Paper-and-Pencil

Watson & Holmes

Watson & Holmes is a game of deduction set within the magnificent works of Arthur Conan Doyle. Two to seven aspiring detectives step into the shoes of Doctor Watson, working alongside the detective Sherlock Holmes to try to solve a series of so far unpublished cases directly extracted from Doctor John H. Watson's diaries. Those who accept the challenge relive the adventures of the crime-solving duo, visiting each of the locations where the inquiries were made. Following the trail, each clue brings players closer to solving the case.

The objective of the game is to immerse yourself in the Victorian world depicted in each story. Visit the right places, decipher the clues, and above all find the path that leads you to solve the mystery before anybody else. Victory goes to the player who accurately uses the deductive reasoning so famously and ingeniously implemented by the hero of 221B Baker Street.

The game consists of a series of separate cases, each of which raises a number of questions that each player tries to solve before anyone else. To do this, once the case and the questions have been read aloud, players proceed to visit the locations where the clues are located. Each location cannot be accessed by more than one player at any one time, so if two or more players want to go to the same place, the player who travels there the fastest (i.e., he who uses the largest number of Carriage Tokens) gets the clue, forcing the others to go to a different location. Once every player has a destination, they proceed to read in secret the clue that was discovered at that location. They can discreetly take any notes they deem appropriate. Once this is done, the cards are returned to their place so that others can read them in later turns.

This procedure is repeated during each turn until one player believes he has found the solutions to the case; at that time, he must go to 221B Baker Street to check if his answers are correct. If all the answers are correct, the player wins; if they are wrong, he will have lost and retires from the game, and the game continues.

Each detective will also have the invaluable assistance of a number of Sherlock Holmes' allies, above all, the good Dr Watson and of course of the detective himself.

•••

Watson & Holmes es un juego de deducción basado en la admirable obra de Sir Arthur Conan Doyle.
Cada uno de los dos a siete jugadores adoptará el papel del Dr. John Watson y acompañará a Sherlock Holmes en la investigación de una serie de casos inéditos hasta ahora, intentando resolver cada uno de ellos antes de que el gran detective le brinde la solución correcta. Para ello, cada jugador deberá sumergirse en la Inglaterra victoriana e ir recopilando, en distintas localizaciones, las pistas extraídas de los diarios del propio Dr. Watson, con el fin de encajarlas correctamente por medio de la lógica deductiva.

Y, todo esto, sin demorarse por el camino, pues solo aquél que resuelva el misterio antes que sus contrincantes se ganará la confianza del genio de Baker Street.

El juego se compone de una serie de casos independientes, cada uno de los cuáles plantea una serie de interrogantes que cada jugador tratará de resolver antes que los demás.
Para ello, una vez se lean el caso y las preguntas en voz alta, los jugadores procederán a visitar las localizaciones donde las pistas se encuentran. Cada localización no puede ser visitada por más de un jugador, de manera que, en caso de que dos o más quieran dirigirse a la misma, el jugador que más corra (utilizando un mayor número de fichas de Carruaje) obtendrá la pista correspondiente, debiendo los demás dirigirse a otras localizaciones.
Una vez cada jugador obtenga un destino, todos procederán a leer en secreto la pista aparejada a la localización correspondiente, pudiendo tomar discretamente las anotaciones que estimen pertinentes. Hecho esto, se devolverán las cartas de pista a su lugar para que los demás puedan leerla en rondas posteriores.
Este procedimiento se repetirá cada ronda, hasta que un jugador crea haber hallado la solución al caso: en ese momento, habrá de dirigirse al 221B para comprobar si sus respuestas son acertadas.
En caso de ser todas correctas, habrá ganado. En caso de error, habrá perdido y se retirará de la partida.
Cada detective contará, además, con la inestimable ayuda de una serie de aliados de Sherlock Holmes, así como con la del propio detective y, sobre todo, la del buen Dr. Watson.

