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Forbidden Lands RPG: Bloodmarch (HC)
Forbidden Lands RPG: Bloodmarch (HC)

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With this expansion, Forbidden Lands gets a whole lot weirder! The Bloodmarch is the name given to the volcanic region west of Ravenland, now accessible as the Shadowgate Pass is again opened. This ancient place of battle-ready horse riders and secretive dwarves is rapidly changing due to the demonic vegetation spreading across the land. Most see this red curse as a threat to all that is good, while others view it as a good thing – or at least a necessary evil needed to reach other goals.

The PCs can choose a side, or side with themselves, as the Legacy of Horn campaign sets the PCs on a hunt for Horn´s Astra, a legendary set of artifacts sought by many in the ashen land. These powerful items are said to be able to stop the demonic growth, or be powerful enough to ensure its triumph.

Similarly to the The Bitter Reach, The Bloodmarch expands the game world with a complete new area, directly west of Ravenland depicted in the core set. The map of The Bloodmarch, designed by Tobias Tranell, is divided into different terrain types, and uses an hexagonal grid to regulate movement. Just like in the core game, players can go anywhere they like on the map and explore the world the way they want. Due to the modular way the campaign is built using adventure sites, the GM can make sure the players don't miss the story without any need for leading them by the nose.

The plains of the Bloodmarch once blossomed so abundantly that hot days would see rivers of nectar flow through the vales. The mountains yielded ore so pure that shards of unforged iron could be used for axes. Of course, this was before the Demon Flood. Ever since the sorcerer Zygofer had his demonic hordes lay waste to the country, the land has been dead and deserted, apart from the twisted nightmares that now roam its plains and forests. Yet there should be much treasure to find for those brave enough to face their fears.

The Bloodmarch is an epic campaign module for the Forbidden Lands retro-fantasy survival roleplaying game, describing the demon-infested lands west of Ravenland.

This campaign book contains:
* Three new magic disciplines: Magma Song, Mentalism, and Dream Magic.
* Rules for travels in The Bloodmarch, including 27 new random encounters.
* 16 new monsters, including the Fire Wyrm, Salamander, and Hover Frog.
* The Legacy of Horn campaign, including ten key players who all seek to dominate The Bloodmarch.
* Eight complete, illustrated adventure sites, playable in any order.
* An epic campaign finale, giving the adventurers the chance to decide the future of The Bloodmarch.

The Bloodmarch is written by Erik Granström, lead setting writer for Forbidden Lands and designer of the game's first campaign module, Raven´s Purge. The Bloodmarch is illustrated by Henrik Rosenborg.

      ei vielä ilmestynyt odotettavissa 2023
48.00 €
Forbidden Lands RPG: Book of Beasts (HC)
Forbidden Lands RPG: Book of Beasts (HC)

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"By the Nightwalker, get up! These beasts are mere chickens!” Shieldmaiden Armanda pulled her sword from the dragon spawn and wiped the steel on the merchant’s fur collar as he lay there. “Look at that, you’re finally baptized!” she grinned and looked at her companion’s soiled face.

A bestiary you can play. This monster manual for the multiple award-winning Forbidden Lands retro-fantasy survival RPG is beautifully illustrated and filled to the brim with murderous monsters and lethal encounters. The contents also include rules for traps, rare tomes, and alchemy, as well as a system for playing Forbidden Lands solo. It presents at least twenty-eight new monsters in great detail. Each beast comes ready to play with tailored random encounters, presenting the Gamemaster with a handy set of mini-adventures to go.

The book also includes legends about each monster, introduces the option to harvest resources from slain beasts, and lets the player characters use their Lore skills to gain insight into a monster´s strengths and weaknesses. This will help them defeat – or at least survive an encounter with – the book´s monstrosities. Among the monsters within these covers you will find the Amphibian, the Basilisk, the Iron Dragon, the Twisted Ent, and many more, ready for use in any Forbidden Lands campaign.

This hardback book will come with faux leather covers and gold foil stamping, just like the Player's Manual and Gamemaster's Guide in the core set.

