Axes and Anvils is all about dwarves! Designing a clan is a mini-game, and character creation can be done in a group, exchanging cards that represent skills and combat roles. Built rules-light and open table, Axes and Anvils is perfect for new players and seasoned veterans, with flexible and intuitive play that draws from the creativity of all the players. Axes and Anvils is ideal for a one-shot game... [click here for more]
Print your own reference pages for your unique clan, and expand with the pages you need! From the beginning, you can note the ratings and history of your clan. Start playing, start writing, and track the outcomes for easy reference.
The .pdf has pages with tabs on the right or the left, so you can print them out to fit your design however you lay it out in a binder. If you get the book, your record... [click here for more]
The Lore Deck for Axes and Anvils has prompts for a group of players to weave together a tale from the history of their dwarven clan. At the end, they can decide together if the story is history (it happened!) or legend (probably happened, inspired by events) or myth (an instructional story.) The names, types, events, concluding morals, and locations on the cards can also support a GM who needs ideas... [click here for more]
Axes and Anvils is all about dwarves! Here is a quickstart with everything you need to make characters and start playing.
The introductory adventure provides a dwarven road through the mountains. No matter what kind of characters the players make, you can send them home in the first adventure, choosing a starting point on the road based on how much time you have to play. Dangerous foes and breathtaking... [click here for more]
These beautiful cards will draw your players into their new characters and clan right away as the game starts before they even have characters. The Axes and Anvils Starter Deck puts cards in your hands for making dwarven characters and clans. Combat roles, skills, and Sayings of the Code bulid tough dwarves ready for adventure. Clan cards include descriptions of the five main overclans and Asset &... [click here for more]
The rulebook is the first half, including the same page numbers for easy coordination with the players. The second half is a collection tools and essays to expand your game. Involve player creativity and decisions to design settlements ruled by the clanhome, neighboring factions, the clan ruler, mountain roads, and more. Descriptions of traditional dwarven practices including naming conventions, sports,... [click here for more]