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This Year's Registered Games

This page will be updated once a week (usually on the weekend) with the latest registered games submitted that week.

In order of submission:

Left Coast: the short story edition
Steve Hickey
Left Coast is a role-playing game about a science fiction writer in California, who struggles as the weirdness from her novels spills into real life.
$5.99 PDF
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Fall of Magic
Ross Cowman

Fall of Magic is a collaborative story game in the tradition of the fantasy journey where the landscape, hospitality, and exploration of our character's relationships take center stage.

We begin by choosing a name and title for our characters. Each turn we chose an area on the map and use the prompt there to inspire the next part of our story. The character of the Magus is shared between us and on your turn you may choose to play as the Magus, advancing us along the road to a new place on the map.

The map itself is a hand silk-screened scroll, 5' (1.5m) in length that unrolls as we travel revealing perilous roads, strange hosts, and fantastic locals, masterfully illustrated by award-winning artists, Doug Keith and Taylor Dow.

$74.95 Hardcopy, $14.95 PDF
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FAITH: the Sci-Fi RPG
Carlos Gomez, Mauricio Gomez, Helio de Grado

FAITH: the Sci-Fi RPG is a tabletop roleplaying game that uses cards instead of dice. Set in an Universe interconnected by the Labyrinth, it tells the struggle between the Corvo and the Iz'kal and their internal troubles, while humanity and other alien species fight for survival.

€69.95 Hardcopy
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Death of Legends
Dale Elvy

Death of Legends is a dark-fantasy roleplaying game that tells the story of epic deeds against great odds. Each player takes the role of a legendary hero, forges their path to greatness, then determines the fate of the Free Territories in a climactic struggle against a relentless, malevolent, Enemy.

A complete game, completed within a single-session of play, Death of Legends uses simple dice mechanics to allow players to construct a rich backstory for their characters, charting a path to legendary status.

As the last war rages, players decide where the Legends will make their stand influencing the outcome of epic battles though the valour of their characters, and tracking the progress of the war on a bespoke fantasy map.

In the Legends darkest hour a weapon of great power, capable of destroying the Enemy, is recovered. The characters must decide which of their number can be trusted to resist the lure of the Enemy...

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Worlds in Peril
Kyle Simons, Adam Bosarge, Jason Faulk

Worlds in Peril is a collaborative roleplaying game designed to bring a comic book world to life. Learn the rules to the game by reading the comic inside and follow along to create your own hero with the exact powers and abilities you want them to have by mixing and matching Origin stories and motivations. Test their limits and watch their powers expand and change as you push them to learn and grow. Go up against two-bit villains, world-dominating masterminds, and unknowable beings from different planes of existence. Find out what happens when superheroes are powered by the apocalypse!

$39.95 Hardcopy, $14.95 PDF
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Ten Candles
Stephen Dewey

Ten Candles is a tragic horror storytelling game for one gamemaster and any number of players. Played by the light of ten tealight candles, players take on the roles of survivors fleeing whatever monsters lurk just beyond the light's edge. However, Ten Candles is not a game about surviving. Here, there are no survivors. As the candles darken one by one, control of the story will slowly slip from the hands of the players and into the hands of the GM as the stakes rise and the game approaches it's inescapable conclusion. In the final scene of the game all of the characters will meet their end. In Ten Candles, you know up front that the characters will die, so rather than worrying about surviving, instead the players and the GM work together to tell an amazingly tragic story about the final few hours in the lives of doomed survivors searching for hope, fighting back against the darkness, and inevitably being consumed by it.

$28.00 Hardcopy, $10.00 PDF
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Wicked Lies & Alibis
Dale Elvy

The goal of Wicked Lies & Albis is to bring the genre of complex whodunit murder mysteries, popular in both print and film, to a single session roleplaying game. To achieve this the players create and develop a cast of complex characters who all have a motive to kill the victim.

Players generate characters at the table from a selection of cards, and play through several establishing scenes in the lead-up to a murder.

The remainder of the game is played as a series of structured flashback rounds where each player, in turn, assumes a degree of narrative control to frame a flashback which incriminates another character.

The Game Master has a dual role, both as facilitator of scenes, and as the Great Detective, a Non-Player Character summoned to solve the murder, who summarises the evidence revealed by the characters, and reveal the motives of the characters one-by-one before finally disclosing the identity of the murderer.

$9.99 Hardcopy, $7.99 PDF
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Urban Shadows
Andrew Medeiros and Mark Diaz Truman

Urban Shadows is an urban fantasy roleplaying game where you'll play characters struggling to survive in a dark urban environment drowning in supernatural politics. The game focuses heavily on the gritty drama and tense violence that we see so often in works like The Dresden Files, Angel and Supernatural.