The Book of Beasts is penned by seasoned game writers Andreas Marklund and Erik Granström, gloriously illustrated by Henrik Rosenborg and with graphics by Niklas Brandt.

      ei vielä ilmestynyt odotettavissa 2023
48.00 €
Into the Odd RPG (HC)
Into the Odd RPG (HC)

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Preview.

A rules-light, flavour-heavy roleplaying game of industrial horror and cosmic strangeness.

Bastion is the only city that matters. In its industrial age, it sits as the smoke-shrouded hub of mankind, surrounded by a world of lurking horrors and cosmic interference. The Underground spreads beneath our feet and the stars loom above.

You are an Explorer, braving places too far for maps and too old for records. Your expeditions touch the bizarre, wondrous, and horrific. You search for riches, but also Arcana, mysterious devices with unnatural powers.

The remastered version of the 2014 TTRPG revisits Industrial Bastionland, giving the original Into the Odd a lavish hardback, full-colour restoration with expanded content.

The book is written by Chris McDowall (Electric Bastionland) with graphic design by Johan Nohr (MÖRK BORG) and printed and distributed by Free League Publishing.

The book contains:
* Fast Character Creation – Roll an explorer in minutes, grabbing a starter package of flavourful equipment and starting your expedition.
* Minimalist Rules – An ultralite system that keeps the game moving forward. Combat is fast and decisive, with every turn counting.
* Strange Things – Monsters are horrific hazards, not opponents to be fought for sport. Arcana are weird artifacts that each carry a unique ability, from firing portals to attracting bones like a magnet.
* Return to the Iron Coral – The strange expedition location from the original game has tripled in size, now sprawling over three levels. The surrounding Fallen Marsh now hides four mini-dungeons in its 24 hexes. In the North, the desperate port of Hopesend welcomes adventurous travellers looking to go further.
* The Expanded Oddpendium – 26 pages of modules and random tables to help you flesh out the world. Roll to create weird creatures, find the best shortcut across town, and find out what happens when you “eat the stuff”.

How does it Play?
Into the Odd is written to be simple, fast, and decisive. As explorers, you'll rely on clever problem solving and creative teamwork rather than sacks of hit points. The Arcana that you find on your expeditions give you access to strange powers that work without complex rules. The real skill is in using them at the right time and in the right way, rather than simply rolling high.

When it comes to obstacles, the answer usually isn't on your character sheet.

The game approaches classic OSR-style play while breaking new ground with minimalist rules and a streamlined experience for the whole table.

What’s the connection with the previous version of Into the Odd?
Into the Odd was originally published in 2014, and this remaster replaces that edition. I have retained the original text as much as possible, only altering for spot-fixes of known issues. The new content is generally found as additions, rather than modifications, and the core rules system is almost entirely unchanged. The biggest changes are a greater selection of Arcana, a vastly expanded sample adventure, more Oddpendium content, and the vast graphic overhaul from Johan.

What’s the connection to Electric Bastionland?
Into the Odd was released five years before Electric Bastionland, and represents the industrial period of Bastionland’s history, as well as a tone more focused on horror and esotericism. While EB was written to provide guidance on adventure creation, Into the Odd is written to be table-ready straight from the book, with a large sample adventure included. Both games are based on largely the same ruleset, and there’s minimal conversion required to move content between the two.

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36.50 €
Mutant Year Zero RPG (HC)
Mutant Year Zero RPG (HC)

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30th Anniversary Return for Post-Apocalyptic Roleplaying Game

Modiphius and Free League Publishing have launched the 30th Anniversary edition of the Mutant: Year Zero.

"Of course the world ends. It was always just a question of time. When it’s all over, Earth is still. Nature invades the ruined cities. Winds sweep through empty streets, turned into graveyards."

"Yet life remains. In the Ark, a small settlement on the edge of a dead town, the People live. You are the spawn of humanity, but not human anymore. You are twisted funhouse images, mutated freaks. Your bodies and minds have incredible powers, but you are unstable. Fragile. None of the People are over 30 years old."

