All available Add-ons
Back the project and upgrade your pledge level with add-ons
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The Mountain Witch - Hardcover (Kickstarter)
$628 purchasedThis add-on is for an at-cost copy of the Revised Edition of The Mountain Witch intended or backers of the 2018 Kickstarter campaign. Backers who select this add-on will be checked against the backer report for the 2018 Kickstarter campaign; those who select this add-on but are not previous backers will have their add-on cancelled and refunded.EditIncludes 1 item
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×1The Mountain Witch - Hardcover (Kickstarter)
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Dog Eat Dog - Print
$2255 purchasedThis add-on is for adding additional copies of the hardcover edition of Dog Eat Dog.EditIncludes 1 item
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×1Dog Eat Dog - Hardcover
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Dog Eat Dog - PDF
$151 purchasedPDF of Dog Eat Dog. *Shipping fees for any physical add-ons will be collected post-campaign in the Pledge Manager.Edit -
Princess with a Cursed Sword - Print
$2225 purchasedThis add-on is for adding additional copies of the hardcover edition of Princess with a Cursed Sword.EditIncludes 1 item
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×1Princess with a Cursed Sword - Hardcover
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Princess with a Cursed Sword - PDF
$151 purchasedPDF of Princess with a Cursed Sword. *Shipping fees for any physical add-ons will be collected post-campaign in the Pledge Manager.EditIncludes 1 item
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×1Princess with a Cursed Sword - PDF
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The Mountain Witch - Hardcover
$3515 purchasedThis add-on is for adding additional copies of the hardcover edition of The Mountain Witch.EditIncludes 1 item
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×1The Mountain Witch - Hardcover
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Keep the Faith
$3032 purchasedA Scholarship and Lore: Games for Learning Series Game Keep the Faith is a storytelling game about a religion in transition. Play aspect cards and narrate short stories to describe how the practices of your fictional Faith express different (and at times contradictory) beliefs. External pressures and tensions within the Faith will cause your beliefs to shift and might even drive the Faith to fracture and call into irrelevance. If you love board games but haven't played a roleplaying game (RPG), or if you are new to hobby gaming. Keep the Faith was designed with you in mind! It's mechanically accessible and welcoming, using board game-like play to guide your new experience with collaborative RPG storytelling. 2–5 Players 60–90 Minutes Ages 14+ **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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×1Keep the Faith - Core Edition
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Keep the Faith Curriculum Guide
$159 purchasedThe Keep the Faith Curriculum Guide by game designer and scholar Liz Davidson provides guidance, suggestions, rules modifications, and practical lesson plans for using the game Keep the Faith in a classroom environment. **This add-on will be delivered through Backerkit.EditIncludes 1 item
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×1Keep the Faith Curriculum Guide
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Witch Hunt 1649
$22.5021 purchasedA Scholarship and Lore: Games for Learning Series Game Journey to 17th century Scotland and evade accusations of witchcraft while trying to keep your farm going in Witch Hunt 1649, a set collection card game by designer Martha McGill and artist Bill Spytma from Central Michigan University Press. Play as residents of a small village in East Lothian, Scotland in 1649. Develop your holdings by purchasing assets from a shared pool to eke out a subsistance lifestyle. But monitor your welfare and reputation scores carefully; those values, and any support you have from allies in the village, may be the only way you can weather accusations of witchcraft! 2–7 Players 20–60 Minutes Ages 14+ **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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×1Witch Hunt 1649 - Revised Edition
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Making History
$27.5017 purchasedA Scholarship and Lore: Games for Learning Series Game Making History, designed by Nicolas Proctor, begins with a simple premise: Briar and Skye, two students at your school, just broke up. Why? That question unfolds into a complex exploration of evidence, bias, and historical interpretation. Players work in small groups to construct hypotheses using conflicting "Evidence Cards" that contain " facts" about the breakup of varying relevance and reliability. As they trade, merge, and reassess this evidence, players grapple with how personal bias and limited information shape the stories we tell about the past—and how easy it is to mistake narrative for truth. 4–40 Players 50–75 Minutes Ages 14+ **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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×1Making History - Core Edition
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Monumental Consequence
