As the robot thundered across the rye field towards the police van I realized a line had been crossed, and that it had been crossed many hours earlier that day. Maybe it happened when we broke into the warehouse down at Sätuna, when Olof found that strange backpack. Strange that I didn’t realize it then – when Olof slipped his hand into the big glove and the Thing under the tarp came to life. Or did it happen even earlier, when we ran away from home before lunch? Summer days are so full of events, it’s hard to remember how they all fit together.
Simon Stålenhag is the internationally lauded artist and author of Tales From the Loop and Things From the Flood, narrative art books that stunned the world with a vision of an alternate Scandinavia in the 1980s and ‘90s where technology has invaded the tranquil landscapes to form an entirely new universe of the eerie and the nostalgic.
Now, you can step into the amazing world of the Loop. In this tabletop roleplaying game based on Simon Stålenhag’s books, you’ll play teenagers solving spectacular mysteries connected to the Loop – just make sure you’re home in time for dinner. This Starter Set includes everything you need to begin:
A condensed rulebook explaining how to play the game
The job was routine, the money fair. Then the damn company diverted you to answer a distress call from a ship that disappeared almost 80 years ago—a derelict carrying something bizarre, twisted, and alien. What the ship’s frozen crew brought back with them was bad enough—what they themselves were turning into was a bloody nightmare. Add to that an annoying sensor ghost shadowing you in the void, and your stress level is shot.
It’s all a bit much.
You don’t get paid enough to deal with monsters. But hold your breath, count to three, and play your cards right with this one, and you just might walk away very rich. Oh, who am I kidding?
You’re all going to die.
This is a starter set for the official ALIEN tabletop roleplaying game—a universe of body horror and corporate brinkmanship, where synthetic people play god while space truckers and marines play host to newborn ghoulish creatures. It’s a harsh and unforgiving universe and you are nothing if not expendable.
Stay alive if you can.
This is a starter set for the official ALIEN tabletop roleplaying game—a universe of body horror and corporate brinkmanship, where synthetic people play god while space truckers and marines play host to newborn ghoulish creatures. It’s a harsh and unforgiving universe and you are nothing if not expendable. Stay alive if you can.
This module contains:
Condensed rules with a fast and effective ruleset designed specifically to support the core themes of ALIEN: horror and action in the cold darkness of space.
The complete Cinematic scenario Chariot of the Gods by sci-fi novelist Andrew E.C. Gaska, taking you on a thrilling, terror-filled ride into deep space where no one can hear you scream. Chariot of the Gods is designed for 3–5 players plus the GM.
Five pre-generated characters to play.
108 item entries for armor, weapons, equipment, talents and Personal Agendas.
8 rolltables for creature attacks and GM tables.
10 Scenes – GM Aids and Chariot of the Gods maps with walls and doors.
Intergrated skill-stunt narrative.
Images of the 11 initiative cards (including the back) and 102 markers from the pack available for use in the images/cards and images/markers directories.
REVIEW QUOTES ABOUT THE ALIEN RPG:
“Move over, Dungeons & Dragons, Swedish publisher Free League has released Alien: The Roleplaying Game, and it is as great as it is terrifying.” –The Gamer
“Free League Publishing has knocked it out of the orbit. It’s an interstellar masterpiece that honors the Alien legacy and builds on the stories that made the series great. It’s a sci-fi adventure that roleplaying fans will surely love, and it’s an accessible system for anyone interested in a good story and a rollicking good time.” –GameTyrant
“The real horror of Ridley Scott’s seminal sci-fi flick Alien has always been the creeping, slithering fear of the unknown. It’s impressive, then, that Free League has been able to craft a tabletop roleplaying game that can conjure up that same pitch-dark dread from the safety of your kitchen table.”
–Dicebreaker
Players 1 (up to 4 with extra copies) Ages 12+ Time 30-40 mins
Veilwraith is a fantasy card game set after the end of the world featuring deck building elements for 1 player. It can can also be played multiplayer with up to 4 Veilwraiths, where each player must have their own copy of the game. Although set in the same universe as the Kilforth games, Veilwraith is an entirely new game with completely new mechanics!
A promise has been made and broken, an evil omen is in the sky, a crown is at stake, and history is about to be made. It is April 1066 and Harold Godwinson, King of England, faces a deadly challenge from William the Bastard, Duke of Normandy. William believes that Harold has broken his solemn oath by claiming the English crown, and the matter must be settled by force, in a battle the likes of which Europe has never seen…
Will you rally your Saxon forces to defend the English crown from the invading Norman heathens? Or will you muster papal support and have your Norman army crusade against the usurper Saxons?
