23May/14Off

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23Feb/17Off

We’re very honoured to be nominated twice in this year’s Golden Geek Awards! Horse-lords of Rohan for The One Ring and World War Cthulhu: Cold War have both been nominated in the Best RPG Supplement category.

You can vote with a Board Game Geek or RPG Geek account here: https://boardgamegeek.com/thread/1731769/11th-annual-golden-geek-awards-nominees-announced

Today we're taking a look at Horse-lords of Rohan:

HorselordsofRohanCover

South along the Great River Anduin, beyond the southernmost peaks of the Misty Mountains, lies the land of Rohan. Here dwell the Rohirrim, the swift sons of Eorl who descended from the North centuries ago to settle in the land of Calenardhon. Known also as the Riders of the Mark, they are proud warriors and riders, ready to defend the Free Peoples against the threats arising in the twilight of the Third Age.

Horse-lords of Rohan details the Rohirrim, describing their history and their lands, as well as introducing rules for two new cultures, the Riders of Rohan and the Dunlendings. Also included are rules for handling horses, riding in combat and horse-breeding.

As well as the lands of Rohan, this supplement also details the ancient Forest of Fangorn, shedding light on its mysterious inhabitants, the Ents and terrible Huorns; the folk of the Dunland Fells; and the Tower of Isengard and the machinations of the White Wizard, Saruman.

It is an indispensable resource for Loremasters looking to take their game into a whole new region. Ride with the Eorlingas on the plains of Westemnet, enter the Golden Hall of Edoras, and climb the Burg at Helm’s Deep.

Here's the contents page, so you can see everything that's included. There's a reason Horse-lords of Rohan is hailed as one of the best One Ring supplement to date!:

HorselordContents

You can grab your copy at your local gamestore or at our web store: http://shop.cubicle7store.com/The-Horselords-of-Rohan
If you'd like the PDF you can saddle up here: http://www.drivethrurpg.com/product/174675/The-One-Ring--Horselords-of-Rohan?affiliate_id=169435
HorselordsPackshot

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22Feb/17Off

We’re very honoured to be nominated twice in this year’s Golden Geek Awards! Horse-lords of Rohan for The One Ring and World War Cthulhu: Cold War have both been nominated in the Best RPG Supplement category.

You can vote with a Board Game Geek or RPG Geek account here: https://boardgamegeek.com/thread/1731769/11th-annual-golden-geek-awards-nominees-announced

Today we’re taking a look at World War Cthulhu: Cold War:
Cold War Packshot550
World War Cthulhu: Cold War throws you into one of the most paranoid and chaotic conflicts of the 20th century. The tangled webs of the spymasters tear and rejoin, double and triple agents make their moves and counter-moves, and it’s hard to be sure which side you’re really working for. Nuclear destruction hangs over everyone, and a few people at the heart of western intelligence continue their personal battle against the insidious influence of a much older enemy…

“The Americans were passing Intel to the Israelis, hoping that they’d act fast to grab the artefacts as a cultural priority, mainly to snub the Russians. They didn’t know about the Stasi mole funnelling everything back to Moscow, or that their Damascus network was wide open. We had some agents in place throughout, but I didn’t for a minute think we weren’t compromised in some way or another. And my code N sources were feeding back whispers from the cultists that they’d got a solid lead on the origins of the pieces and were getting ready to move. The whole thing was a murky mess, and I needed to clean it up. The only thing I knew for sure was that we needed to neutralise half a dozen people in the next 24 hours... but who?”

• A complete, historical espionage setting for Call of Cthulhu

• Packed with advice on running espionage Mythos investigations in the 1970s

• Unique new trust mechanic, building on the Call of Cthulhu 7e rules

• Tips on tradecraft, running operations, special equipment, cults and Mythos entities

• 26 detailed intelligence theatres from Berlin to Malaysia, with plot hooks and scenario seeds

• A complete, Istanbul-based sandbox campaign: Intersections

• Connects to World War Cthulhu: The Darkest Hour

• Packed with impossible choices, paranoia and mind-breaking horror

World War Cthulhu: Cold War is a setting for Call of Cthulhu 7th Edition, with conversion notes for earlier editions. You will need a copy of Chaosium’s Call of Cthulhu Rulebook to play.

Written by Scott Dorward, Matthew Sanderson, Paul Fricker, Martin Dougherty, Harold Adrian Russell, Jason Durall, Andrew Kenrick, Ken Spencer, Nick Robinson, Mike Mason, Matt Nixon, Alasdair Stuart.

WWC: Cold War Concept by: Dominic McDowall

Illustrated by Paul Bourne, Jon Hodgson, Scott Purdy and Sam Manley.