"Except the Elder. Your leader, but not like you. One of the Old People. He has always warned you: Stay on your guard, stay in the Ark, or the Rot will get you. Or worse. So far, you have obeyed him. Chased off every stranger who came close to the Ark. Few dared to go out into the Zone. That is what the Elder calls the outside world."

"But the safe days are over. Food is running scarce, and the fight for what’s left is turning violent. You hunger. Factions are forming, bosses on top and slaves on the bottom. In the middle, fixers who try to turn a profit from anyone and everyone. And the Elder is dying. You’re on your own now."

"It’s time to venture out. To explore the Zone, to search for artefacts, for knowledge. To build, grow the land, seek out others, create a new civilization on the ruins of the old. Seek your origin. Maybe, one day, you will find Eden of the legends, the Old People’s haven in the middle of hell. That’s where salvation and truth await, the stories say."

"Maybe it’s all bullshit. It doesn’t matter. You have no choice. This is the beginning. This is Year Zero."

Mutant: Year Zero goes back to the origins of the Mutant franchise: role-playing after the Apocalypse. In this game, you play as one of The People - heavily mutated humans living in The Ark, a small and isolated settlement in a sea of chaos. The outside world is unknown to you, and so is your origin.

Mutant: Year Zero has two major game environments, each with its own style of play:

* The Ark, your home in the dawnworld. A nest of intrigue and Lord of the Flies-style power struggles, it’s far from a safe haven. But it’s the only home you know, and just maybe the cradle of a new civilization. The game rules let you improve and develop the Ark in the areas of Warfare, Food Supply, Technology, and Culture. It is up to you, the players, to decide which projects to embark on.

* The Zone, wastelands outside the Ark. You will venture into the Zone in search of food, artifacts, other mutants, and knowledge - not least about The People’s own origin. The game includes two maps of example Zones; London and New York and a plethora of tables and other tools to let the GM populate its sectors with mutants, deadly monsters and bizarre phenomena.

Where in the world the Zone and the Ark are located is up to you - why not play in a post-apocalyptic version of your own home town? The modular approach of this game lets you place all of the campaign material wherever you like.

The 272 page full colour hardcover core book contains everything you need for hundreds of hours of play:
* A fast and effective character generation system, using archetypal roles such as the Crusher, the Gearhead, the Fixer, the Dog Handler and the Chronicler.
* Unstoppable but highly unpredictable mutant powers, such as Flame Breather, Insect Wings, Human Magnet, and Pathokinesis.
* A skill and conflict system that makes you push yourself to the limit, and beyond. The rules system highlights two main themes: mutation and resource management. Every bullet counts!
* Rules for developing the Ark (“base building”) and exploring the Zone (“gridcrawling”).
* A rich story generation system, helping the GM instantly create threats to the Ark as well as locations and events in the Zone.
* An illustrated bestiary of humanoids, mutated monsters and Zone phenomena.
* An extensive collection of artifacts for the characters to find in the Zone.
* Five complete and ready-to-use “Special Zone Sectors”. These are scenario locations with NPC’s, backstory and suggested events. These Special Zone Sectors, which each come with an illustrative map, can be placed anywhere in the Zone by the GM.
* A campaign outline, called “The Path to Eden”, including backstory, NPC’s, player handouts, and a campaign finale described in detail.

272 page full colour hardcover core book

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56.50 €
Mörk Borg (HC)
Mörk Borg (HC)

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Kasapäin ladattavaa sisältöä valmistajan sivuilta.

In ENnie 2020 Mörk Borg got awarded in all four categories it was nominated in: the top gold prize for Product of the Year, Best Writing and Best Layout & Design, as well as with silver in Best Game.

Rules light. Art heavy. All doom. MÖRK BORG is a roleplaying game/art book that takes you to the darker corners of a soon-dead world.

A DOOM METAL ALBUM OF A GAME. Rules light. Art heavy. MÖRK BORG is blackened artpunk/osr about ill-fated bastards seeking redemption, forgiveness or just the last remaining riches of a world that is plunging ever faster to its inevitable ruin. An art book you can play. A spiked flail to the face.