$19.99 Hardcopy, $11.99 PDF
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The Necklace
clash bowley

The Necklace is the thickest part of a gas torus around a neutron star, itself a part of a close binary with a hot F-type star. The gas torus was formed when another gas giant orbiting the neutron star was slowly stripped of its enormous atmosphere. The gasses stayed in a ring, slowly orbiting the neutron star.

The torus changed as life spread into it. Life begets oxygen, and oxygen begets life. The Necklace is the inner, denser part of the gas torus, which is breathable for normal humans and earth animals. There is no hard and fast boundary - the air just gradually gets thinner and thinner. This area is about 20 thousand kilometers in diameter. The entire torus has a thickness diameter of about 2 million kilometers, and an overall diameter of 9 million kilometers.

There is room for a lot of adventures among tree-covered asteroids, and along an artificial River a billion kilometers in length, with half sunk asteroids in the river as islands, and all teeming with life. The game focus is entirely dependent on what you set your Association up to do - News Agency, Insurance Adjusters, Salvage Operators, Political Henchmen... There are 100 story seeds with the game, five for each of the 20 standard Association types.

$20.15 Hardcopy, $10.00 PDF
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The World Wide Wrestling Roleplaying Game
Nathan D. Paoletta

The World Wide Wrestling Roleplaying Game is the game of narrative professional wrestling action and drama! It enables you to create your own professional wrestling franchise through play, showcasing satisfying and surprising storylines. It's about feuds, championships, betrayal, and righteous victory. It's about the clash of good and evil on the grandest stage. It's about whether you've got what it takes. And, in the end, it's about what the audience thinks of your efforts.

$20.00 Hardcopy, $10.00 PDF
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Krendel Core
William J. (B.J.) Altman

Krendel is a game engine for building your world and and running adventures within it. Will you be heroes stepping out of the pages of a fantasy novel, bandits from a Western, or people just trying to get by on the Martian frontier? You decide. The rules of Krendel help you building each of these worlds and more, essentially just flipping switches on the options you choose.

Characters focus on personal drives and bonds, skills, and powers, emphasizing horizontal character growth, not just vertical. These blend into Krendel's unique game engine letting you choose how you perform your actions so you can more fully realize the intent of your acts all with the roll of a single die.

Welcome to Krendel. Welcome to your world.

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The Dreams of Dragonflies
Cameron Mount

A game in which participants compose jisei, death poems, in the tradition of Japanese haijin.

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The Warren
Marshall Miller

The Warren is a tabletop role-playing game about intelligent rabbits trying to make the best of a world filled with hazards, predators and, worst of all, other rabbits. It is a game about survival and community.

There are many creatures, humans included, that are bigger, stronger, meaner, or more numerous than rabbits. The seasons and the elements do not care that rabbits are only little things. Rabbits cannot hope to meet these threats head on. Only through speed, wits, and keeping a cool head can rabbits bypass the dangers of the outside world.

The Warren is designed for 3-5 players and can be played in a single 2-hour session or over multiple sessions. Campaign play follows the passing seasons and focuses on changing generations of new rabbits each with their own stories.

This game takes inspiration from classic rabbit tales such as Watership Down, Fifteen Rabbits, and Peter Rabbit. It uses a heavily-modified version of the game mechanics from Vincent Baker's Apocalypse World.

$25.00 Hardcopy, $12.00 PDF
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Night Witches
Jason Morningstar

There was a night bomber regiment in World War Two composed entirely of women. Natural-born Soviet airwomen.These 200 women and girls, flying outdated biplanes from open fields near the front lines, attacked the invading German forces every night for 1,100 consecutive nights. When they ran out of bombs they dropped railroad ties.

To each other they were sisters, with bonds forged in blood and terror. To the Red Army Air Force they were an infuriating feminist sideshow. To the Germans they were simply Nachthexen--Night Witches.

Night Witches is a tabletop role-playing game about women at war. As a member of the 588th Night Bomber Regiment, you'll answer the call of your Motherland in her darkest hour. Can you do your duty and strike blow after blow against the Fascists? Can you overcome discrimination and outright sabotage and rise above your sexist comrades? Are there limits to patriotism--or endurance? Play Night Witches and find out!

Night Witches requires 3-5 players, who will take turns in the role of game master during the game. It can be played for a single two-hour session or expanded into a literal campaign following the Regiment across the entire Second World War. Either way, you'll tell an epic tale of heroism and sacrifice that honors the women who did it for real.

$25.00 Hardcopy, $12.00 PDF
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Jason Morningstar


It is July third, 1950. The Korean War is eight days old. National Security Council Report 68 is sitting on Harry Truman's desk, a grim outline of the Cold War that is to enfold the world for the next 40 years. Alan Turing's paper "Computing Machinery and Intelligence" is circulating for review. Cinderella is a box office sensation.