Suggested for mature readers.

Cold War Promo image
The World War Cthulhu: Cold War core setting book is available in stores and in PDF now.
The first supplement for Cold War – Section 46 Operations Manual is also available now.

We'll take a look at Horse-lords of Rohan tomorrow!

Make your vote count here: https://boardgamegeek.com/thread/1731769/11th-annual-golden-geek-awards-nominees-announced

21Feb/17Off

Magnamund Menagerie cover 550
The first volume of monsters and adversaries for the Lone Wolf Adventure Game is available to pre-order now! Every order comes with a free PDF version of the book. Alternatively grab the PDF at DrivethruRPG. Or pre-order at a Bits and Mortar participating games store and get a free PDF.

About Magnamund Menagerie

A gorgeous, full colour hard cover, packed with creatures from the multi-million selling Lone Wolf Gamebooks. Every monster has an illustration, game stats and fascinating details about them.

Containing:
• Darkspawn: Creatures of Helgedad – Giaks, Doomwolves, Zlanbeasts and more.
• Humans and Humanoids: Bandits, Assassins, Pirates and more.
• Natural Creatures: Lions, Tigers and Bears!
• Natural Sentient Creatures: Ogrons, Giants and more
• Undead: Helgast, Vordak, Skeletons and more!
• Making the Most of Your Monsters – advice for the Narrator on how to design and run effective encounters in the Lone Wolf Adventure Game
• Appendix – Providing fascinating background details, detailing where monsters come from, and a timeline of their origins and more!

Pre-Order now: http://shop.cubicle7store.com/Lone-Wolf-Adventure-Game-Magnamund-Menagerie
PDF version: http://www.drivethrurpg.com/product/205760/Magnamund-Menagerie?affiliate_id=169435

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20Feb/17Off

We're delighted to share the cover to the next release for The One Ring Roleplaying Game: Bree!
Bree Cover 1200

The gorgeous cover art is by C7 staff artist Sam Manley. We'll share more detail about what's inside the Bree supplement very soon!

Learn more about The One Ring Roleplaying Game here: http://cubicle7.co.uk/our-games/the-one-ring/

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14Feb/17Off

IMG_0078Coming 2017...

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9Feb/17Off

Doctor Who Red SpineSince we published the latest version of the Doctor Who Roleplaying Game we've released a series of gorgeous, info-packed, full colour, hard cover supplements for it. Here's a rundown of the awesome:

All The Strange, Strange Creatures

All the Strange Strange Creatures cover 800All the Strange, Strange Creatures Volume I is a gorgeous 160 page, full colour hardback, packed full of images from the show, monster stats and info, as well as countless hints and tips on how to make the most of the Doctor's adversaries in your games.

For much of our history humans have gazed up at the stars and asked the question: are we alone in the universe? The answer, of course, is no! The galaxy is teeming with life. Aliens populate every corner of the universe, and many have visited our humble little planet.

All the Strange, Strange Creatures is all about aliens. Aliens the Doctor has encountered on his adventures. Aliens he has befriended. Aliens he hopes to never meet again. This supplement provides the Gamemaster with the details of just some of the alien races that the Doctor has encountered, from Daleks and Cybermen to the Vashta Nerada and the Skovox Blitzer.
It's available at our store now, with free PDF. Alternatively, grab just the PDF here.

The Gamesmaster's Companion

gamesmasters-companion-cover-900So you're the Gamemaster now?

Sitting in the Gamemaster's chair can be the most daunting job in roleplaying games. It is also the most rewarding. This book is here to help you get the most out of the experience.

The Gamemaster's Companion is a resource for you to use to run the Doctor Who Roleplaying Game, offering expert advice on creating scenarios in the style of the Doctor’s adventures. It’s a veritable toolbox of tips, tricks and techniques that you can use in your own games.

You’ll be using flashbacks, starting games in media res and ending your next session with a killer cliffhanger before you know it!

Featuring:
• Starting out – how to set up a new game, and advice on guiding your players through effective character creation.
• Adventures – an advice-filled exploration of the role of the Gamemaster, detailing plotting adventures, detailed, expert guidance on writing story arcs, and a gigantic random adventure generator.
• Villains and Monsters – a TARDIS-full of hints and tips on creating memorable villains and effective adversaries for your games.
• Settings – how to create them and how to get your players onboard.
• Running Games - guidance for keeping everyone happy, busy and engaged, with notes on pacing, foreshadowing, exterminating characters, people, places, planets and impossible places.
• Three new Doctor Who adventures – Death in Toytown, The Grip of the Kraken and The Bellagio Imbroglio.

