The King in Yellow
Review: 5 - "A masterpiece of literature" by , written on May 4, 2006
I really enjoyed this book. It captures the essential challenge people face as they try make sense of their lives and grow to adulthood.

The King in Yellow

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€99,90

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Inspired by Robert W. Chambers' cycle of short stories, The King in Yellow - The Roleplaying Game, written and conceived by Robin D. Laws, takes players on a spiral of madness through multiple consciousnesses and timelines.
The characters will find themselves face to face with the horrors of The King in Yellow, an alien work capable of altering reality. A single reading is enough to be filled with its aura of madness.
Without even realizing it, discrepancies and glimpses of an unknown world will open around you: Carcosa.

Four color and hardcover manuals, united in a precious box set , will take you on an epic journey through the horror of a changing reality. Four eras, four incarnations, for a single, great mystery:

Paris
THE SIGN CAST ITS SHADOW ON THE CITY OF LIGHTS
In the first manual of The King in Yellow - The role-playing game, the shocking influence of Carcosa, an evil alien realm described in the cycle of short stories by Robert W. Chambers, permeates the nocturnal environment of Belle Époque Paris.

It's 1895 and you, a tight-knit group of American art students, want nothing more than to improve your skills, immerse yourself in the greatness of the masters, attend the occasional masquerade ball, and surrender to the exhilaration of Parisian revelry. However, when you stumble upon a mysterious play capable of altering perception, shaping reality and conjuring the absurd, you can't back down... you have to find out what lies behind this world of hidden threats and dangers.

This manual contains:
• All the GUMSHOE rules you need to play this new simplified version: the QuickShock.
• A guide to life in Paris. From the sparkling champagne of Montmartre to the sharp knives of Pigalle, you will find witnesses in the taverns, you will read documents recovered in the libraries and you will enter the darkness of the legendary catacombs.
• Famous people who need help or who will try to hinder yours
covert missions. Share a drink with Toulouse-Lautrec, gossip with Sarah Bernhardt or borrow a handful of radios from Marie Curie.
• Adversaries, supernatural or not. Trade jabs with some legendary vampire, scientific theories with a mad experimenter, and punches with the undead.
• Useful tools for the GM to lead an adventure that can range from a terrifying one-shot to a huge and complex story arc.
• A complete introductory adventure: The Ghost of the Garnier. Put on your Sunday dress!
• An entire section dedicated to Injury and Trauma cards to represent the physical and mental toll that will weigh on your shoulders as you face increasingly difficult challenges against the King in Yellow.

Full Color hardback, A5 format 248 pages

The wars
CARCOSA TIGHTENS ITS GRIP AROUND A NEBULOUS WAR
It is 1947, Europe is mired in the devastation and bloodshed of the Continental War.
You, seasoned soldiers of a French squad, oppose the Enemy as his armies close in on your homeland. And yet…as you trudge across the ash-strewn landscape, you realize you are but pawns in a greater inhuman game.
With your decorated rifle on your shoulder and the inevitable boîtenoire in your backpack, dodging bullets and weeping mines, you will explore the disturbing background of the conflict.

This manual contains:
• Character creation and rule changes to address this new and bizarre front of the conflict against the King in Tattered Robes.
• A geopolitical guide to armies, detailing all the details you need to understand the goings-on in this alternate reality…if your mind can handle it.
• Along with fear and gunpowder, a new wave of Wounds and Trauma cards that will test the soldiers of the First Bizarre War.
• Vernian Nightmares Clattering and buzzing, the wacky killing machines of the Continental War include tools like stalkers, dragonflies and dreadnoughts.
• Mysterious belligerent opponents who will try to overwhelm your sides and haunt your dreams. Meet the cruel duchess of death, the loathsome grave reaper, the sneaky Red Cross and many more.
• People to talk to, protect or throw grenades at; from civilians, to fellow soldiers to officers.
• A complete scenario, A Feast for Wolves. Taste the sausages!

Full Color hardback, A5 format, 176 pages

The day after
THE EMPEROR HAS FLEE, BUT THE KING REMAINS
It is the present, in an alternate America. The Castaigne dictatorial regime, which has ruled the country since 1920, has finally been defeated.
Thanks, in large part, to your diehard band of ex-revolutionaries.
Now ready to return to your civilian lives, relegating the traumas of the civil war to the past, you find that you cannot yet leave behind the skills acquired during the fighting.
The supernatural power that raised the Castaignes has been weakened, but not destroyed.
To put an end to it once and for all, you set out on the trail of absurd mysteries and join forces in the name of democracy. You will not allow your sacrifices, and those of your fallen comrades, to be in vain.

This manual contains:
• Character creation, including new The Day After key skills.
• A wide range of Trauma cards, specific to post-revolution life.
• The distorted history that haunts you.
• A setting guide describing the challenges that freedom brings. Find out who you can trust, who you fight for, and who stands between you and your goal.
• How to choose and pursue your political goal, with the rules and cards you need to track your progress.
• The technologies of an alternate world, from the ubiquitous and still popular Government Lethal Chambers to the horrific weapons of the old regime.
• The members of the Secondary Cast: from old comrades, now become police officers and
politicians, to war criminals, to the regime sorcerers you haven't caught yet.
• Adversaries to hunt down and battle, from former members of the secret police to the dark spawn of the parageometric hybridization labs.
• A complete scenario, Can Che Abbaia... Sink your teeth into it!

Full Color hardback, A5 format, 168 pages

This is normal
EVERYTHING IS NORMAL, NOTHING IS NORMAL
Finally, the final setting of The King in Yellow – The Roleplaying Game: you are back in our world, nowadays. You are ordinary people now, safe in a reality made up of memes and selfies, trendy new nightclubs, trendy apps and devastating economic models.
Wait a minute... all these clichés didn't bother you, did they?
Here comes a horrible thought. What if the sinister work that started it all was the primal meme, the meme that will end all memes? What if there's a corrupting force feeding your every fear, feasting on your nightmares, and trying to bury us under oppressive modernity?
Looks like you still have some investigation to do. You will soon discover that you are anything but ordinary.

This manual contains:
• Character creation, which includes new skills related to today's world.
• The discovery of a wave of strangeness that awaits you around the corner, from the onslaught of the Furies to the mental techniques of denial necessary to digest it all.
• Organizations to infiltrate, ally with, or unmask, from pharmaceutical companies to Hali cults, from forums destroyed by Gnosis to shady secret agencies.
• Modern traumas that will drain your dopamine, throwing you into a 24/7 paradigmatic state of panic.
• Last-minute adversaries, from attention-grabbers to monstrous web-dwellers who should never enter comment sections.
• A cast of supporting characters to populate your mysteries.
• The choices your GM will be able to make shaping Carcosa and the royals who inhabit it, adapting them to your sessions.
• The advanced techniques of the GM Masterclass.
• The principles with which to compose the cards to create new and unprecedented Traumas and Wounds.
• A complete scenario, Entanglement. Watch out for the doppelgangers before they notice you!

Full Color hardback, A5 format, 176 pages

The four volumes of Il Re in Giallo - Il Gioco di Roolo are enclosed in a comfortable slipcase which, thanks to a system of magnets, transforms into two screens of the Game Moderator.

Inspired by Robert W. Chambers' cycle of short stories, The King in Yellow - The Roleplaying Game, written and conceived by Robin D. Laws, takes players on a spiral of madness through multiple consciousnesses and timelines.
The characters will find themselves face to face with the horrors of The King in Yellow, an alien work capable of altering reality. A single reading is enough to be filled with its aura of madness.
Without even realizing it, discrepancies and glimpses of an unknown world will open around you: Carcosa.

Four color and hardcover manuals, united in a precious box set , will take you on an epic journey through the horror of a changing reality. Four eras, four incarnations, for a single, great mystery:

Paris
THE SIGN CAST ITS SHADOW ON THE CITY OF LIGHTS
In the first manual of The King in Yellow - The role-playing game, the shocking influence of Carcosa, an evil alien realm described in the cycle of short stories by Robert W. Chambers, permeates the nocturnal environment of Belle Époque Paris.

It's 1895 and you, a tight-knit group of American art students, want nothing more than to improve your skills, immerse yourself in the greatness of the masters, attend the occasional masquerade ball, and surrender to the exhilaration of Parisian revelry. However, when you stumble upon a mysterious play capable of altering perception, shaping reality and conjuring the absurd, you can't back down... you have to find out what lies behind this world of hidden threats and dangers.

This manual contains:
• All the GUMSHOE rules you need to play this new simplified version: the QuickShock.
• A guide to life in Paris. From the sparkling champagne of Montmartre to the sharp knives of Pigalle, you will find witnesses in the taverns, you will read documents recovered in the libraries and you will enter the darkness of the legendary catacombs.
• Famous people who need help or who will try to hinder yours
covert missions. Share a drink with Toulouse-Lautrec, gossip with Sarah Bernhardt or borrow a handful of radios from Marie Curie.
• Adversaries, supernatural or not. Trade jabs with some legendary vampire, scientific theories with a mad experimenter, and punches with the undead.
• Useful tools for the GM to lead an adventure that can range from a terrifying one-shot to a huge and complex story arc.
• A complete introductory adventure: The Ghost of the Garnier. Put on your Sunday dress!
• An entire section dedicated to Injury and Trauma cards to represent the physical and mental toll that will weigh on your shoulders as you face increasingly difficult challenges against the King in Yellow.