And you have invented a computer that can see the future.

Employing cutting-edge Ward-Takahashi identity derivations outside their quantum-theoretical framework, JUGGERNAUT processes enormous data sets, ostensibly in the service of code-breaking once the technology is proven and refined. The unstable geniuses behind the math have reached some curious conclusions that only experimental evidence can confirm. By the numbers, JUGGERNAUT --given enough resources-- should be able to crack ciphers before they are even invented.

JUGGERNAUT is a live-action game about free will for 4-6 players and 1-2 hours that plays like a creepy Twilight Zone episode and requires almost no prep. Replay value is high and it is always weird and intense To play.

$15.00 Hardcopy, $10.00 PDF
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Stew Wilson

Unfinished is a complete story-focused roleplaying game about ghosts - people who died with unfinished business that prevents them from moving on. The game provides a full story-focused roleplaying experience in just one hundred and fifty words.

FREE! (pay what you want) PDF
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Steve Keller

GENERALA is a dungeon-crawling game meant for one-shot play. 50% parody of dungeon-crawlers, 50% over-the-top action game, and 50% flimsy excuse for players to yell and shout and have an obnoxious good time.

FREE! (pay what you want) PDF
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Emily Care Boss

A deadly game of espionage and infiltration. Agents provocateurs, directed by Control, travel the world to hunt enemy operatives of an international terrorist organization. But at what cost?

SpyFi is a diceless, tabletop, freeform nanogame for 3 to 6 players. Includes three double-sided business card size and full page text of playsets: Agents provocateurs, Control and SHARQ.

$3.00 PDF
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14 Days
Hannah Shaffer, Evan Rowland

14 Days is a 2-player tabletop game about managing chronic pain.

In the game, you'll play out two weeks in the life of a person with migraines. You'll schedule your life one day at a time, juggling work, relationships, and hobbies around the reality of unpredictable pain.

All types of chronic pain impact and reshape people's lives. 14 days was designed as a resource to help build empathy and understanding around these often invisible conditions.

$25.00 Hardcopy, $10.00 PDF
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Anna Kreider

Autonomy is a LARP about gendered power dynamics and bodily autonomy for 6-9 players, a primary facilitator and a secondary facilitator player. It plays in approximately two to two and a half hours. In Autonomy, players will portray characters of their own gender, but the script for how society perceives gender will be flipped. The goal is to make players aware of the unspoken power dynamics of gender that we are all socialized to accept and adhere to.

FREE! (pay what you want) PDF
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Caroline Hobbs

Build the world... and then destroy it.

What Flaw will be the root of your society's downfall?

In Downfall, you choose a Flaw you want to explore and build a unique and irredeemably broken world around it. See how Greed destroys a city, how Loyalty corrupts a kingdom, or how Curiosity betrays a galactic empire. You'll craft traditions that bring your society to life, then see how it all comes tumbling down.

3 players. 2-4 hours. No prep, no GM.

$19.99 Hardcopy, $9.99 PDF
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Paul Mitchener

The only sign that something was horribly wrong was the blue tint to the sun that was visible at dawn. Meteorologists explained that this was due to particles in the atmosphere from extensive forest fires in Canada that summer. They were incorrect. On September 28th 1951, the world ended.

That day, devastating explosions destroyed the twelve most populous cities in the world. Then the aliens came -- the giant beetle-like Scarabs. They came, and conquered, enslaving and destroying.

It is now 1952. The remaining nations of the world are desperately fighting for survival. The Scarabs have superior technology to the remains of humanity, and there is ultimately no hope. Or is there?

Starfall is a complete science fiction roleplaying game, powered by the Wordplay RPG engine.

$14.95 Hardcopy, $7.95 PDF
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Playing Nature's Year
Meguey Baker

Playing Nature's Year is a series of eight short seasonal games you can play with anybody. There are wishes, fortune-telling, collaborative stories, and lots of six-sided dice involved. In "The Holly and the Ivy," you vie to be the one to catch the White Stag of Dawn - if you win the game, you get your heart's wish. In "At the Stroke of Midnight" you and your companions are sneaking into a graveyard on Halloween night, hoping to meet an ancestral spirit without getting to spooked. Play one or many, with anyone. There are six more games. Play each in its season, or several together. Included in the book are essays on the animals, food, plants and stars of each season.

$20.00 Hardcopy
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Tod Foley

DayTrippers is an RPG of surreal science fiction from As If Productions, with a unique mechanic bridging the gap between "traditional" and "narrative" techniques. The "DayTrippers Core Rules" book includes all that's required to run the game in a collaborative "GM-Lite" fashion, while the "DayTrippers GameMasters Guide" expands the game into a traditional campaign, including instructions on running surreal environments, employing "psychic content" generated by players, and 72 random generators for use with DT or other science fiction games.

