These cuties have teeth. Claws and horns, too! Beware the Dust Bunnies that lurk beneath the couch, and avoid the Pawsonal Trainer (unless you really want a workout). We don’t talk about the Wolpertinger, either, and not just because we’re unsure it’s real.
Grab your Bunchucks, don your Fur Cloak, and Go Down the Rabbit Hole, because it’s rabbit season! (Or duck season – it depends on who you ask.)
56 cards and a rulesheet in a tuckbox.
Stock #4279,
ISBN 080742094413.
$11.95.
Munchkin Shadowrun
(Reprint)
The world of Shadowrun is a perfect setting in which to be munchkins. Players can be Elves, Dwarves, Orks, or Trolls as they dodge the corps, kill the monsters, and stab their buddies.
Munchkin Shadowrun is packed with 193 cards full of cyberpunk and magic. In addition to all the great Door and Treasure cards you expect in Munchkin, this set introduces the Matrix, a series of cards with additional gameplay goals that can be used to win the game in a whole new way!
What are you waiting for? Grab your Tactical Gladius, and show Lofwyr what you’re made of.
95 Doors, 82 Treasures, 6 Player Cards, and 10 Double-Sided Matrix Cards. Rulesheet included.
Stock #4461,
ISBN 080742094727.
$39.95.
Zombie Dice
(Reprint)
Eat brains. Don't get shotgunned.
You are a zombie. You want braaains. More brains than any of your zombie buddies.
Zombie Dice is fun for any zombie fan (or the whole zombie family). The 13 custom dice are your victims. Push your luck to eat their brains, but stop before the shotgun blasts end your turn!
It's a great quick game. Play it at lunch (braaiiiiiins!) or while you're in line for a zombie movie . . . !
Two or more can play. Each game takes 10 to 20 minutes, and can be taught in a single round.
13 custom dice, dice cup, and a rulesheet.
Stock #131313,
ISBN 080742094765.
$15.95.
Buy Now!
Munchkin
(Reprint)
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .
And it's illustrated by John Kovalic!
Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And while they're laughing, you can steal their stuff.
Ages 14 and up. Plays in one to two hours. Three to six players.
168 cards, one six-sided die, and a rulesheet.
Stock #1408,
ISBN 080742094680.
$29.95.
Buy Now!
Munchkin Deluxe
(Reprint)
What makes this edition "deluxe"? It's got a big gameboard to keep your decks in place and 12 standies (six male and six female) that you move on the gameboard as you level up!
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .
And it's illustrated by John Kovalic!
Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.
Ages 10 and up. Plays in one to two hours. Three to six players.
168 cards, one six-sided die, 12 pawns with plastic stands, a gameboard, and a rulesheet.
Stock #1483,
ISBN 080742094659.
$34.95.
Buy Now!
Munchkin Pony Excess
(Reprint)
A stampede of new cards is coming to Munchkin!
In Munchkin Pony Excess, you'll find new equine monsters, curses, and Items, plus a herd of new Steeds. Grab your Lucky Horseshoe, saddle up your Centaur of Attention, and ride to battle against the melodious menace of the Rocking Horse!
56 cards and a rulesheet in a tuckbox.
Stock #1587,
ISBN 080742094802.
$11.95.
Weather Dice Set
(Reprint)
This set of six 16mm dice can be used to randomly determine the weather for your roleplaying games.
Each die represents a different region, with unique faces on each side of the die. Choose the die that matches the location of your adventure . . . and see what kind of weather "rolls" in!
You now hold the power of nature in the palm of your hand!
Black ("Chicago") - mostly sunny or windy or both.
Dark blue ("Tierra del Fuego") - cold, no sun.
Gray ("Seattle") - usually cloudy or rainy.
Green ("Miami") - usually sunny.
Orange ("Austin") - very changeable.
Red ("Phoenix") - usually hot.
Six different-colored 16mm dice with weather icons on each side.
Stock #5981,
ISBN 080742095052.
$12.95.
Buy Now!
Wanderhome is a pastoral fantasy role-playing game about traveling animal-folk, the world they inhabit, and the way the seasons change. It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine.
You might be a tamarin who dances with small and forgotten gods, a leporine mail carrier who relies on moths to get packages where they belong, a little lizard with a big heart and a mysterious past, or a near-endless number of other thrilling possibilities. No matter what, we're always travelers—animal-folk who go from village to village and get to see the length and breadth of all the world of Hæth. The seasons will change as we play, and we will change with them.
