Seven Wonders A Story Games Anthology

Seven Wonders A Story Games Anthology

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  • Description

    Different  times  call  for  different  games

    Have  you  ever  wondered

    ·  how  the  children  from  Narnia  coped  back  in  the  real  world?

    ·  what  it's  like  to  voyage  into  a  black  hole?

    ·  how  dystopias  are  created,  and  destroyed?

    ·  what  you  would  sacrifice  to  protect  your  family?

    ·  what  heroes  talk  about  on  the  eve  of  a  life-altering  battle?

    ·  how  to  defend  your  village,  when  your  heroes  are  away?

    ·  who  protects  your  home  when  you're  not  looking?

    Seven  Wonders  has  the  answers!

    Seven  Wonders  is  a  collection  of  stand-alone  story  games  from  UK-based  games  designers,  which  focus  on  characterisation  and  inter-character  drama,  and  use  improvisational  techniques  to  tell  innovative,  compelling  tales.

    Seven  Wonders  includes  the  following  new  story  games:

    When  the  Dark  is  Gone

    by  Becky  Annison

    Imagine  the  children  in  The  Lion,  the  Witch  and  the  Wardrobe.  They  visited  a  magical  land,  fought  battles  alongside  talking  animals  and  centaurs  and  won  a  war  against  a  powerful  and  evil  enemy.  Then  they  returned  home,  no-one  believed  them  and  they  were  back  to  war  time  rations  and  maths  homework.  What  did  that  feel  like?  How  did  they  live  with  the  memories  of  what  they  experienced?

    Did  they  end  up  in  therapy?

    When  the  Dark  is  Gone  is  a  GM'd  story  game  for  3-4  players,  who  take  on  the  roles  of  Clients  in  a  real-world,  modern-day  setting,  whose  serious  psychological  disorders  are  damaging  them  and  those  closest  to  them.  The  game  is  set  in  their  group  therapy  session   €œ  one  final  attempt  to  get  their  lives  back  on  track.

    Rise  and  Fall

    by  Elizabeth  Lovegrove

    Dystopias  come  from  somewhere,  and  they  go  somewhere.  They  appear  because  someone  is  able  to  convince  others  that  they  are  reasonable,  and  they  disappear  because  someone  is  able  to  exploit  their  weaknesses.  They  rise,  and  they  fall.
    Rise  and  Fall  is  a  GM-less  story  game  for  2-5  people  in  which  players  create  a  dystopia,  explore  its  rise  to  power,  how  everyday  life  operates  during  its  tenure,  and  then  how  the  regime  is  brought  down.

    Heroes  of  the  Hearth

    by  Stiain ­n  Jackson

    Do  you  see  them?  Off  in  the  distance?  The  heroes   €œ  the  ˜adventuring  party'.  A  thief,  a  fighter,  a  cleric,  a  mage   €œ  that's  the  story,  they're  off  to  do  battle  against  some  terrible  threat.  They'll  defend  the  villages  by  the  way.  They'll  fight  fearsome  beasts.  They'll  find  great  and  awesome  treasure.  And  at  the  end  of  it    well,  I  guess  they'll  go  home?

    Because  every  adventurer  has  a  place  that  they're  from,  and  every  adventurer  has  people  that  know  them   €œ  many  are  lucky  enough  to  have  people  that  love  them.  Those  people  have  stories  too   €œ  what  is  their  home  like?  How  do  they  feel  when  their  loved  ones  are  off  doing  battle?  What  do  they  do  in  the  face  of  this  threat  and  how  do  they  move  on  with  their  lives?

    This  game  is  about  those  stories  and  those  people.  They  are  the  heroes  of  the  hearth.

    Acceptable  Losses

    by  Tova  N ¤slund

    A  family  drama  set  in  a  dystopian  future.  Humanity  lives  in  self-sustaining  buildings,  large  enough  to  supply  hundreds  of  thousands  of  people.  At  the  start  of  each  month,  an   ldquo;employee  of  the  month  is  announced  and  allowed  to  move  up  a  floor.  On  the  other  hand,  a  family  that  doesn't  fill  their  work  quota  are  sent  down  a  floor,  to  the  even  worse  slums  below.

    In  the  tougher  lower  floors  live  the  Witkins,  a  close  family  of  maintenance  workers.  Over  the  years  you've  adopted  a  family  motto:  the  Witkins  don't  ask  for  help,  they  earn  it.  But  you're  in  dire  straits,  crippled  with  debt  and  due  to  be  forced  down  a  floor  in  the  next  five  days.  One  of  you  has  a  means  of  escape   €œ  a  promotion,  through  marriage.  Do  you  all  move  down  together   €œ  or  do  you  split  the  family?

    Small  Things

    by  Lynne  Hardy

    In  Small  Things  you  play  a  noble  guardian  who  protects  your  House  and  Family  from  whatever  may  come  along.  Problem  is,  you're  only  little   €œ  and  some  of  the  things  you  have  to  guard  against  are  very  Big

    Set  in  Britain  somewhere  between  1930  and  the  mid-1950s  (but  without  the  inconvenience  of  a  World  War  and  rationing),  Small  Things  takes  place  in  a  world  of  faded  colours,  good  manners,  few  labour-saving  gadgets  and  tea  made  in  big  brown  teapots  and  left  on  the  hearth  to  warm  under  a  stripy  tea  cosy.

    Nemesis  382

    by  Alex  Helm

    We  know  that  a  black  hole  is  a  star  that  has  collapsed  under  the  weight  of  its  own  gravity,  creating  a  well  in  space-time  that  not  even  light  can  escape.  But  what  lies  beyond  a  black  hole?  Would  an  object  entering  be  simply  stretched  and  crushed  to  death?  Would  it  fall  through  into  another  universe  as  some  scientists  speculate?  Or  perhaps,  as  holy  men  and  women  suggest,  would  it  come  face  to  face  with  God?  Nobody  knows,  and  there's  only  one  way  to  find  out.

    This  is  the  story  of  the  Albert  Einstein  III,  a  scientific  research  vessel  dispatched  to  the  newly  discovered  supermassive  black  hole  called  Nemesis  382.  As  the  ship  edges  closer  to  the  event  horizon,  the  crew  must  decide  once  and  for  all   €œ  how  far  are  they  willing  to  go  in  the  name  of  science?

    Before  the  Storm

    by  Joanna  Piancastelli

    It's  the  last  few  hours  of  the  world  as  you  know  it.  Tomorrow  morning,  the  Stormsworn  will  attack   €œ  a  huge  army  granted  power  by  a  malevolent  ancient  force.  There's  no  way  out  of  the  oncoming  battle.

    You  sit  in  the  hall  of  Castle  Iriya,  yourself  and  your  small  band  of  companions,  the  people  you  must  now  trust  and  rely  on  above  all  others.    You  all  have  your  flaws,  your  secrets  and  regrets,  things  you  ought  to  tell  each  other  but  never  have.  In  these  last  hours  of  eerie  peace,  you  have  a  chance  to  put  that  to  rights.

     

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