“Hello. anyway, why don’t we stop and have a nice little chat where I tell you all my plans and you can work out a way to stop me, I don’t think.” - The Master, Utopia

Written by Morgan Davie, Mark Lawford, Andrew Peregrine, Gareth Ryder-Hanrahan and Nathaniel Torson, the Gamemaster's Companion is a 160 page, full colour, hardcover.

Available for pre-order and in PDF now!

All of Time and Space

All of Time and Space cover 800All of Time and Space Volume 1 is our first collection of scenarios for Doctor Who Roleplaying Game. This 96 page, full colour hardback provides a convenient collection of four high quality Doctor Who scenarios so that you and your players can dive right into the adventure!  It is available now, and all orders come with a free copy of the PDF version.  Or you can grab the PDF on its own.

Paternoster Investigations

Paternoster cover 550Welcome to the Victorian Age!

Paternoster Investigations
 for Doctor Who Roleplaying Game is available for pre-order at our webstore now! You can also grab it in PDF.

Paternoster Investigations takes your Doctor Who Roleplaying Game to the Victorian era: favourite haunt of the Doctor and home to the Paternoster Gang. Victorian London and the particulars of the age are laid out in all their varied splendours.

Featuring:
• A catalogue of all the Doctor’s on-screen visits to Victorian era.
• A tour of the Victorian era as a setting with notes on how to get the best from it in your games.
• Expert advice on constructing your own Victorian-era adventures and Paternoster Gang campaigns.
• A guide to Victorian London with both historical and alien locations.
• New traits, gadgets and devices for the Victorian age.
• A complete Victorian-era adventure: A Study in Flax.
• Character sheets for Victorian-era characters: Madame Vastra, Jenny, Jago and Litefoot, Jackson Lake, and more.

Written by Andrew Peregrine and Walt Ciechanowski, 128 pages, full colour, hard back.

That Babylon of the moderns with its crystal light and its glitter. All aswarm with the wretched ruins of humanity. Men and women crushed by the Devil’s juggernaut. Moral turpitude can destroy the most delicate of lives. Believe me, I know. I know! – Mrs Gillyflower, The Crimson Horror

The Silurian Age

Silurian Age Cover 600

The Doctor and his companions often venture forwards in time, into the far future of humanity, where spaceships ply the stars and adventure can be found on even the smallest moon. But what about… backwards? To a time before there was any humanity, to a time when the Earth was roamed by dinosaurs and another species laid claim to it: the Silurians. 

This supplement for the Doctor Who Roleplaying Game contains rules and background for visiting prehistoric Earth, including stats for all manner of different dinosaurs. For the convenience of the Doctor Who Roleplaying Game gamesmaster, the dinosaur bestiary gathers together creatures that have appeared in other Vortex System titles, which now appear together in one volume for the first time. It also contains an in-depth look at the Silurian race, including a ready-made Silurian city to visit.

The Silurian Age for Doctor Who RPG!  Also available in PDF!

The Black Archive

The Black Archive Cover 550The Tower of London: home to ravens, Beefeaters and one of the most extensive collections of esoteric alien artefacts on Earth.

Under the stewardship of UNIT, The Black Archive is charged with finding, storing and understanding the weirdest and most powerful alien Gadgets that come to our planet. Just as this unbelievably valuable and dangerous collection has expanded, so has UNIT itself evolved. No longer solely a military organisation, in the 21st Century UNIT agents are as likely to be diplomats and investigators as they are soldiers.

The Black Archive details the 21st Century organisation that collects, catalogues and protects some of the most incredible artefacts the Earth has ever known, and the collection itself.

• Play UNIT agents beyond the military, including alien UNIT characters with new UNIT Archetypes and new Traits
• A collection of recent notable characters connected to The Black Archive and UNIT
• Details on The Black Archive itself - its history, its security measures and how it fits into your Doctor Who Roleplaying Game adventures
• Information on the vast Black Archive armoury, hospital and motor pool
• New Gadget traits
• The mysteries of the Omega Locker are revealed and the mysteries of the Enigma Vault are not!

‘The Black Archive. Highest security rating on the planet. The entire staff have their memories wiped at the end of every shift.’

The Black Archive is a gorgeous 144 page, full colour hard back, written by Walt Ciechanowski and Andrew Peregrine.

Available for pre-order now, with free PDF: The Black Archive for Doctor Who Roleplaying Game!