"I've played over a hundred RPG systems over the last 40 years, but there's never been anything like Wanderhome: wonderful, gentle, and story-rich. Wanderhome impressed me in ways I didn't even know I could be impressed."
— Patrick Rothfuss, The Name of the Wind
"Immediately captivating and effortlessly charming, Wanderhome is the perfect blend of whimsy, heart and the spirit of adventure. Who knew a game about being on the road could feel so much like home?"
— Brennan Lee Mulligan, Dimension 20
"Absolutely incredible."
— Matthew Mercer, Critical Role
"[Wanderhome] positions the drama of the Redwall series alongside Animal Crossing's endless Sunday afternoons, and displays the competence to juggle both of those vibes in a single game."
— Polygon Magazine
9 x 9" (229 x 229 mm) 272 page color book. Written by Jay Dragon 2020. Covers by Sylvia Bi. Layout by Ruby Lavin.
3 PDFs (color, B&W, and insectophobe versions totaling 775 pages) in a single Zip file.
Stock #PC30-1101,
ISBN 978-1-954097-04-9.
$25.00.
Wickedness is played in three acts: in the first, players discover their coven, the sanctuary they call home, a mundane fantasy nation, and the treacherous underworld lurking beneath it. Each player will be assigned one of the three coven archetypes (The Pure Heart, The Old Soul, and The Wild Spirit) by the tarot deck, and then together they'll create the world where they live, and the underworld's strange laws and denizens. Finally, they'll ask heavy-hitting questions about the covens' relationships to one another.
In the second chapter, the cards point to a series of challenges detailed in the games' interpretation Guide, and the players respond: the coven can fall prey to their archetype-specific follies in order to collect cards, spend the cards to solve challenges with wisdom, or use the vast and terrible magic powers at their fingertips-- which is miraculous, but costs the user a piece of their essential nature, striking out and maybe even blackening and replacing a truth on their character sheet. So the players have to strike a balance between keeping the worlds from falling into darkness, and keeping one another from falling apart. If the scales tip too far in any direction, it's entirely possible for the game to come to an abrupt and apocalyptic end.
The final chapter tempts the coven to go their separate ways, but also offers them opportunities to learn from their past mistakes and heal, and finally they'll face their ultimate fates, determining the future of the kingdom, the underworld, and the art of magic itself.
Wickedness uses a bespoke tarot-drawing system loosely inspired by Jay Dragon's Sleepaway, and is a distant descendent of the Belonging Outside Belonging framework developed by Avery Alder and Benjamin Rosenbaum.
139-page PDF.
Stock #PC30-1304,
ISBN 978-1-954097-14-8.
$20.00.
In Sleepaway, you play as a camp counselor at a not-so-ordinary summer camp besieged by a Strange and ominous cryptid. In the outside world, people grow increasingly alienated from their own identities, trapped in a miasma of advertising and corporate branding. Isolated from civilization, this summer camp is a beacon of safety, a refuge for misfit kids defined by their marginalization. As time pushes past and the world grows older, this camp also shelters the survivors of the Lindworm.
The Lindworm is a shapeshifter, or so the stories go; a creature that flays the skin of humans and hides within. As counselors of this summer camp, you've each been traumatized by the Lindworm, in your own ways.
You remember little of that time.
Just that you don't want anyone else to experience it either, and you'll keep this camp safe no matter what.
Sleepaway uses the Belonging Outside Belonging system, popularized by games like Dream Askew by Avery Alder and Dream Apart by Benjamin Rosenbaum. It is a diceless game where tokens are received for making Weak Moves (actions that make your life harder), and these tokens are spent on Strong Moves (actions that passionately succeed). In Belonging Outside Belonging games, everyone shares the role of facilitator, and each person can pick up Setting Elements to bounce off of and provide narrative impetus for the other players. In Sleepaway, Setting Elements also contain Rituals, in which gameplay becomes more abstracted, to highlight unique moments of play by combining them with real-world actions and activities. Rituals might invite you to draw, to gesticulate, to play music, or even to destroy elements of the game itself in very unique ways.
The story continues on this way, with characters interacting and setting elements providing a world to interact within, until it is time for the Lindworm to act. While everyone has their eyes closed, one player responsible for channeling the Lindworm during play draws from a deck of cards and causes an unsettling event to occur. These can range from a new scar in a place you didn't remember having one, to a brutally dismembered animal appearing at your cabin door, or potentially even the death or dismemberment of player characters as the game continue.