$27.509 purchasedA Scholarship and Lore: Games for Learning Series Game of Central Michigan University Press MONUMENTAL CONSEQUENCE is a single-session, live action game for classrooms, team building, and social gatherings that asks players if art is ever worth dying for. Players take on the role of villagers in the fictional town of La Ville, where an army has just taken possession of their centuries old church. The villagers must come together to decide whether they risk the lives of their friends and family by attacking the church to save the precious art inside or whether they simply bomb the church and sacrifice the art to save lives. MONUMENTAL CONSEQUENCE is a single-session game lasting 30-60 minutes for 9-38 players. It is appropriate for players aged 14 and up. Designed by Mary Beth Looney Art by Bill Spytma **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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×1Monumental Consequence
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Monumental Consequence Curriculum Guide
$155 purchasedThe Monumental Consequence Curriculum Guide is a 39-page learning guide by game designer Mary Beth Looney, that provides guidance, suggestions, and practical lesson plans for using the game Monumental Consequence in a classroom environment. Download comes with two PDF files: The Curriculum Guide itself; and The Curriculum Guide Worksheet Packet, which contains a supplemental worksheet for one of the lessons in the Guide. **This add-on will be delivered through Backerkit.EditIncludes 1 item
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×1Monumental Consequence Curriculum Guide
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This Last Supper
$1579 purchasedThis Last Supper, by Tim Hutchings (Thousand Year Old Vampire), offered in print! This Last Supper is a short-form, improvisational role-playing game for six-to-fifteen players that explores a renaissance painting from the perspective of the painting's subjects and the architects studying the painting in order to make an architectural change to the building where the painting is hung. The architects must decided which painting subject to remove to make way for the architectural change while the paintings subjects must communicate their rich history and meaning while not drifting too far away from the overall motif of the painting. An 8.5" x 5.5" 12pp black and white zine with color cover.Edit -
Rising Waters
$755 purchasedA Scholarship and Lore: Games for Learning Series Game of Central Michigan University Press It’s Spring, 1927. While Americans dance the Charleston and drink bootlegged liquor, the Mississippi Delta faces a flood of epic proportions. If battered river levees collapse, everything important to you will be washed away. RISING WATERS is a cooperative board game built around area control, set collection, and variable player power mechanics where players experience life through the lens of African American plight. In the game, you will confront two forces – racism from white landowners and the power of nature. Persevere by drawing on your community’s courage and strength from your family, church, music, farming, and education. Can you manage the rising waters to stay alive? RISING WATERS is a 2-4 player game of the strength of community, methods of resistance, and the struggle against nature suitable for both classroom use and casual play from Central Michigan University Press. 2-4 Players 60-90 Minutes Ages 14 & Up Designed by Scout Blum Art by Lamaro Smith and Makiyah Alexander **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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×1Rising Waters - Core Edition
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Rising Waters Curriculum Guide
$154 purchasedThe Rising Waters Curriculum Guide by game designer Scout Blum provides guidance, suggestions, rules modifications, and practical lesson plans for using the game Rising Waters in a classroom environment. The guide will be accompanied with a resource packet PDF. **This add-on will be delivered through Backerkit.EditIncludes 1 item
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×1Rising Waters Curriculum Guide
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Five Hundred Year Old Vampire
$5526 purchasedFive Hundred Year Old Vampire is a multi-player keepsake role-playing game that adapts the award-winning Thousand Year Old Vampire (TYOV) by Tim Hutchings into a new collaborative play experience suitable for both fans of TYOV and students in an educational setting. As in TYOV, play in Five Hundred Year Old Vampire progresses semi-randomly through prompts answered with writings from the vampire’s perspective, but Five Hundred Year Old Vampire also includes player-created artifacts and rules for multi-player vampire Cohorts. Five Hundred Year Old Vampire will see the players’ Vampires gradually lose their humanity and struggle to adapt to a changing world. The Vampires will do things the players would not, both monstrous and awe-inspiring, and players will record these deeds through journaling and artmaking. 3-5 Players 2-3 Hours Ages 14 & Up **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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×1Five Hundred Year Old Vampire - Core Edition
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Five Hundred Year Old Vampire Curriculum Guide
$157 purchasedThe Five Hundred Year Old Vampire Curriculum Guide by game designer Jason Cox provides guidance, suggestions, rules modifications, and practical lesson plans for using the game Five Hundred Year Old Vampire in a classroom environment. The guide will be accompanied with a resource packet PDF. **This add-on will be delivered through Backerkit.EditIncludes 1 item
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×1Five Hundred Year Old Vampire Curriculum Guide
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Liber Generis Sui - A FYOV Keepsake Journal