This game is made by two nerds: Pelle Nilsson of Ockult Örtmästare games (writing it all), and Johan Nohr of Stockholm Kartell (making it look not bad).

While MÖRK BORG is certainly a product of the OSR genre and share the same roots and foundations as many of the retro-clones, we try not to care too much about tradition or nostalgia. Emulating gaming in the 70's or being compatible with other OSR modules is not a design choice, but MÖRK BORG can do both regardless. Aesthetics are more important than being truthful to some Gygaxian heritage, this time. As for the blackened part of our hefty epithet, well... The world of MÖRK BORG has seen its brighter days. And soon, there will be neither day or night ever again.

MÖRK BORG is a complete game and can be played as-is, or you can pick what you want from it and place into your own game. Or hey, you can skip the text completely and just focus on the images for either inspiration or to cut them out and pin them to your fridge, it’s up to you. But regardless of your approach, we hope that you will find the book inspiring, exciting and terribly depressing.

MÖRK BORG'S RULES are all about minimalistic simplicity. We've designed them so that they will never interfere with your game, and so that you can easily adapt and change them to better suit your needs. In short: whenever you try to accomplish something in the world, be it climbing a ruin or bashing a skeleton's head in, you roll a d20, apply a modifier and try to beat a set number. That's it. And you either let your equipment define your character, or you pick one of the six optional classes that each has their specific quirks and strengths. The system is player-facing, and they will roll most of the dice, to really put the destiny of their characters in their hands. No fudging allowed. The few times the GM will roll the dice are when NPC's morale or reaction is rolled, things like that.

ONE DAY ALL WILL BLACKEN AND BURN. Just as the two-headed basilisks predicted. Lies, Truth, Denial and Envy embodied. Their riddling yet oddly accurate prophecies were put in ink by Anuk Schleger the monk, in the scrolls that now hold many names - The Nameless Scriptures, The Unwritten, The Dirt Pages. And so far, every promise therein has been realized, hence why both kings and beggars now cry and wail. Everything will blacken and burn. The stormy, Endless Sea will boil and flood. The Valley of the Unfortunate Undead crumble and turn to dust. Every city: Galgenbeck and Schleswig, Alliáns and Grift will perish in flames. The trees of Sarkash rise as black smoke and the sprawling tunnels beneath the mountains of Bergen Chrypt will collapse in chaos and blood. And still there are those who seek riches. Those who seek redemption, and those who try to stop the apocalypse. They too will die, but they will die tired.

To set the proper tone and get in the right mood, have a look at this Spotify playlist which is currently playing in our speakers when writing and designing this.

A beast of a book. 88 pages printed with 6 colors (CMYK+2), hardback A5 size with a soft-touch laminated cover with embossed and reliefed details, two different paper stocks, and (if we meet the stretchgoals) glow-in-the-dark ink on the spine. We’re even considering gold foiling some details in the book, but we’ll see where we end up economically. We love print, and would like to show the RPG community what you can do with a couple of dead trees and some ink.

Our goal here is to make every spread visually unique and hopefully interesting and inspiring to browse through. We're breaking a lot of traditional graphic design "rules" here. There are no design templates, no grid, we use around 100 typefaces, things are rough, crooked and punk. We use both Papyrus and Comic Sans. Why not?

* A brief look at this dying world. From The Two-Headed Basilisks’ gothic cathedral in Galgenbeck and Blood-countess Anthelia’s limestone palace, to the fields of death in Graven-Tosk and the barren wastes of Kergüs.
* The Calendar of Nechrubel, that decides the speed of the world’s demise.
* 20 occult Powers that let you bend reality, and just as many magical catastrophes for when you disastrously fail.
* Optional rules which brings more depth to the game. Omens let you turn bad luck into a slightly better one. Classes with unique traits and quirks, and tables that will bring life into your character.
* 12 creatures to be murdered by.
* Game master tools such as tables for corpse plundering, occult treasure, adventure sparks, dungeon generating and other devilry.
* The introductory dungeon crawl scenario Rotblack Sludge, where you investigate a forgotten part of the Shadow King’s enormous ruin palace. Cannibal warlocks, poison peddlers from beyond the void and hungry gutworms await.

