All available Add-ons
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The Blue Way - T-Shirt
$282 purchased*Only available while campaign is live!* Add Samuel Araya’s terrifying art to your closet. Sport the box art for Jason Morningstar’s game The Blue Way to your next game night, class, or convention! Choose a black or navy shirt -- or maybe both!Edit -
FEATURED
Keep the Faith
$29.9518 purchasedShape the Faith as beliefs evolve and power shifts. Keep the Faith is a storytelling game of belief, tension, and transformation, designed to create compelling narratives and spark discussions between players. Players become members of a fictional Faith in transition, shaping its rituals, symbols, and stories as beliefs evolve and fracture under pressure. Through cards and shared narration, they explore how conviction, community, and power shape a religion’s future. Designed for those who love board games but haven’t played a role-playing game (RPG), or for those new to hobby gaming, Keep the Faith is mechanically accessible and welcoming. It uses board game-like play to guide players through a collaborative RPG storytelling experience. Keep the Faith was also created with experienced role-players in mind who love storytelling and world-building games like The Quiet Year (Avery Alder), Companions' Tale (Laura Simpson), For the Queen (Alex Roberts), and Microscope (Ben Robbins). Play it as a rules-light one shot RPG, or use it at the start of a new RPG campaign to build the religions of a game setting. The possible stories are endless. 2–5 players 60–90 minutes Ages 14+ Designed by Greg Loring-Albright Art by Jabari Weathers and Momatoes A Scholarship and Lore: Games for Learning series game from Central Michigan University Press. **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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Keep the Faith Curriculum Guide
$153 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 - PDF
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FEATURED
Dog Eat Dog
$21.9526 purchasedDog Eat Dog: A Game of Imperialism and Assimilation on the Pacific Islands is a multiplayer tabletop role-playing game which places players in the midst of a struggle between a colonizing Occupation force and a targeted Native force. This 2013 IndieCade Impact Award-winning game creates a social and narrative space at the table which echoes the power imbalances of colonialism. As such, gameplay is unfair and unsettling – but very meaningful. Dog Eat Dog is a roleplaying game of colonialism and its consequences. As a group, players work together to describe the conquest of one of the hundreds of small islands in the Pacific Ocean, defining the customs of the native people and the mores of the outsiders arriving to claim it. One player then assumes the role of the Occupation force, playing their capable military, their collaborationist government, and whatever jaded tourists and shrewd businessmen are interested in a not quite pacified territory. All the others play individual Natives, each trying in their own ways to come to terms with the new regime. The game begins when the war ends. Through a series of scenes, players explore the inevitably conflicted relationship between the two parties, deciding what the colonizers do to maintain control, which natives assimilate and which run amok, and who ends up owning the island in the end. This edition of Dog Eat Dog will be the first time the game is available in physical print form in more than a decade! 2-7 players 1-2 hours Ages 14+ Designed by Liam Liwanag Burke Art by Samuel Araya An Art and System: Games for Expanded Play series game from Central Michigan University Press. **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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Dog Eat Dog PDF
$157 purchasedDog Eat Dog PDF. **This add-on will be delivered through BackerKit.EditIncludes 1 item
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×1Dog Eat Dog - PDF
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Dog Eat Dog - T-Shirt
$282 purchased*Only available while the campaign is live!* Stare down the competition at your next game night or convention! This shirt features Samuel Araya’s startling art for the second edition of Liam Liwanag Burke’s game Dog Eat Dog. Available in black and teal.Edit -
FEATURED
The Mountain Witch
$34.9520 purchasedIn this influential indie multiplayer RPG, play as one of a group of secretive ronin hired to seek out and kill the dreaded Mountain Witch of Mt. Fuji. Guided by a Dark Fate, each ronin explores the mountain and moves closer to their goal all while keeping an eye on their fellow travelers as the game uses a unique “Trust points” system to shape the course of the adventure. In The Mountain Witch, players take on the role of ronin in mythical, feudal Japan. Outcast and unemployed, these samurai accept a deal that no one else would take—to assault and kill the dreaded O-Yanma, the Mountain Witch of Mt Fuji. But haunted by the past and by dark fortune, these characters very quickly find themselves trapped in desperate circumstances. The Mountain Witch implements a “play to discover your character” approach which encourages character development during gameplay sessions. To guide the narrative, each character is assigned a secret “Dark Fate,” which creates an ulterior motive for the ronin, and a Zodiac sign for character inspiration. The ronin can expend “Trust points” to either help or betray other characters in future Conflicts. Led by a Game Master, players develop their characters, journey through the lowlands and mountain terrain of Mt. Fuji, battle minions of the Mountain Witch, and guard their own secrets. The ultimate drama of the game comes not from battling the Mountain Witch and his minions but from the mounting tension between characters which grows during this journey. In the closing acts of the game, players reveal the Dark Fates which have been guiding their course throughout the quest, corner the Mountain Witch, and feel the consequences of their characters’ choices. Originally written for the Game Chef RPG design contest in April 2004 held at The Forge website, The Mountain Witch has become a landmark in the world of indie RPGs. This revised edition provides streamlined play advice and explanations for a smoother gameplay experience. 4-7 players 8-14 hours Ages 14+ Designed by Timothy Kleinert Art by W. Don Flores An Art and System: Games for Expanded Play series game from Central Michigan University Press. **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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×1The Mountain Witch