Characters, scenes, locations, items, and the Lindworm's cards are all kept track of on a conspiracy-style corkboard, which slowly becomes more entangled and more mechanically relevant over time.
The game is divided into three acts, each one with unique rules that subtly change the game by adding new setting elements, permanently changing setting elements and character sheets, and introducing new ways to play.
9 x 6" (229 x 152 mm) 138 page B&W book. Written by Jay Dragon 2019. Cover by Sunny Worsey. Layout by Ruby Lavin.
130-page PDF.
Stock #PC30-1305,
ISBN 978-1-954097-01-8.
$20.00.
An expansion for the award-winning RPG Sleepaway focused on the Strange and mysterious creatures that exist at the edge of camp. Includes new characters, setting elements, rituals and more.
9 x 6" (229 x 152 mm) 108 page B&W book. Written by Jay Dragon 2021. Cover by Sunny Worsey. Layout by Ruby Lavin.
57-page PDF.
Stock #PC30-1306,
ISBN 978-1-954097-10-0.
$10.00.
A collection of secret games.
8.5 x 5.5" (216 x 140 mm) 28 page B&W zine. Written by Jay Dragon 2019.
21-page PDF.
Stock #PC30-1307,
ISBN 978-1-954097-06-3.
$10.00.
A political intrigue RPG about a decadent world of scheming cyberpunk popstars.
8.5 x 5.5" (216 x 140 mm) 32 page color zine. Written by Jay Dragon 2020. Cover art by Taz Meyer. Layout by Ruby Lavin.
28-page PDF.
Stock #PC30-1308,
ISBN 978-1-954097-08-7.
$10.00.
Our story begins in a sprawling old house outside time and space, where it's always September 15th and there's always room for a new visitor. A teen girl sits on the windowsill, reading a well-worn paperback and listening to the splashy-crashy rain come down. She's alone in the world, but soon enough the strangers who reside here will become her closest friends, family, and mentors.
If you love slice-of-life fantasy, queer found family, and cutting-edge game mechanics, then read on!
Yazeba's Bed & Breakfast is many things. It's a bed and breakfast, of course, but it's also this book. And this book is a book, of course, but it's also a role-playing game – the sort of game we can play with our friends around a table, or on a voice call while hanging out, or even very, very slowly by mail.
Yazeba's Bed & Breakfast is played over the course of 48 chapters, each of which is a 1 to 2-hour scenario with its own unique but quick-to-learn rules. Players can take control of one of the 7 long-term residents of the B&B or choose from a cast of 50 quirky guests, each of whom has their own ongoing storylines.
The adventures contained within each chapter include lazy afternoons, frightful nights, insurmountable chores, and zany competitions, so every play session is full of surprises. There are bespoke game rules for overcoming mountains of laundry, picking berries, surviving a trip to the scary basement, naming constellations, and everything else that matters in a slice-of-life story. These mechanics are simple and modular, meaning you only need to know the rules for the chapter in front of you. It can take as little as 15 minutes to start playing.
After each chapter, we'll be able to make changes to our characters and to the book – unlocking new guests and chapters and advancing the individual storylines of each character who played. Whether they've traded their heart away for magic powers or are just doing the everyday business of growing up, everything about a character can change through play, including their core identities. Over time, your copy of Yazeba's Bed & Breakfast will become a unique artifact of your group's play experience, a treasure that you can revisit and replay for decades.
Yazeba's unusual blend of premade characters, modular rules, and legacy mechanics makes it a perfect game for pick-up play: busy players can drop in and out without ever feeling lost, and anyone who wants to jump in can make a long-term impact without a long-term commitment. We've spent months playtesting and working with our developmental consultant Avery Alder to make sure the game is as easy as possible for new players to step into, while still offering incredible depth for the more experienced player.
4 PDFs (totaling 777 pages) in a single Zip file.
Stock #PC30-1351,
$25.00.
Prepare the Kirlian camera! GURPS Psi-Tech is your gateway to the realm of psionic technology.
This supplement explores the paranormal interface between mind and machine . . . everything from the tools of real-world parapsychologists to the wildest gadgets of science fiction and fantasy. Within you'll find rules for psychotronic gadgetry and bio-psi technology that can enhance or counter psi powers at any tech level, along with guidelines for fitting them into your campaign.
Whether your adventure features fantasy mentalists using herbs and crystals to boost their abilities, modern-day conspirators hacking out brains and putting psi-suppressants in the water, or super-gadgeteers and future-folk wielding psionic death rays and amplifier helmets, you've come to the right store to shop.
42 black-and-white pages. Softcover.