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37.60 €
Mörk Borg: Cult Heretic
Mörk Borg: Cult Heretic

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MÖRK BORG Cult: Heretic is a zine of community-made misadventure and malice, for use with MÖRK BORG or other rules-light dark fantasy games.

* Adventure: Graves Left Wanting. The PCs find themselves buried alive in the vast, ever-changing cemetery of Graven-Tosk. This dark and weird tombcrawl is suitable as a campaign starter or a post-TPK adventure. By Karl Druid
* Adventure: Sepulchre of the Swamp Witch. In a hidden repository deep in the Slithering Swamp is a witch's altar of glyph-covered roots. They say it can fulfill any wish. Could stopping the approaching Doom be within its powers? Only one way to find out. By Christian Sahlén.
* Adventure: Bloat. Villagers disappear. Tracks lead to an underground temple of bacchanalian frenzy, reeking of rot, offal and bile. Find them and sate your hunger. By Greg Saunders.
* Rules: Unheroic Feats. Enhance and personalize your classless characters with these optional advancement rules. By Johnny Carhat.
* Class: Sacrilegious Songbird. You struck a deal with a devil and since that woeful day your soul screams but your throat sings sweetly. And so does your purse. A small price to pay. By Karl Druid.
* Class: Shedding Vicar. Armor is weak, clothes a sin and your very skin an abhorrent vanity. Best to remove it all and walk peeled, clean and glistening wet into the night. By Cameron James.
* Creature: The Merchant. Cursed with eternal life and destined to roam the world trading shards of souls for ruinous relics. You never know when this mysterious monger might appear. Will you make a deal? By Johnny Carhat.
* Creature: The Bone Bowyer. This horrid fey lurks in the tangled depths of Sarkash where it fashions heart-seeking bone bows and blood-dyed cloaks from the flesh of the lost. By Matthew Bottiglieri.
* Rules: Blackpowder Weapons for the Rich and Foolhardy. The world is ending, so let's end it with a BANG. These optional rules are the spark that adds fire- to your fights. Whether it's a pepperbox or a ribauldequin, you can be assured these things are loud and deadly. By Ian McClung.
*Creature: Borg Bitor. Vile, insectoid, parasitic creatures creeping into houses and nurseries come nighttime. There is a baby. There is an egg. Don't let them become one.
* Creature: Rotting Nurse. Many a Galgenbeckian remembers Mikol's infirmary and its gruesome experiments exposed by the inquisition. The head surgeon was jailed but whatever really happened to his accomplices, the nurses? Their lengthy, cruel punishment and vivisepulture. The empty graves. The shimmer from the starless skies. The many-legged horses carrying the bodies away... for what purpose?
* Rules: Curses and Cures. So you opened the puzzle box, whistled in the old mine or carelessly removed the protecting wards? These curses will be the consequence. Luckily, there are ways to break them, but it comes at a cost.

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24.30 €
One Ring RPG: Core Standard Edition (HC)
One Ring RPG: Core Standard Edition (HC)

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Roleplaying in the World of The Lord of the Rings

The new edition of The One Ring roleplaying game, set in the world of The Lord of the Rings by J.R.R. Tolkien and designed by Francesco Nepitello, became the most successful tabletop RPG core game ever on Kickstarter when it ended March 4th 2021, raising over $2 million.

It is the year 2965 of the Third Age and the Shadow is returning. Twenty-four years ago, an alliance of Elves, Men, and Dwarves defeated a horde of Orcs and Wild Wolves, under a sky darkened by Giant Bats, inaugurating a new era of prosperity for the Free Peoples. But twenty years is a long time for peace to last, and in many dark corners of the earth a shadow is lengthening once again. Rumours of strange things happening outside the borders of civilised lands are spreading with increasing regularity and, while they are dismissed by most as fireside-tales and children’s stories, they sometimes reach the ears of individuals who recognise the sinister truth they hide.

