Another of our Dime Novels that sold out in its first year is Matt Forbeck's Origins Award winning Independence Day.
Ronan and crew are hired by none other than Wyatt Earp and Bat Masterson to keep the law in Dodge City on the Fourth of July. Angry Rebels and drunken mobs aren't the worst of the deputies' problems, however: the Butcher has come to town! ... [click here for more]
The second installment to our Under a Harrowed Moon trilogy brings Ronan and his companions from the Weird West to the Savage West in an attempth to foil the plans of the nefarious Doctor Hellstromme.
It also includes rules for converting from Deadlands: The Weird West to Werewolf: The Wild West. ... [click here for more]
Deadlands crosses over with White Wolf's "Werewolf Wild West" in this savage trio of Dime Novels, starting with Strange Bedfellows.
What happens when Ronan Lynch and company are forced to team up with a team of werewolves with some serious attitude issues? And just what was that big explosion out in the desert?
Make sure to pick up Savage Passage and Ground Zero to finish up this trilogy!... [click here for more]
In the conclusion to our Under a Harrowed Moon trilogy, the fate of two worlds lies in the slightly-moldering hands of our undead hero Ronan Lynch and his companions from both the Weird West and the Savage West.
It also has a bonus scenario for use with Deadlands: The Great Rail Wars! ... [click here for more]
Laser blasts flashed past the Mistress's prow as Donner spun the ship through a series of evasive maneuvers while dashing away from Las Hermosas. If he could just make it to the edge of the planet's gravity well, he could kick in the Crescent's hyper-drive and leave those [span cops chasing space dust. The Mistress had already lost its escort, and Donner was not going to let those pilots' sacrifice... [click here for more]
Pull up a chair and see how the world's top game designers roll.
You want your games to be many things: Creative. Innovative. Playable. Fun. If you're a designer, add "published" to that list. The Kobold Guide to Board Game Design gives you an insider's view on how to make a game that people will want to play again and again. Author Mike Selinker (Betrayal at House... [click here for more]
The year is 1947, and World War II rages on with no end in sight.
Massive Axis war walkers stalk the fronts, pitted in furious, mortal battle with the Allied forces and those of the newly formed Sino-Soviet Union. Soldiers jet across the skies on rocketpacks and engage in desperate dogfights with mechanized foes. They fight over power -power over nations, power over people, and power over the precious... [click here for more]