Stock #01-6174,
ISBN 978-1-63999-059-7.
$17.95.
Wanderhome is a pastoral fantasy role-playing game about traveling animal-folk, the world they inhabit, and the way the seasons change. It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine.
You might be a tamarin who dances with small and forgotten gods, a leporine mail carrier who relies on moths to get packages where they belong, a little lizard with a big heart and a mysterious past, or a near-endless number of other thrilling possibilities. No matter what, we're always travelers—animal-folk who go from village to village and get to see the length and breadth of all the world of Hæth. The seasons will change as we play, and we will change with them.
"I've played over a hundred RPG systems over the last 40 years, but there's never been anything like Wanderhome: wonderful, gentle, and story-rich. Wanderhome impressed me in ways I didn't even know I could be impressed."
— Patrick Rothfuss, The Name of the Wind
"Immediately captivating and effortlessly charming, Wanderhome is the perfect blend of whimsy, heart and the spirit of adventure. Who knew a game about being on the road could feel so much like home?"
— Brennan Lee Mulligan, Dimension 20
"Absolutely incredible."
— Matthew Mercer, Critical Role
"[Wanderhome] positions the drama of the Redwall series alongside Animal Crossing's endless Sunday afternoons, and displays the competence to juggle both of those vibes in a single game."
— Polygon Magazine
9 x 9" (229 x 229 mm) 272 page color book. Written by Jay Dragon 2020. Covers by Sylvia Bi. Layout by Ruby Lavin.
3 PDFs (color, B&W, and insectophobe versions totaling 775 pages) in a single Zip file.
Stock #PC30-1101,
ISBN 978-1-954097-04-9.
$25.00.
Wickedness is played in three acts: in the first, players discover their coven, the sanctuary they call home, a mundane fantasy nation, and the treacherous underworld lurking beneath it. Each player will be assigned one of the three coven archetypes (The Pure Heart, The Old Soul, and The Wild Spirit) by the tarot deck, and then together they'll create the world where they live, and the underworld's strange laws and denizens. Finally, they'll ask heavy-hitting questions about the covens' relationships to one another.
In the second chapter, the cards point to a series of challenges detailed in the games' interpretation Guide, and the players respond: the coven can fall prey to their archetype-specific follies in order to collect cards, spend the cards to solve challenges with wisdom, or use the vast and terrible magic powers at their fingertips-- which is miraculous, but costs the user a piece of their essential nature, striking out and maybe even blackening and replacing a truth on their character sheet. So the players have to strike a balance between keeping the worlds from falling into darkness, and keeping one another from falling apart. If the scales tip too far in any direction, it's entirely possible for the game to come to an abrupt and apocalyptic end.
The final chapter tempts the coven to go their separate ways, but also offers them opportunities to learn from their past mistakes and heal, and finally they'll face their ultimate fates, determining the future of the kingdom, the underworld, and the art of magic itself.
Wickedness uses a bespoke tarot-drawing system loosely inspired by Jay Dragon's Sleepaway, and is a distant descendent of the Belonging Outside Belonging framework developed by Avery Alder and Benjamin Rosenbaum.
139-page PDF.
Stock #PC30-1304,
ISBN 978-1-954097-14-8.
$20.00.
In Sleepaway, you play as a camp counselor at a not-so-ordinary summer camp besieged by a Strange and ominous cryptid. In the outside world, people grow increasingly alienated from their own identities, trapped in a miasma of advertising and corporate branding. Isolated from civilization, this summer camp is a beacon of safety, a refuge for misfit kids defined by their marginalization. As time pushes past and the world grows older, this camp also shelters the survivors of the Lindworm.
The Lindworm is a shapeshifter, or so the stories go; a creature that flays the skin of humans and hides within. As counselors of this summer camp, you've each been traumatized by the Lindworm, in your own ways.
You remember little of that time.
Just that you don't want anyone else to experience it either, and you'll keep this camp safe no matter what.
Sleepaway uses the Belonging Outside Belonging system, popularized by games like Dream Askew by Avery Alder and Dream Apart by Benjamin Rosenbaum. It is a diceless game where tokens are received for making Weak Moves (actions that make your life harder), and these tokens are spent on Strong Moves (actions that passionately succeed). In Belonging Outside Belonging games, everyone shares the role of facilitator, and each person can pick up Setting Elements to bounce off of and provide narrative impetus for the other players. In Sleepaway, Setting Elements also contain Rituals, in which gameplay becomes more abstracted, to highlight unique moments of play by combining them with real-world actions and activities. Rituals might invite you to draw, to gesticulate, to play music, or even to destroy elements of the game itself in very unique ways.