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The Mountain Witch PDF
$153 purchasedPDF of The Mountain Witch. **This add-on will be delivered through BackerKit.EditIncludes 1 item
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×1The Mountain Witch - PDF
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The Mountain Witch - T-Shirt
$282 purchased*Only available while campaign is live!* Wear your favorite landmark indie game to your next game night or convention! Pick up a shirt with W. Don Flores’ art for Timothy Kleinert’s game The Mountain Witch. Available in black and maroon.EditIncludes 1 item
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×1The Mountain Witch T-Shirt
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FEATURED
Princess with a Cursed Sword
$24.9511 purchasedPrincess with a Cursed Sword: A Book of Solo Journaling Games is a collection of five solo journaling roleplaying games by designer Anna Anthropy. The games are powered by tarot cards and centered on exploration and reflection. Four of the games in the hardcover version of Princess with a Cursed Sword have been available as PDF one-sheets in the past (Princess with a Cursed Sword, Tavern at the End of the World, The Empress and Her Seer, and Magpie by Moonlight). CMich Press publishes them together now as a bound volume alongside a new game, Thaumaturge, and new art from artist Evlyn Moreau. The book also includes actual play vignettes for each game, written by an amazing host of featured players: • Nell Raban (writer and game designer, Sid Meier’s Civilization VII, Fallen London) as the Princess; • Sharang Biswas (award-winning game designer, artist, author, and educator; Avatar: Legends, Pathfinder, Sea of Legends) as the Tavernkeep; • Jupiter Wildwood (maker, writer, and witch; Summoning Circle Press) as the Seer; • Jack de Quidt (writer and composer, Friends at the Table) as the Magpie; and • Gregory Avery-Weir (writer and game designer, Rosette Diceless) as the Thaumaturge! And there’s more! The book includes rules for a two-player epistolary version of gameplay, suggestions for endless replayability, and instructions for players to create their very own solo journaling RPG in the style of Princess with a Cursed Sword. 1-2 players At least 30 minutes Ages 14+ Designed by Anna Anthropy Art by Evlyn Moreau An Art and System: Games for Expanded Play series game from Central Michigan University Press. **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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Princess with a Cursed Sword PDF
$152 purchasedPrincess with a Cursed Sword PDF. **This add-on will be delivered through BackerKit.EditIncludes 1 item
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×1Princess with a Cursed Sword - PDF
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Eyeball to Eyeball: The Cuban Missile Crisis
$44.953 purchasedCan you avert Armageddon? Eyeball to Eyeball: The Cuban Missile Crisis is a live-action role-playing game that asks players to live out one of the most dangerous periods of the Cold War. Take the hot seat and play a historical character grappling with big decisions that could lead to bigger problems… Eyeball to Eyeball has been played in colleges, service academies, high schools, and wargame conventions. Whether you’re looking for a classroom exercise to deepen student understanding of Cold War dynamics, a group development exercise in organizational engagement, or an engaging Cold War simulation/parlor LARP, Eyeball to Eyeball offers a unique opportunity to relive and understand the past. 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. Play Eyeball to Eyeball face to face, in a hybrid format, or fully online, using a custom-configured Discord server or a custom-coded website on Mustard Square’s Experiential Simulation System (ExpSim) online platform. Play the game as a parlor LARP or use it as an engaging, immersive tool in the classroom. 10-39 players 1-2 hours Ages 14+ Designed by Raymond A. Kimball and Kimberly A. Redding Booklet design by Bold Pocket Press A Scholarship and Lore: Games for Learning series game from Central Michigan University Press. **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
$151 purchasedThe Eyeball to Eyeball Game Master Manual by Raymond A. Kimball and Kimberly A. Redding 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 - PDF
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Five Hundred Year Old Vampire
$49.956 purchasedA storytelling game of memory, loss, and time. Five Hundred Year Old Vampire is a multi-player keepsake role-playing game that adapts the award-winning Thousand Year Old Vampire by Tim Hutchings into a new collaborative play experience. Players become vampires chronicling centuries of existence. Play unfolds across five ages, each represented by a deck of cards. The Vampires will do things the players would not, both monstrous and awe-inspiring, and players will record these deeds through journaling and creating artifacts. Five Hundred Year Old Vampire is designed with classrooms and larger convention play in mind. Classroom use aligns with both the National Writing Common Core Standards and the National Visual Arts Standards and is detailed in the FYOV Curriculum Guide. 3-5 players Time to play varies; 10 sessions of 1 hour each or 1 session of 2-4 hours Ages 14+ Designed by Jason Cox Art direction and art by Jabari Weathers A Scholarship and Lore: Games for Learning series game from Central Michigan University Press. **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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Beguiling Whispers: A Five Hundred Year Old Vampire Expansion Deck