These are restless warriors, curious scholars and wanderers, always eager to seek what was lost or explore what was forgotten. Ordinary people call them adventurers and, when they prevail, they hail them as heroes. But if they fail, no one will even remember their names.

This is The One Ring, a roleplaying game based on The Hobbit and The Lord of the Rings, two extraordinary works of fiction by the beloved author and respected academic, John Ronald Reuel Tolkien. With these books, Tolkien introduced readers to his greatest creation, the world of Middle-earth, a mythic land from a remote past. With The One Ring, Middle-earth is yours to explore — you will travel the land searching for clues about the return of the Shadow, and have the chance to play a part in the struggle against the Enemy...

Now in its second edition, The One Ring comes with updated and revised rules, a new visual style, and a focus on the land of Eriador — the lone-lands west of the Misty Mountains.

Among its key features are:
* Rules for travelling across the land (Journey), facing frightening foes (Combat), and meeting the personalities of Middle-earth (Council).
* Thorough advice for the Loremaster on how to bring Middle-earth to life, including rules for magical treasure, the Shadow, and the Eye of Mordor.
* In-depth information on six Patrons — individuals sponsoring the adventures of the Player-heroes — including Bilbo Baggins and Gandalf the Grey.
* A bestiary containing a spread of adversaries, from lowly Orc Soldiers and Highway-robbers, to monstrous Cave-Trolls and Barrow-Wights.
* Rules to create your very own Nameless Things — unknowable beings from the dark corners of the world.
* A complete Landmark adventure, The Star of the Mist, with extra support for new Loremasters, in the form of tutorial advice throughout.

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49.50 €
One Ring RPG: Starter Set
One Ring RPG: Starter Set

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A strange invitation from Bilbo Baggins, mentioning that he’s in need of help. Most odd! But then again, a great many things about that particular Hobbit have been odd ever since that business with the Dragon. Nothing wrong with taking a stroll and helping old Bilbo out I suppose. After all, it's not like there's any real dangers to worry about here in the Shire...

The One Ring Starter Set contains all you need to take your first step into Middle-earth and experience the adventures Hobbits get up to. With streamlined rules and ready made characters, it is easy to quickly sit down and actually play the game.

The One Ring is set between the time Bilbo went on his journey and the events in The Lord of the Rings, allowing you to explore the Shire by taking on the roles of those same Hobbits whose children will go on to do extraordinary things, such as Drogo Baggins, Rory Brandybuck and Esmeralda Took.

Besides the Rules and The Adventures, there’s a full compendium covering the four Farthings of the Shire, all the way from Greenholm and the White Downs in the west to Buckland and the Old Forest in the east.

This boxed set contains:
* A 24-page volume of Rules.
* A 52-page volume describing The Shire.
* A 31-page volume containing The Adventures.
* Eight double-sided pre-generated character sheets.
* Two large maps showing the Shire and Eriador.
* 30 Wargear Cards that can also be used with The One Ring core rules.
* Six double-sided Journey Role and Combat Stance Cards that can also be used with The One Ring core rules.
* Two D12 Feat Dice.
* Six D6 Success Dice.

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52.50 €
Pirate Borg RPG (HC)
Pirate Borg RPG (HC)

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Pirate Borg is a scurvy-ridden, rules light, art heavy tabletop RPG. Inspired by history, fantasy, horror and rum. Your cutlass & flintlock won’t save you from the hordes of skeletons, the Kraken, or even your own crew.

Pirate Borg is a complete game based on and compatible with the award winning doom art-punk RPG Mörk Borg using their incredible 3rd party license. But it’s also a tool kit. Most of the tables can be hacked and used with any tabletop RPG.

This game is about being a greedy, filthy, scoundrel. Find a ship. Recruit some crew. Raid, pillage, plunder, and otherwise pilfer your weasley black guts out. Get a bigger ship. Kill some things. Upgrade your ship. Sneak into a fort. Raid a port. Acquire treasure. Bury said treasure. Become infamous. Search for someone else’s treasure. Flee in terror from unfathomable creatures from the deep. Drink all of the rum. Die on the high seas. Roll a new character and do it all again.

