Role Playing

RIFTS: Sourcebook One

Rifts® Sourcebook One, Revised and Expanded will surprise and delight Rifts® fans. The new ideas, new vehicles, and new art are going to blow people away, especially the new A.R.C.H.I.E. Three and Republican material.

More of A.R.C.H.I.E. Three's history is revealed (and hints about his future), the Republicans (throwbacks to NEMA and Chaos Earth) are revealed at last, and... well, check it out and see for yourself.

Includes never-before-revealed information on A.R.C.H.I.E. Three and for the first time ever - The Republicans and their link to A.R.C.H.I.E. Three.
Robot creation rules.

New and old weapons, power armor & equipment.

Triax weapons & power armor.

A.R.C.H.I.E. Three, Hagan Lonovich and robotic minions.

The Republicans revealed at last and their secret war with A.R.C.H.I.E. 3.

Notable monsters, adventures, and new adventure ideas.

Written by Kevin Siembieda.
160 pages - Cat. No. 801.

RIFTS: Ultimate Edition

Rifts® is a multi-genre role-playing game that captures the imagination unlike any other. Elements of magic, horror, and the supernatural co-exist with science, high technology and the ordinary. The game spans countless dimensions, making anything and everything possible. Players are truly limited only by their imaginations!

Rifts® Ultimate Edition is a completely rewritten and updated version of the original game played and enjoyed by an estimated 1.5 million gamers.

Not exactly a Second Edition, because most of the rules remain unchanged, Rifts® Ultimate Edition is expanded and improved. There is more world information, tips on how to use the time-line and World Books, rewrites on O.C.C.s, and in some cases, expansions of and more details on O.C.C.s such as the Headhunter, Mercenaries, the Techno-Wizard and Shifter, as well as a few new O.C.C.s. Our goal was to make Rifts® more exciting and compelling than ever, while at the same time making the rules better organized, clearer and easier to use. The wonder and infinite possibilities of Rifts® all brought to pulse-pounding life like never before. Of course, there are a few fun changes and additions, but nothing so dramatic as to make the 40+ available sourcebooks obsolete.

Approximately 30 unique Occupational and Racial Character Classes, including Cyber-Knights, cyborgs, Glitter Boys, Psi-Stalkers, Dog Boys (mutant humanoid dogs), Juicers, Crazies, Techno-Wizards, Ley Line Walkers, Mystics, Shifters, Elemental Fusionists, Mind Melters, and many others.

Supernatural and magical creatures, like dragons, available as player characters, others are horrifying menaces from the Rifts.
Bionics and cybernetics offer a vast range of mechanical augmentation, meanwhile chemical enhancement (Juicers) and brain implants (Crazies) can turn a human into a superman, though with tragic results.

Psychic powers are the source of the Burster, Mind Melter and Mystic's abilities.

Strange forms of magic are at the command of characters like the Ley Line Walker, Shifter, Elemental Fusionist, Rifter and Techno-Wizard (who combines magic and technology).

Super-technology with Mega-Damage™ body armor, energy weapons, rail guns, power armor, and human augmentation.

The Coalition States. Humankind's salvation, or its own worst nightmare?

Written and created by Kevin Siembieda.

376 pages, including color sections.

Curses!

Each player starts the party game Curses! by drawing one Curse card and placing it face-up on the table. What? Curses? How can this be a party?! Ah, but these Curses are fun, not malicious, something along the lines of "You can't bend your elbows" or "You must declare eternal love to anyone who rings the bell during this game".

After that, each turn in Curses! the active player takes two actions in this order:

Draw a Challenge card. This card presents you with an action you must perform – a role to act out, a story to tell, an opinion to explain.
Draw a Curse card and give it to another player. "You, bark like a dog whenever the player on your right reads a card!"

So where's the game? You must obey the Curses placed upon you at all times – and if someone notices that you're not barking or declaring eternal love or doing whatever else it is you're supposed to be doing, then that player rings the central bell and reveals you for a louse and a nogoodnik. As a penalty, you must turn the Curse card you violated face down. And while you might think that lifting a Curse is good, break three Curses and you're out of the game. Eventually only one person will remain, and this Curse-loving looney wins the game!

Winter Tales

Following the victory in the Conflict of Autumn, The Regime of Winter has clutched the Land of Fairy Tales in its cold grasp. Fuelled by hate and fear, Winter aims at extinguishing the flame of Love and the light of Hope under a blanket of snow and the never-ending chill of a winter night. In the winding alleys and the small houses desperately clinging to the hillside of Wintertown, frightened Tales move in the shadows, knowing they cannot allow all Hope for the future to be snuffed out by the cold and ready to fight to drive Winter away and let Spring come again.

In Winter Tales, a storytelling board game, players tell the tale of the conflict between the characters of fairy tales, who represent all that is good and hopeful, and the Soldiers of Winter, who incarnate evil and the fierce cold of Winter. Players will ally themselves with one of the warring Factions, controlling characters and fighting for the comeback of Spring or the suffocation of all hope, bringing on an endless Winter.

Winter Tales is an ever-changing game as each time the players will tell a completely different story, creating a shared plot.

Spyfall

Spyfall is a party game unlike any other, one in which you get to be a spy and try to understand what's going on around you. It's really simple!

Spyfall is played over several rounds, and at the start of each round all players receive cards showing the same location — a casino, a traveling circus, a pirate ship, or even a space station — except that one player receives a card that says "Spy" instead of the location. Players then start asking each other questions — "Why are you dressed so strangely?" or "When was the last time we got a payday?" or anything else you can come up with — trying to guess who among them is the spy. The spy doesn't know where he is, so he has to listen carefully. When it's his time to answer, he'd better create a good story!

At any time during a round, one player may accuse another of being a spy. If all other players agree with the accusation, the round ends and the accused player has to reveal his identity. If the spy is uncovered, all other players score points. However, the spy can himself end a round by announcing that he understands what the secret location is; if his guess is correct, only the spy scores points.

After a few rounds of guessing, suspicion and bluffing, the game ends and whoever has scored the most points is victorious!