The United States declares war on poverty and sends half a million troops to Indochina; desegregates voting booths and shoots rockets at the moon. Everyone believes that if we put our mind to it and our backs into it, there’s nothing we can’t do to make the world better, for America and everyone else.
You know that this is a lie. You are an Agent of DELTA GREEN, an authorized but unacknowledged black program of the United States national security establishment, tasked to hunt and destroy the Cthulhu Mythos. You know that plans and ideals, peace and love, matter less than a single atom drifting in the galaxy. All you can do is rage against doom, burn out your mind and body, and damn your nonexistent soul keeping your family, your country, your planet, ignorant and safe for one more day.
Written by ENnie Award-winning designer Kenneth Hite, The Fall of DELTA GREEN corebook adapts DELTA GREEN: THE ROLE-PLAYING GAME from Arc Dream Publishing to the award-winning GUMSHOE system. It opens the files on a lost decade of anti-Mythos operations both foreign and domestic, the last days of DELTA GREEN before the Joint Chiefs shut the program down in 1970.
Players take on the role of DELTA GREEN operatives, assets, and friendlies, in deadly one-shot adventures or a campaign spanning the years from hope to madness. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness.
The Fall of DELTA GREEN features:
-Lethal combat and covert action in the 1960s, featuring assault rifles, flamethrowers, mortar shells, spy cameras, truth drugs, and getting rid of the bodies DELTA GREEN operations always seem to leave behind. -“Back in the World” vignettes that let you explore the human side of your Agent’s life—and often track their slow destruction by DELTA GREEN. -The rich world of the Delta Green Mythos, including a gazetteer of unnatural lands, the desperate truth of Hastur, and period takes on the top-secret MAJESTIC program, the Nazi Karotechia, the alien Greys, and the decadent Cult of Transcendence. -Detailed advice for making mysteries, magics, monsters, and DELTA GREEN operations. -Interoperability with Night’s Black Agents, Trail of Cthulhu, and The Esoterrorists: Use your favorite GUMSHOE rules to battle the unnatural in the 1960s!
The decade begins in sunny optimism, and ends in nighted disaster in the jungles of Indochina.
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Love this game. Got it with several expansions. The art and worldbuilding is richly thematic. Love the retro acid feel of this not so serious grimdark world. And the sausages….
Easy in-person pickup from BGB. Game is great, a lot of quality tokens and pieces. Gameplay is fun and quick with lots of little scenarios that don't require extensive setup. Happy to find a game to play at home with a partner without needing to schedule a whole group of friends to come over.
It took me a while to buy in to the hype of this game, not being a big racing fan and I had past experiences of not enjoying that one game everybody recommends, but Heat turned out to be super fun.
Playing solo, the automata does a great job at being super simple to follow, as well as keeping the race entertaining. They can easily be included as well in multiple player games. Heat is super easy to pick up, not so long to set up, and the rules are straightforward enough that anyway can play it and explain it, all while not compromising on its complexity. The game just flows so well. It has quickly become a favorite for me and my friend on our weekends.