganwc, showing temples and other points of interest. 11x17 inches.
($3) (3228)
The World of Uttgart: Detailed map of Uttgart from Lokrono to the
Great Sea of Chunor with topography and political lines. 17x22 in. ($4)
(3221)
The Great Reach: First campaign map for the world of Isgartt,
showing the major portions of the Great Reach. 17x44 inches. ($5)
(3231)
Victorian England: A complete map of England in the 1890s from
Baedeker’s guide. 11x17 inches. ($3) (3241)
Victorian Scotland: A detailed map of Scotland in 1888 from
Black’s guide. 11x17 inches ($3) (3242)
Victorian London: Street map of London in 1892, ideal for
Holmesian mystery campaigns. From Baedeker’s. 11x17 inches. ($3)
(3243)
Victorian Empires: Map of African and the Far East during the
Victorian period from Cook’s guide. 11x17 inches. ($3) (3244)
The American West: Map of the western areas of the United States
during the 1880s. 11x17 in ches. ($3) (3245)
Colonial India: Map of India in 1884. From Bradshaw’s guide.
11x17 inches. ($3) (3246)
Colonial Australia & New Zealand: Map of British pacific colonies
in 1884. From Bradshaw’s guide. 11x17 inches. ($3) (3247)
Victorian Paris: Complete street map of Paris at the turn of the
century. From Baedeker’s. 11x17 inches. ($3) (3248)
Scandinavia, 1903: Detailed map of Sweden and Norway in the late
Victorian period from Griebens guide. 11x17 inches. ($3) (3249)
Rio de Janaero: Rio in the roaring twenties. Great for Call of
Cthulhu period games. 11x17 inches. ($3) (3251)
The Carribean: Contemporary map of the Carribean region during
the age of piracy. Navigational features. 11x17 inches. ($3) (3261)
The Atlantic: Contemporary navigational map of the Atlantic
during the age of piracy. 11x17 inches. ($3) (3262)
DUEL MAGICAL
Duel Magical is a fun little game of magical combat in an
arena-type situation. It features a wide variety of spells and
strategies, a simple and complete magic system, and is easy to learn. It
uses no dice and includes a solo scenario. ($4) (5001)
FIELD OF HONOR
Field of Honor is one of our best selling mini-games. It is a
simulation of traditional chivalric jousting, covering a wide range of
possibilities and techniques in great detail. As the topic is limited,
it allows great accuracy and flexibility of play. There are scenarios
for 2 to 6 players, with rules for campaign play, experience and many
different strategies. Field of Honor is the ultimate simulation of
mounted combat in the chivalric age and can be played over and over again
without losing interest. It can also be easily adapted to most
role-playing systems. The new revised edition contains a map board,
rules, counters and record sheets. $5 (5003)
POPES & PRINCES Conflict and Politics in the Hundred Years War
Popes & Princes has been in the works for more than 10 years. It
is the comprehensive economic, military and political game of the Hundred
Years War for up to 20 players. Play includes rules for military
conflict on large or small scale, Papal politics, trade and exploitation
in France, England and Italy. It features five map sections (a total map
size of 17x55 in), over 100 playing cards, counters for 10 players and
the complete rules in a sturdy box. Playing Popes & Princes you will
believe that you are in control of a great noble family of the 14th
century, fighting to rule Europe and to dominate the Church. This is the
most extensive and challenging boardgame we have published to date and it
will knock your socks off. ($16) (5007)
NIGHTMARE REALM
Nightmare Realm is a strategy game for up to 6 players. Each
player takes the role of a lord of the dream realm, competing to save or
slay young Eleanor before she awakens at dawn. Each player commands a
horde of magical creatures, has special powers and can use spells and
magic items. Strategy is very sophisticated and the game system is
extremely flexible. The box includes rules, 7 map sections, counters and
playing cards, all extensively illustrated. Advance order price is $10.
(5008) (Summer '92)
PSYCHOS & SLASHERS
This is a series of card games which present the silliest aspects
of ‘B’ horror films. You become a psychotic killer stalking innocent
victims, competing with other mad slashers to acquire the choicest
morsels. They refused to let us run demos at Gencon and Dragon Magazine
won’t run our ads, but you can still play these sick little games.