Lastly we'll spare you any talk of the absolutely beautiful Q-Workshop Dice. That would be the piece of awesome too far. But they are AMAZING.
Who Dice Front

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7Feb/17Off

Available for pre-order now, with free PDF: The Black Archive for Doctor Who Roleplaying Game!
The Black Archive Cover 550

The Tower of London: home to ravens, Beefeaters and one of the most extensive collections of esoteric alien artefacts on Earth.

Under the stewardship of UNIT, The Black Archive is charged with finding, storing and understanding the weirdest and most powerful alien Gadgets that come to our planet. Just as this unbelievably valuable and dangerous collection has expanded, so has UNIT itself evolved. No longer solely a military organisation, in the 21st Century UNIT agents are as likely to be diplomats and investigators as they are soldiers.

The Black Archive details the 21st Century organisation that collects, catalogues and protects some of the most incredible artefacts the Earth has ever known, and the collection itself.

• Play UNIT agents beyond the military, including alien UNIT characters with new UNIT Archetypes and new Traits
• A collection of recent notable characters connected to The Black Archive and UNIT
• Details on The Black Archive itself - its history, its security measures and how it fits into your Doctor Who Roleplaying Game adventures
• Information on the vast Black Archive armoury, hospital and motor pool
• New Gadget traits
• The mysteries of the Omega Locker are revealed and the mysteries of the Enigma Vault are not!

‘The Black Archive. Highest security rating on the planet. The entire staff have their memories wiped at the end of every shift.’

The Black Archive is a gorgeous 144 page, full colour hard back, written by Walt Ciechanowski and Andrew Peregrine.

The Black Archive PDF version_Page_003
Preorder with free PDF: www.shop.cubicle7store.com/Doctor-Who-RP-The-Black-Archive-PDF
PDF version: http://www.drivethrurpg.com/product/204642/Doctor-Who-Roleplaying-Game-The-Black-Archive?affiliate_id=169435
Or pre-order at a participating Bits and Mortar store and get a free PDF!

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6Feb/17Off

AME LMG Double Pack

Adventures in Middle-earth™ brings the incredibly well-loved setting of Middle-earth to the OGL ruleset that powers the planet’s most popular gaming system. At Cubicle 7 we’re known for getting under the hood of your favourite gaming worlds and delivering an experience at the table that “feels” like the setting.  So how does Adventures in Middle-earth do that? What have we done to the OGL rules to deliver that essential Middle-earth feel?

A lot of our decisions were led by the exploration of Middle-earth that we’ve undertaken with The One Ring Roleplaying Game™. Designed by Francesco Nepitello and Marco Maggi, this award-winning game answers a lot of the questions thrown up by trying to set a roleplaying game in Middle-earth. Building on that experience, we’ve carefully steered the 5e experience to reflect the source material of The Hobbit and The Lord of the Rings.
AME Overview

A specific focus of time and place: Wilderland, 5 years after the death of Smaug gives the game a time frame that allows for travel, a sense of growing hope, familiar locations that are great to adventure in, as well as plenty of room for the Loremaster to build their own stories. We know the War of the Ring is coming, but it is as yet an event on the distant horizon. This allows for some fantastic foreshadowing, while allowing your characters to be meaningful heroes. There’s a lot to do in Wilderland. The rebuilding of Lake-town and Dale, and the rise of King Bard and King Dáin Ironfoot present lots of opportunities for bands of brave adventurers!

New cultures and classes: These are brand new, and are designed to reflect the setting. Beornings, Bardings, Woodmen, Dwarves of the Lonely Mountain, Hobbits and Elves of Mirkwood, Men of the Lake-town and more, all have their strengths and weaknesses, and importantly all have a good reason to be in Wilderland seeking adventure. Whether you chose a Warden, who lives to protect their people, a Treasure Hunter seeking the lost treasures of an age long past, or an itinerant Wanderer whose itchy feet keep them on the road, your choices in character creation will create a character who is bound to the setting. With new backgrounds and virtues, Adventures in Middle-earth empowers you to create flavourful, Middle-earth characters in no time.
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Travel is really important. The vast distances travelled by the characters in The Lord of the Rings and The Hobbit are a significant part of the world. Adventures in Middle-earth adds a new Journey system to the rules, generating thematic and meaningful events along the road, without bogging down the adventure, or requiring the Loremaster to create reams of premade material. And like so much of what we’ve implemented it is completely optional. If your group just want to skip to a given adventure location, you can! If you want to mix in events created by the Journey rules with prewritten encounters you can do that too.