$252 purchasedThis deluxe, hardcover, 6x9in keepsake journal is perfect for recording your vampire’s musings while playing Five Hundred Year Old Vampire. It is designed by Bold Pocket Press. In Five Hundred Year Old Vampire, you write to share events, experiences and artifacts with one another to illustrate your character’s evolving history. As your vampire travels lands, cultures, and time itself, Liber Generis Sui offers you additional tools for enhancing your game. Bold Pocket Press has designed this journal for you to write, tape, paste, collage, and draw on each and every page. Tuck your own artifacts into the back pocket, alter ephemera, or create your own. Interactive elements, illustrations, and phrases on the journal’s pages are there to further inspire your creations. Maps in the journal share unique examples of the varied ways people have charted their locations and journeys. Harness your own senses of smell, sound, sight, touch, and taste to conceptualize who your vampire is and what they become. Make the journal a unique record of your vampire’s personal journey. **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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×1Liber Generis Sui
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Beguiling Whispers
$1019 purchasedA 36-card expansion deck for Five Hundred Year Old Vampire that helps facilitate multi-cohort play. Requires a copy of Five Hundred Year Old Vampire to use. It is not a standalone game. — In a multi-cohort game, the Prime Vampires become much more visible with the addition of the Beguiling Whispers expansion deck. When the Cohorts switch decks from Neophyte to Elder, Elder to Ancient, and Ancient to Conclusion, the Grave Keeper puts one card from the Beguiling Whispers deck in front of each Cohort. Only one Vampire in the Cohort may claim the card, although nobody within the Cohort is obligated to do so. Players may not look at the card before deciding to claim it. If the card is taken, the effects on the card will take place as described. The Player who claims the card is only obligated to share its contents with Players whose Characters are affected. Each Beguiling Whispers card includes a short narrative text in the voice of a Prime Vampire to provide context for the card’s effects. These texts are intentionally manipulative and toxic, as befits a creature as monstrous as the Prime Vampire. The effects of the card generally grant a boon to the Vampire who claims it, but also create a point of tension with another Vampire. — Designer: Jason Cox Artist: Jabari Weathers.EditIncludes 1 item
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×1Beguiling Whispers
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Hydrologic Cycle
$402 purchasedA Scholarship and Lore: Games for Learning Series Game of Central Michigan University Press Challenge a friend for mastery of the global water cycle! Players compete head-to-head in this fast-paced, 1v1 or 2v2 player, area-control card game where players fight for control of the global water cycle. To win, players must use their knowledge and memorization skills to connect water cycle reservoirs and transport processes and end the game with more of their cards covering the game board. 1v1 or 2v2 Players 10-15 Minutes Ages 10 & Up **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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×1Hydrologic Cycle - Core Edition
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Hydrologic Cycle Curriculum Guide
$152 purchasedThe Hydrologic Cycle Curriculum Guide by game designer Wendy Robertson provides guidance, suggestions, rules modifications, and practical lesson plans for using the game Hydrologic Cycle in a classroom environment. **This add-on will be delivered through Backerkit.EditIncludes 1 item
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×1Hydrologic Cycle Curriculum Guide
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Eyeball to Eyeball: The Cuban Missile Crisis - Core Gamebook
$457 purchasedA Scholarship and Lore: Games for Learning Series Game of Central Michigan University Press Eyeball to Eyeball: The Cuban Missile Crisis, from game designers Ray Kimball and Kimberly A. Redding, is a live-action role-playing game that asks players to live out one of the most dangerous periods of the Cold War. The Cuban Missile Crisis marked the peak of a particularly dangerous phase of the Cold War; a misstep on either side could have led to mutual annihilation. Eyeball to Eyeball takes place simultaneously in the halls of power of Washington DC, Moscow, and Havana, while media and international figures jostle in New York. This game reinforces understanding of a diplomatic crisis at the height of Cold War hostilities, and is a quick-paced case study of the complex nature of modern governance. Even amid the ideological clashes of Cold War superpowers, smaller nations and non-state actors could and did influence international affairs in surprising ways. 10-39 Players 1-2 Hours Ages 14+ **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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×1Eyeball to Eyeball - Core Gamebook
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Eyeball to Eyeball: The Cuban Missile Crisis - Game Master Manual
$157 purchasedThe Eyeball to Eyeball Game Master Manual is for instructors/game masters planning to run Eyeball to Eyeball: The Cuban Missile Crisis. It contains step-by-step instructions for running the game, suggested written assignments, and the detailed player role sheets with individualized goals for each character. **This add-on will be delivered through Backerkit.EditIncludes 1 item
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×1Eyeball to Eyeball - Game Master Manual
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