$9.954 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 **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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Liber Generis Sui: A Five Hundred Year Old Vampire Keepsake Journal
$19.951 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: A FYOV Keepsake Journal
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Five Hundred Year Old Vampire Curriculum Guide
$150 purchasedThe Five Hundred Year Old Vampire Curriculum Guide is a 36-page learning guide by game designer and art educator Jason Cox that provides guidance, suggestions, and practical lesson plans/assignments for using FIve Hundred Year Old Vampire in a classroom environment. Download comes with two PDF files: 1. The Curriculum Guide itself 2. The Curriculum Guide Resource Packet, which contains writing and visual art rubrics and the Beguiling Whispers expansion deck for multi-cohort play. **This add-on will be delivered through Backerkit.EditIncludes 1 item
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×1Five Hundred Year Old Vampire Curriculum Guide - PDF
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Monumental Consequence
$24.955 purchasedA live-action game of art, sacrifice, and persuasion which asks: is art ever worth dying for? In Monumental Consequence, players become villagers in the occupied town of La Ville. Villagers face an impossible choice: destroy their centuries-old church to save lives, or risk everything to preserve the art within. Similar to a murder mystery party, Monumental Consequence is a single-session, live action game. Gameplay is simple: players assume their village identity, engage in lively discussion and passionate debate, then vote on the central question: save the art or bomb the church? This game complements not only casual gaming but also educational and team building settings. For educators, there is a companion Monumental Consequence Curriculum Guide. 9-38 players 30-60 minutes Ages 14+ Designed by Mary Beth Looney Art by Bill Spytma A Scholarship and Lore: Games for Learning series game from Central Michigan University Press. **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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Monumental Consequence Curriculum Guide
$153 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: 1. The Curriculum Guide itself 2. 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 - PDF
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Witch Hunt: 1649
$19.955 purchasedDetermine Your Fate. Collect Supplies. Survive a Trial. Witch Hunt: 1649 is a fast-paced game of survival, suspicion, and community in seventeenth-century Scotland. In a small Scottish village, fear and rumor rule. Gather resources, forge alliances, and protect your name as accusations of witchcraft spread. Every choice could save your life or seal your fate. In Witch Hunt: 1649, players take on the roles of neighbors allied in pairs, with gameplay blending competition and cooperation. Core mechanics center on set collection: players draw cards, guard their reputations, and trade and bargain to build their standings. When accusations pile up, players’ in-game choices will allow their character to survive the trial or doom them to burn with the truth. Through its intentional design, Witch Hunt: 1649 promotes understanding of the witch hunt’s historical backdrop and encourages empathy for its victims. Gameplay draws players into the social, religious, and political tensions that shaped this volatile period. Excerpts from witchcraft accusations and other historical sources on cards double as worldbuilding flavor text and historical context. Woodcut-style illustrations enhance this immersion to create a game which stands apart from any others which use witchcraft as a theme. For additional support, educators will also be able to use the Witch Hunt: 1649 Curriculum Guide. 2-7 players 20-60 minutes Ages 14+ Designed by Martha McGill Art by Bill Spytma A Scholarship and Lore: Games for Learning series game from Central Michigan University Press. **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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Witch Hunt: 1649 Curriculum Guide
$153 purchasedThe Witch Hunt: 1649 Curriculum Guide by Martha McGill provides guidance, suggestions, rules modifications, and practical lesson plans for using the game Witch Hunt: 1649 in a classroom environment. **This add-on will be delivered through BackerKit.EditIncludes 1 item
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×1Witch Hunt 1649 Curriculum Guide - PDF
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Kartini: From Darkness to Light Curriculum Guide
$150 purchasedThe Kartini: From Darkness to Light Curriculum Guide is a 19-page learning guide by game designer and educator Christienne L. Hinz that provides guidance, suggestions, and practical lesson plans/assignments for using Kartini: From Darkness to Light, published by Ion Game Design, in a classroom environment. **This add-on will be delivered through BackerKit.EditIncludes 1 item
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×1Kartini: From Darkness to Light Curriculum Guide
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Rising Waters