The story continues on this way, with characters interacting and setting elements providing a world to interact within, until it is time for the Lindworm to act. While everyone has their eyes closed, one player responsible for channeling the Lindworm during play draws from a deck of cards and causes an unsettling event to occur. These can range from a new scar in a place you didn't remember having one, to a brutally dismembered animal appearing at your cabin door, or potentially even the death or dismemberment of player characters as the game continue.
Characters, scenes, locations, items, and the Lindworm's cards are all kept track of on a conspiracy-style corkboard, which slowly becomes more entangled and more mechanically relevant over time.
The game is divided into three acts, each one with unique rules that subtly change the game by adding new setting elements, permanently changing setting elements and character sheets, and introducing new ways to play.
9 x 6" (229 x 152 mm) 138 page B&W book. Written by Jay Dragon 2019. Cover by Sunny Worsey. Layout by Ruby Lavin.
130-page PDF.
Stock #PC30-1305,
ISBN 978-1-954097-01-8.
$20.00.
An expansion for the award-winning RPG Sleepaway focused on the Strange and mysterious creatures that exist at the edge of camp. Includes new characters, setting elements, rituals and more.
9 x 6" (229 x 152 mm) 108 page B&W book. Written by Jay Dragon 2021. Cover by Sunny Worsey. Layout by Ruby Lavin.
57-page PDF.
Stock #PC30-1306,
ISBN 978-1-954097-10-0.
$10.00.
A collection of secret games.
8.5 x 5.5" (216 x 140 mm) 28 page B&W zine. Written by Jay Dragon 2019.
21-page PDF.
Stock #PC30-1307,
ISBN 978-1-954097-06-3.
$10.00.
A political intrigue RPG about a decadent world of scheming cyberpunk popstars.
8.5 x 5.5" (216 x 140 mm) 32 page color zine. Written by Jay Dragon 2020. Cover art by Taz Meyer. Layout by Ruby Lavin.
28-page PDF.
Stock #PC30-1308,
ISBN 978-1-954097-08-7.
$10.00.
Our story begins in a sprawling old house outside time and space, where it's always September 15th and there's always room for a new visitor. A teen girl sits on the windowsill, reading a well-worn paperback and listening to the splashy-crashy rain come down. She's alone in the world, but soon enough the strangers who reside here will become her closest friends, family, and mentors.
If you love slice-of-life fantasy, queer found family, and cutting-edge game mechanics, then read on!
Yazeba's Bed & Breakfast is many things. It's a bed and breakfast, of course, but it's also this book. And this book is a book, of course, but it's also a role-playing game – the sort of game we can play with our friends around a table, or on a voice call while hanging out, or even very, very slowly by mail.
Yazeba's Bed & Breakfast is played over the course of 48 chapters, each of which is a 1 to 2-hour scenario with its own unique but quick-to-learn rules. Players can take control of one of the 7 long-term residents of the B&B or choose from a cast of 50 quirky guests, each of whom has their own ongoing storylines.
The adventures contained within each chapter include lazy afternoons, frightful nights, insurmountable chores, and zany competitions, so every play session is full of surprises. There are bespoke game rules for overcoming mountains of laundry, picking berries, surviving a trip to the scary basement, naming constellations, and everything else that matters in a slice-of-life story. These mechanics are simple and modular, meaning you only need to know the rules for the chapter in front of you. It can take as little as 15 minutes to start playing.
After each chapter, we'll be able to make changes to our characters and to the book – unlocking new guests and chapters and advancing the individual storylines of each character who played. Whether they've traded their heart away for magic powers or are just doing the everyday business of growing up, everything about a character can change through play, including their core identities. Over time, your copy of Yazeba's Bed & Breakfast will become a unique artifact of your group's play experience, a treasure that you can revisit and replay for decades.
Yazeba's unusual blend of premade characters, modular rules, and legacy mechanics makes it a perfect game for pick-up play: busy players can drop in and out without ever feeling lost, and anyone who wants to jump in can make a long-term impact without a long-term commitment. We've spent months playtesting and working with our developmental consultant Avery Alder to make sure the game is as easy as possible for new players to step into, while still offering incredible depth for the more experienced player.
4 PDFs (totaling 777 pages) in a single Zip file.
Stock #PC30-1351,
$25.00.
No products have been announced for this month.
No products have been announced for this month.
No products have been announced for this month.