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...
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...
20 Strong is a new solo game system of dice rolling, strategic decisions, and resource management. Playable in 30-40 minutes, the 20 Strong system can be applied across multiple decks, each with th...
20 Strong is a new solo game system of dice rolling, strategic decisions, and resource management. Playable in 30-40 minutes, the 20 Strong system can be applied across multiple decks, each with th...
20 Strong is a new solo game system of dice rolling, strategic decisions, and resource management. Playable in 30-40 minutes, the 20 Strong system can be applied across multiple decks, each with th...
Players divide up into two teams. The current clue-givers look at a list of five words that they're going to have to get their teammates to say using only words (aka, no sounds or gestures). The cl...
"The Traveler brought much change to our small frontier town in the last five years. He showed us marvels beyond imagination and taught us how to use his strange machines. Now that the Traveler has...
300-Point Modern Pulp Win-a-Brick
HeroClix
HeroClix Pulp Tournament
2024-07-23
18:00:00
Hosted by Isle / Aaron
Entry fee: $25 ($23 + Tax). Modern Pulp rules in effect. All figures considered un...
Business is booming in Graystone Gulch! The hidden potential of the Traveler’s technology has been unlocked, making his gadgets more valuable than ever before.
This expansion delivers exciting new ...
Dazzle, a.k.a. 4 Seasons, is a two-player card game that plays in 15 to 20 minutes. Each player fights over four categories — pure, dawn, spiral, and faith — that correspond to four colors; there a...
Maria is locked up in a psychiatric ward and must escape finding her son before it’s too late. The Pendulum of the Dead is the first episode of the murderous trilogy about Maria.
50 Clues is an imm...
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. '