Included in the 166 page book are:
* complete rules based on and compatible with the award winning doom art-punk RPG Mörk Borg
* 8 character classes
* easy-to-learn naval combat rules
* stats for 18 vessels
* 80+ NPCs & monsters
* 90+ system agnostic tables
* “The Curse of Skeleton Point”, a sandbox style adventure with 11 pirate-themed locations.

The game is written and illustrated by Luke Stratton, also known as Limithron, who is known for his pirate-themed battle maps. The game will be printed and distributed by Free League Publishing (Mörk Borg, ALIEN RPG, Tales from the Loop RPG, The One Ring RPG) under the Free League Workshop sub-label for independently designed games.⁠

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41.60 €
Things from the Flood RPG (HC)
Things from the Flood RPG (HC)

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It started on Christmas Day in 1994. Dark water suddenly rose from the land, invading our homes and lives. They say it came from the depths inside the Loop. Whatever it was the Flood changed everything. Nothing would ever be the same again.

Welcome back to the Loop. Things are different now.

In 2017, we released Tales from the Loop the tabletop roleplaying game based on Stålenhag’s first art book. That game was an instant hit, selling out its two initial print runs and winning no less than five ENnies (including Best Game and Product of the Year) as well as three Golden Geek Awards (including Best RPG).

Now, it’s time to return to the Loop and continue the story. In Things from the Flood you play Teens in the 1990s – a decade of change and disaster. You're still balancing day to day life with solving exciting mysteries with your friends. But this is a darker time, and the stakes are higher.

The world
Things are different now.

The world does not seem so innocent anymore.

Its the ‘90s and the once mighty Loop has been shut down, the experiment abandonded and the land bought by Krafta, a powerful corporation. You are no Kids anymore, but Teens trying to find your way in a decade of change – both within and around you.

The Flood has transformed the once pastoral islands into a dark marshland. Some say that the dark water pouring out of the ground comes from within the Loop itself. Machines are afflicted by a strange virus turning them unreliable and dangerous.

Still, your lives go on as before. You go to school, fall miserably in love, try to do everything possible to fend off boredom. When you hear about other teens going missing, and even turning up dead, you realize its time to gather the group again.

One way or another you fill find out what these Things from the Flood really are.

What do you do in the game?
You play Teens growing up in the 1990s, trying to balance everyday life while at the same time solving dark mysteries together with your friends.

The core of the game is the same as in Tales from the Loop, but the themes are different. Gone are the childlike tales of wonder and discovery, in their place are dark threats to the Teens and their world. Everything is changing, everything is falling apart. Figuring out how to deal with this is a big part of the game.

You are no kid anymore, the world is both more exciting and more dangerous. Teenagers can get hurt – and even die. The stakes are higher than ever.

Expansion of game?
Both! Things from the Flood expands the scope of Tales from the Loop to the 1990s. You can continue your campaign with the Kids from the original game or create brand new player characters. We call it a "standalone expansion" because everything that is needed to play the game is included in the book. That’s right, no previous experience is needed at all, just get the book and start playing right away.

If you’ve read and played the Tales from the Loop RPG, you will find yourself right at home, this book expands the setting and introduces new exciting mysteries and threats to explore.

Rules
The game engine of Things from the Flood is the same as the one for Tales from the Loop RPG and is based on our previous game Mutant: Year Zero, that was awarded with a Silver ENnie for Best Rules at Gencon 2015.

The core mechanic is the same: To make a skill roll, you simply grab a number of dice for your attribute score, skill level and gear, and roll them all together. You need at least one six to succeed, and extra sixes can give you stunts and other bonus effects.

Key features of the beautifully illustrated hardcover book:
* Create unique player characters, inncluding skills, iconic items, and relationships, in mere minuutes.
* Dive deeper into the secrets of the Loop and experience the two game settings updated to the 1990s, the Mälaren Islands in Sweden and Boulder City, Nevada in the USA.
* New rules for scars and death, the stakes are higher and the risks greater.
* Investigate mysteries and overcome trouble using fast and effective rules, based on the award-winning Year Zero game engine.

