Triumph & Technology Won by Mutants & Magic. You’re no zero. You’re a wasteland wanderer: a mutant, a seeker, a robot-killer, a stoic shaman guarding forgotten ancient sciences. You seek tr...
A variant cover of our strong—selling MCC RPG Core Rulebook, featuring the MCC demon skull printed in special fluorescent ink. Triumph & Technology Won by Mutants & Magic! You’re no zero. Y...
One of the most entertaining aspects of the Mutant Crawl Classics Role Playing Game is the exciting “Rite of Passage,” where zero-level characters explore an ancient ruin -- and typically die hilar...
A level 2 adventure for Mutant Crawl Classics RPG!
It rises — silent, ancient, and ominous — from the depths of the Monster Ocean.
A curious relic of the Ancient Ones, long forgotten beneath the wa...
A level 3 adventure for Mutant Crawl Classics RPG!
When your hothouse jungle home is suddenly flooded with dispossessed refugees, they all tell the same tale. A conquering horde of warlords wieldin...
A level 4 adventure for Mutant Crawl Classics RPG!
When your tribe’s prize possession — a functioning medibot — finally breaks down, your Seeker team is given a holy quest. Take the dead bot on a l...
A level 5 adventure for Mutant Crawl Classics RPG!
The Ancients called it Beta Collection Unit NC-787.
Its mission – to find, collect, and categorize animals and plants, record their DNA, and when ...
For the first time, an entire 24-page supplement devoted to a single artifact of the Ancient Ones!
The holiest of ancient relics, The Data Orb of Metakind has been passed down between tribal shaman...
A level 2 adventure for Mutant Crawl Classics. After 18 months of digging, your tribe has finally uncovered the long-buried entrance to The Garden of the Gods. Foretold by an ancient prophet, the G...
The rescue of a feral manimal child leads to an amazing discovery – she hails from the fabled lands of Zuu itself! But when manimal enforcers attack your village and retrieve the child, your Seeker...
A menace awakens in the irradiated ocean depths of Terra A.D., one desiring the conquest of the lands above. Standing between an army of mutant genetic experiments and world domination is an isolat...
It's thrills on wheels as the Seekers find themselves trapped aboard a runaway train! The robotic conductor has lost contact with its engineer subroutine, so it falls upon the "stowaways" to stop ...
Can you stop the Mutation Nation from irradiating the region with their Ritual of the Atom and killing or mutating everyone for miles around? A fast-action Level 2 adventure for Mutant Crawl Classi...
In the Robots & Psionics expansion set two new fractions are introduced: the robotic Mechatron Hive and the Nova Cult psionics. With these you can now play three- or four player games, turning ...
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. '