13 Words is a co-operative idea-association party game in which the team aims for the highest score possible.
To set up, lay out twelve double-sided word cards on the perimeter of the game board, t...
As a crack team of safe breakers, your reputation in the underworld is well known. Now for your biggest job to date. The secure underground gold reserve of the national bank. You’ll have 15 minutes...
15 Minutes to Self-Destruct is a co-operative game of escaping a spaceship that is about to explode. Preferably before it explodes. The problem is, the self destruction sequence has been set by the...
Relive the Greatest Siege in HistoryA vendetta spanning decades reaches its terrible and bloody crescendo as Suleiman the Magnificent’s 30,000 strong armada descends on the 500 beleaguered Knights ...
16 Candies is a fast-paced and sweet family game for 3-4 players. In each round, players draw and discard cards featuring different types of candy, trying to form the best hand they can with their ...
A beautiful drive down the fairway is a satisfying feeling. And yet, beyond the trees, you spy an alternative. A short-cut to the green. Do you take the chance? Hit off-course on purpose in this go...
There is an adage, the million-dollar deal is done on the golf course. The deals shouldn't be happening yet as your still designing the course now. Yet, every week, the planning committee arrives t...
Tame the wind, play along rugged coastlines and take the competition all the way to the green in this expansion for 18 Holes.
In Reading the Greens, players now need to consider their approach to t...
India's railroad history began in 1837 when The Red Hill Railway used the country's first steam-powered locomotive to carry stone for road work to Madras, modern-day Chennai. In 1845, India's first...
"1812! War on the Great Lakes Frontier" is a card-driven strategic wargame that simulates the naval and land actions fought on and around the Great Lakes of North America during The War of 1812.
Th...
1862: Railway Mania in the Eastern Counties is an 18xx game set in East Anglia, England. It features a company-packed board, where 16 of 20 companies are randomly selected for use on a board contai...
Saurids on the Grosvenor Express is the second in our three part 1879 adventure series, the Akkadian Connection. Following the events of Big Trouble in Little Soho, the campaign takes the players t...
The Fort Alice Sourcebook is the first 1879 sourcebook to detail The Gruv, the world beyond the portal. Fort Alice is the installation on the Gruv side of the portal and is the player’s first intro...
This isn't your great-great-grandfather's London!
1879 is a roleplaying game set in the late Victorian era of an alternate history, with low-level magic, high-level adventure, and vast possibilitie...
Smooth out the sometimes treacherous path of gamemastering! Included in this packet is a four-panel cardstock screen that displays commonly used charts and tables for easy reference, and also provi...
Victoria and Albert rule over a steam-powered British Empire that spans two worlds. Thanks to the portal known as the Rabbit Hole, a train ride away from London lies the Grosvenor Land, a new world...
The British Empire, suddenly finding itself with an interdimensional portal due to a Weird Science experiment gone awry, has discovered a new world, the Gruv, chock-full of resources and land to be...
Interested in giving 1879 a try? Want to do it for free?
The 1879 Quickstart presents an overview of the basic game concepts and rules, pre-generated characters, and an introductory London adventur...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '