Sometimes referred to as “the green fairy,” absinthe is a highly alcoholic green liquor made from a variety of aromatic herbs. It is said to have been invented in 1792 by Dr. Pierre Ordinaire, a French expatriate living in Switzerland, as a means of delivering the medicinal qualities of wormwood in a relatively palatable form.

The liquor is prepared from the leaves of common wormwood (Artemisia absinthium) and other ingredients steeped in alcohol, including licorice, star anise, fennel, hyssop, and angelica root. Many absinthe drinkers believed that wormwood was the source of its legendary hallucinogenic powers, but most modern scientific analysis attributes its effects to the very high alcohol content, sometimes as high as 70 or 80 percent. In addition, some less-reputable distillers used toxic chemicals to fake the brilliant green color and other characteristics of absinthe, further contributing to its toxicity and notoriety.

The traditional absinthe drink was prepared with a special slotted spoon on which a sugar cube was placed. Water was sluiced over the sugar and into a glass containing absinthe until the liquid turned a milky, greenish- white color. This correct color and consistency, called “louche,” indicated that the bitter taste of straight absinthe had been adequately diluted. Only a few daring individuals would drink absinthe straight.

Absinthe was popular in Paris at the end of the nineteenth century among artists and writers, including the Dutch painter Vincent van Gogh and the Irish poet Oscar Wilde. Postimpressionist painter Henri de Toulouse-Lautrec combined absinthe and cognac to produce a drink he called an “earthquake.”

The popularity of absinthe in America was largely restricted to the demimonde, or cultural underworld, of New Orleans, a city with deep ties to France. On Bourbon Street in the French Quarter (Vieux Carré), an establishment known as the Old Absinthe House had a spigot used solely for dripping water through sugar-loaded absinthe spoons.

By the beginning of the twentieth century, opposition to absinthe began to develop among people who disapproved of recreational intoxicants. An almost hysterical fear of absinthism led to the drink being lumped together with opiates and other powerful drugs. Exaggerated accounts of debaucheries committed by absinthe drinkers led legislators on both sides of the Atlantic to ban its production and consumption. The United States banned absinthe in 1912, almost a decade before Prohibition.

Hippie “Oregano” Brownies

1/2 cup butter
2 ounces unsweetened chocolate
1 cup sugar
2 eggs, well beaten
1/2 teaspoon vanilla
3/4 cup flour
1/4 teaspoon salt
1/8 ounce “oregano,” chopped

  • Preheat oven to 350°F.
  • Melt butter and chocolate together in a large saucepan over low heat.
  • Remove the saucepan from the heat and stir in remaining ingredients.
  • Pour mixture into a greased 8-inch square pan.
  • Bake for 25 to 30 minutes.
  • Let cool.
  • Cut into squares.
  • Serve and enjoy.

Star Viking Microgame

Microgames were a phenomenon of especially the 1970’s and early 1980’s. Star Viking was released by the long defunct Dwarfstar Heritage games in 1981.

Galactic wealth just there for the taking; so get out there and take it, Star Viking!

Raiding vessels sweep across the star systems to loot glittering worlds. In system after system, dark cruisers materialize from hyperspace, launching a cloud of fighters to vaporize the local in-system patrol boats — then comes the savage plunder of whole planets by powersuited raiding parties and grav-armor detachments.

Scattered thinly across the Outrim sector, the frigates of the Federate squadron desperately deploy, attempting to weld the undermanned planetary defenses and low-tech local militias into a cohesive force capable of resisting the star-born horror from beyond the rim — the coming of the Star Vikings.

Star Viking is a game of interstellar raiding and plunder for two players. Using a unique system of 12 mapboard tiles to represent the various star systems in the Outrim sector, it captures the tense uncertainty and the sudden, flashing battles of an interstellar war. Units represented include Viking cruisers, sloops, and fighters. Federate and local frigates, battle-cruisers, and patrol boats, as well as raiding detachments, security forces, grav-armor units, specialized warfare pods, and conventional low-tech armed forces ranging from atmospheric aircraft to stone-age hordes. 

Star Viking contains — Twelve 3�”x4″ full-color cardboard playing tiles, 154 full-color counters, a die, and a complete instruction folder. 

PLAY LEVEL – Intermediate.

  • 2 Players
  • 60 Min Playing Time
  • Age: 10+

Star Smuggler

Microgames were a phenomenon of especially the 1970’s and early 1980’s. Star Smuggler was released by the long defunct Dwarfstar Heritage games in 1982.

Face adventure — danger — and debts — as a dashing, planet-hopping Star Smuggler.

Life is tough for the starship-era soldier of fortune. Hyper-jumping from one system to the next with a contraband cargo of drugs, weapons, robotics or anything that will turn a quick Sec– with an occasional planet-side stint of industrial spying or dirty tricks. Duke Springer knows all the tricks, dirty or otherwise — all the seedy spaceport bars, the glittering gambling areas, the hard-up colonies where they don’t ask too many questions, the names of a thousand corrupt bureaucrats on a hundred backwater planets. Duke Springer has to; he lives his life one jump ahead of the Enforcers. He knows you’ve got to be quick, or you end up dead. That’s the way it is when you’re a Star Smuggler.

Star Smuggler is a solitaire game of tense adventure in the far future. No opponent is necessary, as the Event Booklet takes you through a pre-programmed sequence of encounters which is different each time you play the game. For each event, you, as star smuggler Duke Springer must make the decisions which will make you huge profits — or may cost you your life.

Star Smuggler contains — Twelve 4″x3�” full-color mapboard tiles, four full-color counters, a rules booklet, events booklet and gaming dice.

  • 1 Player
  • 180 Min Playing Time
  • Age: 12+

Outpost Gamma Microgame

Microgames were a phenomenon of especially the 1970’s and early 1980’s. Outpost Gamma was released by the long defunct Dwarfstar Heritage games in 1982.

Rorke’s Drift in space – ten Imperial troopers stand against hundreds of attackers.


On a colonial world of the far future, ten hard-pressed Imperial troopers in mobile battle armor desperately defend their base against mass assaults by hundreds of primitive alien natives, rushing to attack under the cover of violent energy storms. The imperial troopers have the latest in advanced weaponry, high-mobility pulsor units in their armor, and the support of two heavy-weapons specialists. But the native Irdans have sheer numbers, unwavering courage, and their greatest ally — the hostile environment of their home planet . . .

Against odds of 50 to 1, will sophisticated technology be enough to save the beleaguered garrison at Outpost Gamma?

Outpost Gamma is a game of science fiction combat for two players. With its unpredictable storms and fast-playing combat system, Outpost Gamma captures the tension and rapid-fire action of high versus low-technology combat in a hostile environment. 

Outpost Gamma contains — a full-color 12″x 14″ mapboard, 154 full-color counters, a die, and rules booklet.

GAME LEVEL – Introductory/Intermediate

  • 2 Players
  • 120 Min Playing Time
  • Age: 12+

Grav Armor Microgame

Microgames were a phenomenon of especially the 1970’s and early 1980’s. Grav Armor was released by the long defunct Dwarfstar Heritage games in 1982.

High-speed, high casualty combat between streaking gravitic armored vehicles!

In the 31st century, the silence is deafening as the tanks sweep into action on noiseless gravitic drives. Heavy armored vehicles streak through the stratosphere at supersonic speeds, dropping into the battlezone to support power-armored infantry with their gatling lasers. Medium grav tanks skim the ground at 500 kph, hurling mag-bolts at concealed targets 50 km distant. Here and there, light grav-tanks leave their covering terrain to pop up into the air, discharging their deadly particle beams at the advancing troopers, their multi-barrel phalanx turrets spraying the air with small projectiles to foil incoming missiles.

This is the warfare of the future. This is Grav Armor!

Grav Armor is a fast-moving game of future armored warfare for 2 players. It realistically simulates the high-speed, high casualty combat between streaking gravitic vehicles, surface-effects craft, supersonic fighters, orbital dropships and power-suited infantry. The modular map sections allow scenarios to be played on radically different types of planets (earthlike, molten, frozen or airless).

Grav Armor contains — Six 4″x7″ full-color map modules, 154 full-color counters, two dice, and complete rules booklet with 5 scenarios.

PLAY LEVEL – Introductory/Intermediate

  • 2–3 Players
  • 60 Min Playing Time
  • Age: 12+


Elfquest is a comic book property created by Wendy and Richard Pini in 1978. It is a fantasy story about a community of elves and other fictional species who struggle to survive and coexist on a primitive Earth-like planet with two moons. Several published volumes of prose fiction also share the same setting. Elfquest was one of the first comic book series to have a planned conclusion. Over the years Elfquest has been self-published by the Pinis through their own company Warp Graphics, then Marvel Comics, then the Pinis again, more recently DC Comics and then Dark Horse Comics.

From an interview with Wendy a few years back, here’s a concise yet thorough, and still-relevant answer to what is Elfquest: ElfQuest is an ongoing heroic fantasy graphic novel series, with science fictional undertones, about a band of alien beings who look like elves trying to survive on a hostile world that is not their ancestors’ planet of origin. The storyline focuses on the elves’ struggle to remain true to their harmonious, nature-loving ways despite the encroachment into their territories of an ever-increasing human population. The art style of ElfQuest, whether mine or any of the other talented artists Warp Graphics has employed, is a combination of influences from classic fairytale illustration to Japanese anime or manga. Although our elfin cast of characters, like Cutter, Leetah, Skywise and Rayek, have a big-eyed, childlike appearance, their adventures take them psychologically, spiritually and physically to very dark, very grown-up places. It’s my firm belief, based on years of fan feedback, that anyone willing to fully explore the epic-sized world of ElfQuest will find their views of modern society mirrored, their prejudices challenged, and their understanding of relationships – of all kinds – forever changed.

Dragon Rage

Microgames were a phenomenon of especially the 1970’s and early 1980’s. Dragon Rage was released by the long defunct Dwarfstar Heritage games in 1982.

Dragon attacks! Destroy or defend in a game of aerial assault set in the Middle Ages.

A nervous sentry spies the twin specks in the sky. Soon he can make out the huge leathery wings and long necks.

“The Dragons! The Dragons have come!”

The great warhorn frantically calls across the city. Knights mount their horses, as archers rush to the walls. Many years has the city stood at the forest edge, withstanding the attacks of trolls, goblins, and sea serpents, but now will come the greatest test – for now is the hour of Dragon Rage…

Dragon Rage is a game of mythical creatures attacking a walled medieval city. The game-board is a full color aerial view of the city and surrounding territory, and the counters include knights, infantry, heroes, wizards, dragons, ores, trolls, great birds, giants, and other mythical creatures and beasts. The game rules include six scenarios, and a table for creating your own games with different combinations of monsters and city defense forces.

Dragon Rage contains — A 12″x 14″ full color map/playing board, 154 full color counters, two dice, and a complete rules booklet with 6 scenarios.

* Dragon Rage was re-released by Flatline Games in 2010 which is also now out of print.

PLAY LEVEL – Introductory/Intermediate. Ages 12 and older.

  • 2 Players
  • 120 Min Playing Time
  • Age: 12+

Vampyre Microgame

Microgames were a phenomenon of especially the 1970’s and early 1980’s. Vampyre was released by TSR in 1981, who was later bought out by Wizards of the Coast.

An overland hunt for the vampyre coffins ends in a tactical battle in Castle Dracula.

The Vampyre game is faithful to Stoker’s original novel. It may be played by up to 6 people, each playing the role of one of Stoker’s characters. Many of the game elements are also derived from the book. In Stoker’s novel, Dracula did indeed hide coffins in various secret locations so that he would always have a place to hide during the day, should his principle (sic?) lair be discovered. Dracula did have vampire brides and could command wolves, rats, bears and other supernatural beings. Effective against these un-dead creatures were The Host, holy water, crucifixes and silver bullets; not to mention the hammer and stake – tools required for dispatching vampires.

The Vampyre basic game takes place on the map of Transylvania. The game is a race between the vampire hunters to see who will be the first to find and destroy three of Count Dracula’s hidden coffins.

The extended game is played on the reverse side of the map, Dracula’s Castle, after the players have finished the basic game. Here, the players have already destroyed Dracula’s hidden coffins. Now they must track down and destroy the Count himself in his heavily guarded lair.

  • 2–6 Players, Best: 4–6
  • 45 Min Playing Time
  • Age: 12+

Demonlord Microgame

Microgames were a phenomenon of especially the 1970’s and early 1980’s. Demonlord was released by the long defunct Dwarfstar Heritage games in 1981.

Fight grand fantasy battles as the Demon Empire seeks to rise again!

After centuries of sleep, the Demon Empire once more sends forth its hideous armies to conquer the lands of men. Desperate fighters stand with bow and shield against the goblin hordes which blacken the fertile valleys. The wizards and priests are called together in a desperate attempt to counter the Demonlord’s dark magicks. But the balance of power lies with the neutral kingdoms. Will the Dwarven King, the Cloud Prince of Lyung, and the mysterious Ancients join with the forces of light, or will they cast their lots with the dark host commanded by the shadowy presence of the Demonlord.

Demonlord is a game of strategy for two players. It vividly recreates the grand sweep of empires in conflict in an age of sorcery and enchantment. Infantry and cavalry sweep across the land to meet in battle or besiege fortresses, as winged troops wheel overhead. Priests invoke friendly spirits, as magicians prepare potent battlefield magic, or summon great beasts to their aid. And controlling it all, the dread Demonlord, and the Captains of the Hosar alliance with their retinue of personalities and special powers.

Demonlord contains — a full color card stock mapboard, 12″x14″; 154 full color counters; a die; instruction folder.

PLAY LEVEL – Intermediate/Advanced