1066, Tears to Many Mothers is an asymmetric, competitive tactical card game in the style of Magic the Gathering, but non-collectable. In other words, whilst we do have plans for other theatres of conflict as future stand-alone sets, you will receive the complete game in the box. This card game, designed by Tristan Hall, follows the momentous events of that seismic year in English history. Each player, as either Normans or Saxons, musters troops and resources to overcome the various obstacles in their way before their two armies clash on the battlefield at Hastings.
Gorgeous artwork complements sumptuous production values that will appeal to young people and seasoned gamers alike. Character names are taken from the Domesday Book and every card in the game is inspired by a real person or event involved in the Battle of Hastings. With a focus on quick, tactical play and a thematic abstraction of the events of the time, there is no deck building required, each player simply grabs their deck and shuffles and play begins.
A vendetta spanning decades reaches its terrible and bloody crescendo! Suleiman the Magnificent’s 30,000 strong armada descends on the 500 beleaguered Knights of St John and the defending people of Malta, with the express purpose of wiping them from existence, and changing the course of history forever…
1565, St. Elmo’s Pay is an asymmetric, competitive, tactical card game, and successor to the award-winning 1066, Tears to Many Mothers (also available in this campaign), with which it is fully compatible. Each player, as either Ottoman Turks or Knights of St John, musters troops and resources to overcome the various obstacles in their path before the two armies clash in an epic siege over three frontiers on the tiny island of Malta: Birgu, Senglea, and the doomed fortress of Saint Elmo.
Every beautiful card in the game is inspired by a real person or event from the time. With a focus on quick, tactical play and a thematic re-imagining of the events of the time, the game is non-collectable, and there is no deck building required. Each player simply grabs their deck and shuffles, then play begins.
Claim Reinforcements games are an expansion, and you will require Claim or Claim2 to play the game.
More and more factions are fighting over the throne. Wizards, Druids and even Shapeshifters get involved in the struggle for power. The factions can also use powerful ancient artifacts from now on.
Coming soon four new Claim Reinforcements expansions: Sun, Fear, Frost and Fire
Claim Reinforcements games are an expansion, and you will require Claim or Claim2 to play the game.
The realm has a hard time. No successor to the throne and lots of struggle for power. Magical locations will now play an important role in the harsh battles. Convince the Basilisks and Unicorns to help you in your claim while the Phoenix faction is impressive and dangerous for everybody.
Coming soon four new Claim Reinforcements expansions: Sun, Fear, Frost and Fire
Claim Reinforcements games are an expansion, and you will require Claim or Claim2 to play the game.
In the absence of permanent standing armies, combatants for the throne rely on mercenaries to do the fighting for them. But will the Heroes be helpful to your plans? And how about the intentions of the Cyclops, the Elves and the Orc clans? Chaotic times lay ahead.
Note: The Claim Reinforcements games are an expansion. You will need Claim or Claim2 to play the game.
All games and versions can be played together. There is no difference between white border or not, the background in all the variants is the same. There will no barrier for mixing in gameplay.
Coming soon four new Claim Reinforcements expansions: Sun, Fear, Frost and Fire
The King is dead! What happened? Nobody really knows, but he was found face down in a wine barrel this morning. It could have been either foul play or his own thirst that did him in. Regardless, the King is dead without any known heirs, so it’s up to the five factions of the realm to decide who will be the new king: Will it be you or your opponent? Do you have what it takes to win over the realm’s factions?
Claim is played in two distinct phases. In phase one, each player gets a hand of cards that they use to recruit followers. In phase two, they use the followers from phase one to compete and win over the five factions of the realms. Each faction has a special power that affects play, and powers can be different in each phase! At the end of the game, the player who has the majority of followers of a faction wins that faction’s vote, and whoever wins the vote of at least three factions wins the game!
Coming soon four new Claim Reinforcements expansions: Sun, Fear, Frost and Fire
MicroMacro: Crime City – Full House includes 16 cases for you to solve. Each case includes a number of cards that ask you to find something on the map or uncover where someone has gone or otherwise reveal information relevant to a case. The city map serves as a map in time as well as space, so you’ll typically find people in multiple locations throughout the streets and buildings, and you need to piece together what happened, whether by going through the case card by card or by reading only the starting card in the case and trying to figure out everything that happened for yourself. Will you be able to answer all questions about the case without fail?
Unlike the original MicroMacro: Crime City, Full House marks each case with symbols so that parents can decide which cases the youngest investigators are cleared to research