$9.99 Hardcopy, $5.00 PDF
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Scavengers RPG
Karl Larsson

War! What is it good for? Getting rich, that's what.

In the distant future, humanity has spread across the galaxy, and divided into warring factions. Five empires, from the conservative Unionists to the cutting-edge Techies, have been fighting for nearly three centuries to see who will rule a united humanity. Profiteering on the warring is the newest faction, the Randians. Tiny compared to the other five, they are utterly devoted to selfishness and money. The roleplaying game Scavengers is about a crew of space battle salvagers, and their quest to get wealthy.

Scavengers offer a simple and flexible system where the players constantly weigh risk against reward, in competition with each other to get the biggest credit account. With streamlined mechanics designed to heighten suspense and to allow the game master to create new ships to loot on the fly, Scavengers is a fast, competitive game of greed and adventure.

$24.95 Hardcopy, $14.99 PDF
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The Sky Is Gray, And You Are Distressed
Josh T. Jordan

Frank and Meg are close but their relationship is in trouble. The sky is gray, and you are distressed is a 2-player freeform game that uses randomized secrets and semi-scripted questions to have a serious conversation about honesty and identity.

"Yes, yes, yes." Caitie Belle, designer of A Real Game and A Werewolf at Prom

"The characters and tone are expertly established with deft control like the pressure of fingertips on the inside of the wrist." Sean Smith, Game Designer and Consultant

"Intimate. Unexpected. Sublime." Tobie Abad, designer of A Single Moment and Advanced Doll

"This is beautiful." A.D. Henderson, designer of Treehouse Dreams

$3.00 PDF
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Les Petites Choses Oubliees
Sylvie Guillaume & Christoph Boeckle

Les Petites Choses Oubliees is a two-player game in which you play the members of a couple at a point of crisis. You'll explore their story by recounting some of their memories, inspired by photos exchanged at the beginning of play. You'll call to life these two strangers by focusing on meaningful everyday life moments; the kinds which perhaps aren't spectacular, but that one will always remember. Once you know them, you will decide how to resolve their crisis.

$20.35 Hardcopy
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Legacy: Life Among the Ruins
James Iles

Legacy is a game about the communities that formed in the ashes of the apocalypse, and the new world they build from its ruins. Based on the Apocalypse World system but with completely new moves and playbooks, Legacy allows you to tell the saga of each player's family as they grow and change over the ages.

$14.68 Hardcopy, $10.22 PDF
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Capes, Cowls and Villains Foul
Barak Blackburn

Imagine, if you will, a superhero role-playing game that emulates how comicbooks actually work. When comic writers sit down to pen a story, they don't have a character sheet in front of them that defines precisely what the characters can do... how strong or agile they are, what skills they demonstrate, what the exact parameters of their powers are.

Instead, they give the characters what the story demands of them. If the story requires the power-armored hero to have stealth armor, he'll most likely have it on hand. Should it be critical that the hero with the magic amulet needs to generate a mystic shield, you can almost bank on her getting it. Does the hero with normal human strength desperately need to lift a gargantuan chunk of concrete off of his ally? Chances are, he'll be able to muster up the power to do so. It all comes down to what makes for a more entertaining story.

Capes, Cowls and Villains Foul, takes this fully into consideration by offering a game system that is open-ended and flexible, treating the players and Game Master like comicbook writers rather than just some people playing a game. The sky really is the limit... so why not soar through it like the hero you've always longed to be?

$24.99 Hardcopy, $11.21 PDF
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Nefertiti Overdrive
Fraser Ronald

Nefertiti Overdrive is a role-playing game of crazy wire-fu action set in Ancient Egypt. Defying physics and common sense, you are legendary heroes protecting the royal house of 25th Dynasty Egypt from both internal enemies and the marauding Assyrian army. This is a game about kicking badguys in the face, or using a fallen foe as a step to get your character high enough to drive her knee into the villain's jaw.

Because what Ancient Egypt really needed was kung fu.

$10.99 PDF
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Hakan Seyalioglu, Kathryn Hymes

Nicaragua in the 1970s had no form of sign language. If you were deaf, you had simple gestures with a trusted few, likely nothing more than a form of pantomime you negotiated with your family to meet basic needs. In 1977, something happened. Fifty deaf children from across the country were brought together to an experimental school in Managua. Without a shared language to express themselves, the children did the only thing they could -- they created one. In Sign, we follow a small piece of their journey.

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A Real Game
Caitlynn Belle

My game about dysphoria, body image issues, and imposter syndrome, which takes the form of a game that discusses itself and its failings with you as you play, encouraging you to mold it into different forms.

$5.00 PDF
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