Please allow us to present a series of alternative rules with which Hosts and Players may customize Castle Falkenstein to their liking.
The Variations included in this fine document:
• Add nuance to Abilities. • Change the value of Off-Suit Cards. • Provide a system for further Improvement of Dramatic Characters. • Limit the number of Cards that may be Played.... [click here for more]
Explore the Wild Side of Castle Falkenstein!
From the darkest jungles of Africa to the rooftops of London, animals are everywhere in the world of Castle Falkenstein. Curious Creatures offers a glimpse into the less civilized side of the Great Game, drawing into the light the marvelous, the monstrous, and the mythic for your edification and delight. Brought to you... [click here for more]
Castle Falkenstein: Six-Guns & Sorcery
Wild, Wild, West!
America, 1876. Tom Olam has finally returned to the land of his birth, and finds it very . . . Falkensteinian. The United States is run from behind the scenes by the Freemasons; Voudon haunts the Orleans Free State; Sam Houston is on his seventh term as President of the Republic of Texas; the Great Plains is home to the Indian Twenty... [click here for more]
When computer game designer Tom Olam found himself sorcerously shanghaied by a rogue Wizard and a Faerie Lord, little did he suspect that he would soon become the pivotal force in the struggle to control an alternate Victorian Universe. But before the deadly game could end, he would first have to battle gigantic Landfortresses, outwit Dragons, romance a beautiful Adventuress,... [click here for more]