Dungeons & Dragons Player's Handbook: Core Rulebook v.3.5

Endless adventure and untold excitement await! Prepare to venture forth with your bold companions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons & Dragons role-playing game.

The revised Player's Handbook is the definitive rule book for the Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.

The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in the fall of 2003 from Wizards of the Coast, Inc.

Rifter: 46

This issue of The Rifter® is jam-packed with source material for numerous Palladium game settings.

The Rifter® is your doorway to unlimited imagination and numerous Palladium role-playing worlds. It offers new heroes, powers, weapons, magic and adventure for your games. It presents new villains, monsters and danger to battle, and new ideas to consider. And it helps you unlock your imagination by showing you what other gamers, just like you, have created.

Rifts® - dragons in society.
Rifts® - an in-depth and frightening look at Brodkil Sub-Demons.
Dyval/Minion War - "official" source material, including Quick Roll Villain tables.
Wormwood Addenda, Part Three: The City of Worldgate.
Heroes Unlimited - modern magic and four new character types.
After the Bomb & Heroes Unlimited - Weird Mutants!
Chaos Earth - The Way Station, surviving in the Blue Zones.
Beyond the Supernatural - "The Scurry Scree" and the "Scurry Talus", a pair of demonic guardians.
Hawaiian myths and the Kahuna.
Fantasy short story, monsters, magic and more.
News and coming attractions by Kevin Siembieda.
The latest chapter of the Hammer of the ForgeTM - fiction.

Rifter: 53

The Rifter® #53

The Rifter® is your doorway to unlimited imagination and numerous Palladium role-playing worlds. It offers new heroes, powers, weapons, magic and adventure for your games. It presents new villains, monsters and dangers to battle, and new ideas to consider.

The Rifter® #53 includes:
Ravages of Time, by S.E. Gibbons, is an interesting Rifts® article with tips for Game Masters and playing sprawling epic sagas like the Minion War™ and Siege on Tolkeen.
ARCHIE Phase Two, by Damon Sutton. This Rifts article takes a look at more machinations of our favorite mechanized menace, ARCHIE Three™.
On Faerie Folk, by Michael P. Yocom, offers up a menagerie of new Faerie Folk, cousins and animals for the Rifts® and Palladium Fantasy® settings.
Dawn of a New Era, by Corey Livermore, presents an adventure in a setting for Heroes Unlimited™ in which mutants and aliens are being forced to "register" with global governments, or else.
The Lucky Psychic, by Steven Dawes, presents a new Beyond the Supernatural™ psychic who makes his own luck.
A Dark Day™ Short Story, by Jeremy Hutchins, will keep you wondering what's next.
The next chapter of the Hammer of the Forge™.
Plus news and coming attractions.
96 pages.

Rifter: 57

The Rifter® #57

Looking for new ideas and material for your campaign? Then you want The Rifter®. The greatest value of The Rifter® is that every issue offers new and different ideas, and gets your imagination running in directions you might not have considered. It’s an idea factory that will help you generate new ideas of your own, and it also presents valuable source material you can drop right into your games.
The Rifter® is your doorway to unlimited imagination and numerous Palladium role-playing worlds. It offers new monsters, villains, characters, O.C.C.s, powers, magic, weapons, adventure and ideas for your games. It presents new villains, monsters and dangers to battle, and new ideas to consider. Every issue has material for Rifts® and at least two or three other Palladium game lines.

The Rifter #57 is an extravaganza of monsters and mayhem to surprise your players and spice up your games.
Rifts– new weapons and vehicles of the Coalition States.
Beyond the Supernatural– monsters and supernatural threats.
Palladium Fantasy– monsters and dangerous animals galore.
For all game settings– Genie bottles and dimensional pockets.
Rifts– The Brodkil War Machinist.
Rifts– NGR Anthropological Field Operative.
News, coming attractions, and more.
Cover by Charles Walton II.
96 pages.