Full Color hardback, A5 format 248 pages

The wars
CARCOSA TIGHTENS ITS GRIP AROUND A NEBULOUS WAR
It is 1947, Europe is mired in the devastation and bloodshed of the Continental War.
You, seasoned soldiers of a French squad, oppose the Enemy as his armies close in on your homeland. And yet…as you trudge across the ash-strewn landscape, you realize you are but pawns in a greater inhuman game.
With your decorated rifle on your shoulder and the inevitable boîtenoire in your backpack, dodging bullets and weeping mines, you will explore the disturbing background of the conflict.

This manual contains:
• Character creation and rule changes to address this new and bizarre front of the conflict against the King in Tattered Robes.
• A geopolitical guide to armies, detailing all the details you need to understand the goings-on in this alternate reality…if your mind can handle it.
• Along with fear and gunpowder, a new wave of Wounds and Trauma cards that will test the soldiers of the First Bizarre War.
• Vernian Nightmares Clattering and buzzing, the wacky killing machines of the Continental War include tools like stalkers, dragonflies and dreadnoughts.
• Mysterious belligerent opponents who will try to overwhelm your sides and haunt your dreams. Meet the cruel duchess of death, the loathsome grave reaper, the sneaky Red Cross and many more.
• People to talk to, protect or throw grenades at; from civilians, to fellow soldiers to officers.
• A complete scenario, A Feast for Wolves. Taste the sausages!

Full Color hardback, A5 format, 176 pages

The day after
THE EMPEROR HAS FLEE, BUT THE KING REMAINS
It is the present, in an alternate America. The Castaigne dictatorial regime, which has ruled the country since 1920, has finally been defeated.
Thanks, in large part, to your diehard band of ex-revolutionaries.
Now ready to return to your civilian lives, relegating the traumas of the civil war to the past, you find that you cannot yet leave behind the skills acquired during the fighting.
The supernatural power that raised the Castaignes has been weakened, but not destroyed.
To put an end to it once and for all, you set out on the trail of absurd mysteries and join forces in the name of democracy. You will not allow your sacrifices, and those of your fallen comrades, to be in vain.

This manual contains:
• Character creation, including new The Day After key skills.
• A wide range of Trauma cards, specific to post-revolution life.
• The distorted history that haunts you.
• A setting guide describing the challenges that freedom brings. Find out who you can trust, who you fight for, and who stands between you and your goal.
• How to choose and pursue your political goal, with the rules and cards you need to track your progress.
• The technologies of an alternate world, from the ubiquitous and still popular Government Lethal Chambers to the horrific weapons of the old regime.
• The members of the Secondary Cast: from old comrades, now become police officers and
politicians, to war criminals, to the regime sorcerers you haven't caught yet.
• Adversaries to hunt down and battle, from former members of the secret police to the dark spawn of the parageometric hybridization labs.
• A complete scenario, Can Che Abbaia... Sink your teeth into it!

Full Color hardback, A5 format, 168 pages

This is normal
EVERYTHING IS NORMAL, NOTHING IS NORMAL
Finally, the final setting of The King in Yellow – The Roleplaying Game: you are back in our world, nowadays. You are ordinary people now, safe in a reality made up of memes and selfies, trendy new nightclubs, trendy apps and devastating economic models.
Wait a minute... all these clichés didn't bother you, did they?
Here comes a horrible thought. What if the sinister work that started it all was the primal meme, the meme that will end all memes? What if there's a corrupting force feeding your every fear, feasting on your nightmares, and trying to bury us under oppressive modernity?
Looks like you still have some investigation to do. You will soon discover that you are anything but ordinary.

This manual contains:
• Character creation, which includes new skills related to today's world.
• The discovery of a wave of strangeness that awaits you around the corner, from the onslaught of the Furies to the mental techniques of denial necessary to digest it all.
• Organizations to infiltrate, ally with, or unmask, from pharmaceutical companies to Hali cults, from forums destroyed by Gnosis to shady secret agencies.
• Modern traumas that will drain your dopamine, throwing you into a 24/7 paradigmatic state of panic.
• Last-minute adversaries, from attention-grabbers to monstrous web-dwellers who should never enter comment sections.
• A cast of supporting characters to populate your mysteries.
• The choices your GM will be able to make shaping Carcosa and the royals who inhabit it, adapting them to your sessions.
• The advanced techniques of the GM Masterclass.
• The principles with which to compose the cards to create new and unprecedented Traumas and Wounds.
• A complete scenario, Entanglement. Watch out for the doppelgangers before they notice you!

Full Color hardback, A5 format, 176 pages

The four volumes of Il Re in Giallo - Il Gioco di Roolo are enclosed in a comfortable slipcase which, thanks to a system of magnets, transforms into two screens of the Game Moderator.

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