Vol I - Suburban Slasher: Experience the joys of slashing in
suburbia with this introductory set of 96 cards. Features The Unknown
from Beyond, The Gibbering Foulness, Ralph the Killer Rebo, Mad Mom and
Sonny Boy, plus a juicy assortment of weapons and victims. Nominated
‘Best Fantasy Boardgame’ in 1986 Origins Awards. (5201) ($8)
Vol II - Kamp Killjoy: Run amok at summer camp, sending campers
and counselors to their well deserved ends. Contains complete rules and
additional cards to be used separatly or with Vol I. Includes Sergeant,
Counselor Bob, Viscount Bloodula, plus a full selection of killers,
weapons and victims. (5202) ($7)
Vol III - Psychotic Settings: A set of special cards detailing
appopriate environments for encounters between killers and their victims,
with all of the special benefits and liabilities of different settings.
Also included are basic rules for creating a Psychos & Slashers
role-playing world. Winner of the 1989 Sigma Award as best boardgame.
(5203) ($7)
Companion I - Bag o’ Bits: A collection of additional Settings,
Victims, Killers, and Weapons to make Kamp Killjoy and Suburban Slasher
more fully compatible with Psychotic Settings. (5204) ($6)
Companion II - Killers by Design: A system for designing your own
killers and expanding Psychos and Slashers into a full-fledged
role-playing campaign. (5205) ($5)
SEAFARING ADVENTURE
Middle Passage is the outstanding boardgame of trade in the
Atlantic from 1680-1830. It has just been released in a completely
revised and re-packaged second edition. Middle Passage is a detailed
military and economic game which can be played on a number of different
levels, and allows for considerable strategic variation. Players create
ships, own shipping companies, carry commodities from port to port for
profit, or become pirates or privateers. There are rules for a military
game as well, and a rules for wars and encounters. All in all it is a
fun and believable simulation of sea-trade by sail, with mechanics which
let you make your own strategies. Included in the game are stand-up game
pieces for six players, record sheets, cards, rules and a large 17x22
map. Middle Passage is only $10 including postage. (5004)
Passage to Cathay is the first in a series of innovative Middle
Passage companion games. It is now also out in a revised and expanded
edition. Passage to Cathay is designed by Eric Olson, and is a complete
game playable by itself, or usable in combination with Middle Passage.
Passage To Cathay deals with trade in the Indian Ocean during both the
age of the explorers and the development of colonial empires. It
introduces new ports, nations and trade goods, and not only contains
complete rules, but also special rules for use with Middle Passage to
create a double game. The game includes counters for 6 players, an 17x22
map, all the rules, charts and record sheets. It was nominated as ‘Best
Pre-20th Century Boardgame’ in the Origins Awards for 1984. The new
edition of Passage to Cathay is $7 including postage. (5005)
Pacific Passage is the third in the series. It expands the game
into he Pacific Ocean and covers the later period of Pacific piracy. It
uses the same basic game system and can be played on its own or in
combination with Middle Passage and Passage to Cathay. It adds Russia and
Japan as player nations and has several new commodities as well. Pacific
Passage is $7, but will not be available until the fall of 1992, at which
time a boxed set of all three games will be available for $18. (5006)
OTHER PROJECTS
Ragnarok is expanding its horizons. We are working on a number
of new games and products, including computer versions of Field of Honor
and Middle Passage. An online, multi-player of Field of Honor can be
played on Necropolis of Dreams Bulletin Board at 512/472-6905 or
512/472-6220, which features several online RPGs, including Ysgarth and
Cyberia. We are also working on several play-by-mail games, including A
Crown of Stars, Hundred Years War and Middle Passage.
RAGNAROK
PO Box 140333
Austin, TX 78714
Voice Phone: 512/472-6535
Data Phone: 512/472-6905
Fax Phone: 512/472-6220
America Online: RagnarokGC
Compuserve: 76307,3054
Internet: dfn@ccwf.cc.utexas.edu
On orders of less than $20 include $1 per item for postage. We pay
postage on all orders of $20 or more. Shipment is normally by US Mail or
by UPS. Allow 2-6 Weeks for delivery on most orders. If you want faster
delivery, we can ship any order within the US by UPS ground for an
additional $3, by 2 day air for an additional $5 or by next day express
for an additional $10. COD orders are ccepted by phone. Overseas orders
should add 15% for surface shipment or 25% for delivery by air.
Retail and wholesale inquiries are welcome.