$69.951 purchasedWinner of the 2024 Public Outreach Project Award from the American Society for Environmental History! It’s spring, 1927. While some Americans dance the Charleston and drink bootlegged liquor, the Mississippi Delta faces a flood of epic proportions. Can you manage the rising waters to stay alive? Rising Waters is a cooperative game of survival, resilience, and community. Set in the Mississippi Delta during the devastating 1927 flood, players take on the roles of African American families striving to survive both nature’s fury and the injustice of the Jim Crow South. Working together through music, education, faith, and shared resources, they must strengthen levees, resist oppression, and endure the rising waters. With its deep historical theming and engaging area control, set collection, and variable player power mechanics, Rising Waters is ideal for both educational use and casual play. Homeschoolers, teachers, and other educators will be interested in the accompanying Rising Waters Curriculum Guide. 2-4 players 60-90 minutes Ages 14+ Designed by Scout Blum Art by Lamaro Smith, Makiyah Alexander A Scholarship and Lore: Games for Learning series game from Central Michigan University Press. **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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Rising Waters Curriculum Guide
$151 purchasedThe Rising Waters Curriculum Guide is a 99-page learning guide by game designer Scout Blum that provides guidance, suggestions, and practical lesson plans/assignments for using Rising Waters in a classroom environment. Download comes with two PDF files: 1. The Curriculum Guide itself 2. The Curriculum Guide Resource Packet, which contains a number of worksheet, images, and a collection of song lyrics to accompany the assignments in the Curriculum Guide. **This add-on will be delivered through Backerkit.EditIncludes 1 item
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×1Rising Waters Curriculum Guide - PDF
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Hydrologic Cycle
$34.951 purchasedA competitive game of science, strategy, and flow! Hydrologic Cycle is a fast-paced, one vs one or two vs two player, area-control card game where players fight for command of Earth’s water cycle. Players race to connect reservoirs and transport processes, placing two cards at a time to cover the board before their opponent does the same. The faster players commit the water cycle to memory, the faster they can stack and overtake spaces on the board – and win. Dr. Wendy Robertson, an associate professor of earth and atmospheric sciences at Central Michigan University, designed Hydrologic Cycle to help teach her college students the global water cycle. Hydrologic Cycle meets a number of Next Generation Science Standards (NGSS) and Common Core Science Standards for learning the global water cycle for grades 3-12 using the introductory side of the game board, making it a perfect tool for homeschoolers. The advanced side of the game board is perfect for use at the university level. The Hydrologic Cycle Curriculum Guide is also available. 2-4 players 10-15 minutes Ages 10+ Designed by Wendy Robertson Art by Lamaro Smith A Scholarship and Lore: Games for Learning series game from Central Michigan University Press. **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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Hydrologic Cycle Curriculum Guide
$150 purchasedThe Hydrologic Cycle Curriculum Guide is a 42-page learning guide by game designer and educator Wendy Robertson that provides guidance, suggestions, and practical lesson plans/assignments for using Hydrologic Cycle in a classroom environment. Download comes with one PDF file: 1. The Curriculum Guide itself **This add-on will be delivered through Backerkit.EditIncludes 1 item
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×1Hydrologic Cycle Curriculum Guide - PDF
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Making History
$24.955 purchasedA game of truth, perspective, and the stories we choose to believe. When Briar and Skye’s breakup rocks the school, everyone has a theory — but which version is true? As players gather and trade “facts,” they uncover how perspective, rumor, and bias shape the way we interpret the past. Each round of Making History builds competing narratives, revealing that history is rarely neat…and never complete. In Making History, players work in small groups to construct hypotheses using “Evidence Cards,” which contain information 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. Educators can use the Making History Curriculum Guide for further classroom inspiration. 4-40 players 50-75 minutes Ages 14+ Designed by Nicolas W. Proctor Graphic design by Kate Sullivan A Scholarship and Lore: Games for Learning series game from Central Michigan University Press. **All add-ons will ship when the overall campaign fulfills.EditIncludes 1 item
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Making History Curriculum Guide
$155 purchasedThe Making History Curriculum Guide by Raymond A. Kimball provides guidance, suggestions, rules modifications, and practical lesson plans for using the game Making History in a classroom environment. **This add-on will be delivered through BackerKit.EditIncludes 1 item
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×1Making History Curriculum Guide - PDF
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CMU Card Sleeves
$11.950 purchasedCover your cards in Central Michigan University spirit! Preserve your favorite cards and show your CMU pride at the same time. Only available from Central Michigan University Press. Sleeves are 66 x 91 mm, designed to fit standard size cards (63 x 88 mm). 100 count.EditIncludes 1 item
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×1CMU Card Sleeves
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