Play the four complete scenarios included, tied together in the campaign named Prophets of Pandora.

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45.50 €
Twilight 2000: Core Box Set
Twilight 2000: Core Box Set

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Roleplaying in the World War III That Never Was

Free League Publishing has announced a new edition of the classic roleplaying game ​Twilight: 2000, in partnership with Game Designers’ Workshop and Amargosa Press. The new edition goes back to the roots of the franchise with a boxed set for sandbox roleplaying in the devastation of World War III.

The new edition of the apocalyptic RPG Twilight: 2000 will be the fourth in the series, the first being released by Game Designers’ Workshop in 1984. Just like the original version, the new edition is set in a year 2000 devastated by war – now in an alternate timeline where the Moscow Coup of 1991 succeeded and the Soviet Union never collapsed.

“The first edition of Twilight: 2000 was an iconic game for me back in the ’80s, and we are humbled and honored to work with Marc Miller and Game Designers’ Workshop to bring a new edition to life. The original game was really ahead of its time. Our goal is to build on the amazing sandbox survival gameplay and develop it further, making it more accessible using the tools of modern game design,” says lead game designer Tomas Härenstam.

“When I saw this proposal to revisit the Twilight universe, I signed on immediately. As I have seen the work proceed, I have not been disappointed, and I look forward to seeing this project become reality,” says Marc Miller of Far Future Enterprises and co-founder of Game Designers’ Workshop.

Also part of the project are Amargosa Press (who have recently announced the new Dark Conspiracy 4th Edition RPG), Polish RPG publisher Black Monk Games (who will act as a consultant on the Poland in 2000 AD game setting as well as publish a Polish edition of the game), and Far Future Enterprises (who publishes the fifth edition of the Traveller science-fiction roleplaying game).

The design team is led by Tomas Härenstam (ALIEN RPG, Forbidden Lands, Mutant: Year Zero), with setting and scenario writing by Chris Lites (Conan, Over the Edge), editing by Angus Abranson (Doctor Who, The One Ring), interior art by Niklas Brant (Forbidden Lands), cover art by Martin Grip (ALIEN RPG, Symbaroum), and maps by Tobias Tranell (Forbidden Lands). Several active and retired servicemen from the U.S. military are assigned to the project as consultants.

Just like the original game, the new edition of Twilight: 2000 is set in a Poland devastated by war, but the game also offers an alternative Swedish setting, as well as tools for placing the game anywhere in the world.

In the game, players take roles of survivors in the aftermath of World War III – soldiers or civilians. Their goal, beyond surviving for another day, can be to find a way back home, to carve out their own fiefdom where they are, to find out more about the mysterious Operation Reset, and maybe, just maybe, make the world a little bit better again.

The core gameplay uses the hexcrawling system established in Mutant: Year Zero and Forbidden Lands RPGs (both Silver ENnie winners for Best Rules, in 2015 and 2019), developing it further to fit the gritty world of Twilight: 2000. The core rules build on the Year Zero Engine, but heavily adapted to fit Twilight: 2000 and its focus on gear and gritty realism.

Twilight: 2000 is a roleplaying game about survival in mankind’s most desperate hour. Yet, in this bleak world, there is still hope. In the midst of utter destruction, you can start to build something new. Rally people to your ranks. Stake a claim and protect it. And maybe, if you live long enough, start turning the tide.

This boxed set contains:
* A 152-page Player’s Manual, including rules for character generation, skills, specialties, combat, base building, and travel.
* A 112-page Referee’s Manual, describing a world at war and including 52 ready-to-play encounters and four complete scenario sites.
* A huge 864 x 558mm double-sided full-color hexagon travel map.
* 15 engraved custom dice, including ammo dice and a hit location die.
* 16 modular battle maps, designed to create an endless variety of battlefields.
* Four battle maps for specific scenario sites.
* 108 cardboard tokens for fighters, vehicles, conditions, and more.
* 52 encounter cards.
* 10 initiative cards.
* Five blank character sheets ready to be filled in.

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54.70 €

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