Characters and places matter: Audiences, Patrons and Sanctuaries are all new additional rules which deepen the feeling of your characters being a part of Middle-earth. Meeting powerful and influential characters is structured with the Audience rules, designed to help the Loremaster create consistent and satisfying encounters with the great and the good. Patrons offer your company of adventurers the chance to impress and then build a relationship with important figures of the setting. Sanctuaries allow your company to rest and recuperate between adventures, learn new abilities, aquire new patrons, and open up future opportunities for adventure. Critically opening up a chain of sanctuaries across Middle-earth means your company don’t have to trek across the whole map every time they venture forth!
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Magic is... complicated in Middle-earth – we don’t see a lot of direct spell casting in the novels outside of the Istari, and even they don’t do an awful lot of it. And yet magic is everywhere. In Adventures in Middle-earth some of the playable cultures have access to magical abilities. But not lists of spells. And there are no spell-casting classes. In the Loremaster’s Guide we offer some guidance on how to introduce more direct spell casting, if that’s your thing. And "magic items" get really interesting...

Combat is a really important part of 5th edition, so we didn’t touch the combat rules. The point of Adventures in Middle-earth is to allow you to explore the setting without needing to learn a whole new rules set. While the new material we’ve created adds a huge amount of value, we won’t make you relearn the combat system. We do offer suggested lists of weapons and armour suited to Middle-earth. But we didn’t mess with the combat rules themselves.

Atmospheric presentation – Middle-earth has its roots in Anglo Saxon literature, and we’ve gone back to those sources in our atmospheric and acclaimed artwork. With all Cubicle 7 titles you can be assured of gorgeous presentation, and Adventures in Middle-earth is no different.
AME Equipment

You can begin your Adventures in Middle-earth today, with the Player’s Guide available in all good game stores now, and the PDF available on line.

The accompanying volume, the Loremaster’s Guide for Adventures in Middle-earth is available now in PDF. If you pre-order the physical supplements at our webstore you can get the PDFs for free! Or pre-order at your local game store, and if they participate in the Bits and Mortar scheme you can get the PDF free too!

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1Feb/17Off

Every chapter in the newly released PDF version of Adventures in Middle-earth Loremaster's Guide begins with a wonderful double page art spread. Since we're commissioning brand new covers for all the Adventures in Middle-Earth books, we thought this would be an opportunity to show off some of the amazing wraparound paintings from The One Ring Roleplaying Game, seen for the first time in all their glory!
Just click to enlarge:Adventuring Phase

Wonderous items

Setting

NPCs

Magic

Journeys

Fellowship

Before the game

Adversaries

The second volume in the Adventures in Middle-earth game line, the Loremaster's Guide presents invaluable inspiration, guidance and additional new rules to help you create and run encounters, adventures and campaigns in the world of The Hobbit™ and The Lord of the Rings™, using the OGL ruleset.

Find out more here at the Cubicle 7 website: http://cubicle7.co.uk/the-loremasters-guide-for-adventures-in-middle-earth-out-now-in-pdf/
Grab the PDF at DrivethruRPG
Pre-order at the C7 webstore: Adventures in Middle-earth Loremaster's Guide
Or pre-order at your local gamestore - if they participate in Bits and Mortar you can get the PDF for free!
LMG_Packshot450

31Jan/17Off

Available now in PDF - Adventures in Middle-earth - The Loremaster's Guide! The second volume in the Adventures in Middle-earth game line, the Loremaster's guide presents invaluable inspiration, guidance and additional new rules to help you create and run encounters, adventures and campaigns in the world of The Hobbit™ and The Lord of the Rings™, using the OGL ruleset.

ame_lmg_cover_horsley_tradedress
The quest that began in the Player’s Guide continues in this lavishly illustrated, hardcover Adventures in Middle-earth Loremaster’s Guide. Packed with information, this volume is a hugely valuable resource for your games.

Adventures in Middle-earth Loremaster’s Guide contains:
• Extensive setting information for Wilderland
• A comprehensive guide to Lake-town
• Advice for before the game begins on theme and building your character group
• Notes on the Adventuring phase, inspiration, rests and more!
• Expanded journey rules, including guidance on narrating Middle-earth journeys
• Information to help you create your own journey tables
• A guide to creating and playing NPCs, and a gallery of NPCs for your games
• A Wilderland bestiary of adversaries
• New rules for customising monsters and using scenery in battle
• Notes on treasure in Middle-earth, magic items and weapons
• A guide to offering expanded magic options
• Advice on running the Fellowship phase, patrons, sanctuaries and undertakings

Best used with the Adventures in Middle-earth Player’s Guide, and the latest edition of the world’s favourite roleplaying game.

Pre-order the hardcopy with free PDF at the C7 webstore
Or get the PDF at DrivethruRPG