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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.
-