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 Hottest Other Tabletop Games, Cards
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Encounter Building Cards: Combat

Encounter Building Cards: Combat


Use to Play RPG Solo or as GM Inspiration The Encounter Building Decks are meant to replace (or at least help) the Game Master in any medieval fantasy-based role-playing game by providing locations, traps, combatants, and decision making in any adventure you can imagine.  The system-less design of these decks allow them to be used with your RPG of choice and let the cards be idea generators...   [click here for more]
Eric Bright  Pay What You Want

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Encounter Building Cards: Decisions

Encounter Building Cards: Decisions


Use to Play RPG Solo or as GM Inspiration The Encounter Building Decks are meant to replace (or at least help) the Game Master in any medieval fantasy-based role-playing game by providing locations, traps, combatants, and decision making in any adventure you can imagine.  The system-less design of these decks allow them to be used with your RPG of choice and let the cards be idea generators...   [click here for more]
Eric Bright  Pay What You Want

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Encounter Building Cards: Locations

Encounter Building Cards: Locations


Use to Play RPG Solo or as GM Inspiration The Encounter Building Decks are meant to replace (or at least help) the Game Master in any medieval fantasy-based role-playing game by providing locations, traps, combatants, and decision making in any adventure you can imagine.  The system-less design of these decks allow them to be used with your RPG of choice and let the cards be idea generators...   [click here for more]
Eric Bright  Pay What You Want

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Encounter Building Cards: Traps

Encounter Building Cards: Traps


Use to Play RPG Solo or as GM Inspiration The Encounter Building Decks are meant to replace (or at least help) the Game Master in any medieval fantasy-based role-playing game by providing locations, traps, combatants, and decision making in any adventure you can imagine.  The system-less design of these decks allow them to be used with your RPG of choice and let the cards be idea generators...   [click here for more]
Eric Bright  Pay What You Want

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Zap or Trap

Zap or Trap


Secretly communicate with your partner to ZAP a matching group of aliens back home (even though they want to stay on Earth) or warn your opponents’ aliens that it’s a TRAP. Zap or Trap is a wacky game of secret signals. It's best for 4 or 6 players, but rules are included that allow 3 or 5 players to play as well. This print edition available from DriveThroughCards includes just a deck of cards...   [click here for more]
Mike Petty Games  Pay What You Want

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Mesopotamians

Mesopotamians


A game about undead warrior kings trying to make it as a rock and roll band, inspired by a song by They Might Be Giants. Through some terrible black magic, the evil sorceress Azita has resurrected several ancient Mesopotamian warlords to serve as generals of her undead army, leading her conquest of the modern world. Instead, you started a rock band. Now you’re driving across the...   [click here for more]
Teapot Dome Games  Pay What You Want

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Rusałka

Rusałka


On the night of the full moon, the rusałka dance by the edge of their enchanted pool. On these nights, people from the village come to ask their aid. The rusałka possess many strange magical talents, but the gifts they grant rarely turn out the way the petitioners hoped Rusałka is a storytelling game for  3-6 players...   [click here for more]
Teapot Dome Games  Pay What You Want

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Card Story: Journey Winner card

Card Story: Journey Winner card


Winner: double-sided card. Can be used with Card Story: Journey or any other game to award the winner!  https://www.drivethrucards.com/product/302632/Card-Story-Journey Rules: The game winner is awarded with this card. If someone else wins the next game, the card has to be handed over. Tip: You can use multiple Winner cards as victory points,...   [click here for more]
TOLG GAMES  Pay What You Want

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  What the Tide Brings [Complete Edition]