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Top 100 this month in Books > Games (showing 1-25)

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The Very Last Book About Alignment By Robert Kendzie
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Your character can be a beacon of hope and justice in dark and dangerous world, or cultivate a soul so black that angels hide their faces in fear. Whichever way you prefer to play, this book will... More > provide you with the rules, resources, and inspiration to take perhaps the most maligned and misunderstood aspect of the game and make it a vital part of the roleplay experience once more. Within these pages, age-old questions are answered and new powers are unlocked for those willing to take a stand for Good or Evil, Law or Chaos... and even for those who choose to remain scrupulously Neutral. New dangers await also: threats which go beyond loss of life and limb and which can imperil your character's very soul!< Less
The Very Last Book About War By Robert Kendzie
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Throughout the history of epic fantasy, one thing never changes: War! Now you and your friends will be able to portray all the heroism and drama of a grand battle as your PCs lead men and monsters in... More > conflict on the field of battle. Dire Destiny Books presents a new system that truly weds the individual heroics and derring-do of fantasy roleplay to the epic sweep and scope of wargaming, allowing player characters to engage in tactical leadership and use their unique abilities to the fullest. Your characters can now range from one end of the battlefield to the other, leading charges, rallying stragglers, challenging enemy officers and having a direct effect on the performance and morale of the troops under their command. Gather your bannermen and draw your maps of conquest, but remember: no plan survives contact with the enemy...< Less
The Dungeon Dozen (paperback) By Jason Sholtis
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An idea book for tabletop fantasy role-playing games collecting over 200 inspirational random tables for the still-neglected d12. What's in the giant's lunchbox? Why is there an Underworld? Why are... More > the humanoids acting weird today? These are some of the questions posed and answered in this volume. The Dungeon Dozen is loaded to the gills with black and white dungeon art by Chris Brandt, John Larrey, Stefan Poag, and Jason Sholtis< Less
Song of Deeds and Glory By Mr. Bistro
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Song of Deeds and Glory is an expansion for the popular Song of Blades and Heroes miniatures rules. It features all the rules and guidelines needed to run extended campaigns, taking warriors from... More > green recruits to grizzled veterans. Now players can send their warbands on the path to conquest and carve out their own territories! Territories: own land, defend it from usurpers, or launch raids on your neighbors Scenarios: a multitude of new combat situations The aftermath of battle: will your heroes live or be horribly crippled? Exploration: find treasure and visit exotic, dangerous locales Shopping: use your warband's gold to purchase the finest gear or hire the services of experts Development: watch your characters grow as they survive new battles. Special rules: 15 exciting new powers such as Immortal, Enchanter, and Illusionist Rosters: 36 new creatures THIS BOOK USES MATERIALS FROM SONG OF GOLD AND DARKNESS AND SONG OF WIND AND WATER. YOU NEED THEM TO PLAY A FULL CAMPAIGN< Less
Lost Man's Trail By Bob Bledsaw, Bob Bledsaw
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Lost Man's Trail (2010) JG1290 Bob Bledsaw's final contribution to the fantasy world he created, the Wilderlands. This adventure module runs some 24 pages, with 12 maps covering the areas of... More > encounters, in addition to detailed Campaign Maps for Wilderlands Hexes 3615, 3715, 3814 and 3914 of the Roglaroon and Gasconfold Plains Regions, between Modron and Tegel. The trail east from Modron to the Coast, known as Lost Man's Trail, has been a source of mystery for some time. Adventurers have a habit of disappearing from the trail. Are they lured away by some enticement, or waylayed by the legendary Skandik Raiders? The only safe place to stay, The Fat Deer Inn, offers good ale, soft bedding, and an assortment of characters; each having their own reason for being there. This product was written by Bob Bledsaw for use with the Judges Guild Universal System, and contains the latest version of charts to date. Happy Gaming!< Less
The Silver Kiss of the Magical Twilight of the Full Moon By Jenni Dowsett
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A deeply serious roleplaying game by Jenni Dowsett. Explore the stories of teenagers falling in love with supernatural creatures. Take on the role of a human or an angel, demon, fairy,... More > goddess...the possibilities are limited only by your imagination. Near diceless, this game is based around character interaction and having fun with being extremely emotional. For four players and one GM. This first edition includes: rules of the game, custom character sheets, a sample scenario for instant play and a list of recommended movies, books and songs to enhance game play. Watch this space for a LARP version, coming in a few months...< Less
Cavemaster Role-Playing Game By Jeff Dee, Talzhemir Mrr
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Cavemaster is an award-winning Stonepunk role-playing game of Pleistocene adventure using the Habilis game system. It's the RPG that cave-men played! The Habilis game system is an archaeological... More > re-construction of the role-playing rules first used by our Homo Habilis ancestors 2 million years ago. Abilities are represented by groups of small stones on your ‘character skin’. In a challenge, you pick up the relevant stones and secretly divide them between your two hands. Your opponent (or the CM) does the same. Each participant picks one of the other person’s hands, and the stones in that hand are revealed. If you reveal more stones, you succeed! Stonepunk is an exercise in speculative fiction. Cavemaster turns the clock back to the end of the Pleistocene Epoch (approximately 10,000 years BCE), and asks what might have happened if the culture and technology of that age had developed further, or in exciting new directions!< Less
d30 DM Companion By Richard LeBlanc
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The d30 DM Companion is an indispensable OSR aid for any DM that wants to keep on top of his game and ahead of his players. Whether stocking a dungeon, looking to breathe new life into a campaign, or... More > just struggling to keep up with players, this compilation of d30-based mechanics, charts, and tables will support and simplify the role of the DM/GM at the tabletop. Inside these 30-something pages you’ll find a host of d30-based resources for quickly creating characters and stocking dungeons. While the majority of the charts and tables in the book are generic to dungeon settings, monster descriptions feature details for 1e and BX comparable games, including AD&D, BX D&D, Swords & Wizardry, OSRIC, and Labyrinth Lord. For a full list of features, visit us at www.newbigdragon.com< Less
Song of Blades and Heroes- Edizione Riveduta - Versione Italiana By andrea sfiligoi
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Nominato agli Origins Awards 2008 come miglior regolamento di miniature, Song of Blades and Heroes è un divertente regolamento fantasy giocabile con qualsiasi miniatura già in vostro... More > possesso. Facile: regole elementari si apprendono in una partita; Si usano tre misurini per tutte le distanze; Una partita dura 30-45 minuti. Giocate una mini campagna in una serata. Economico: bastano solo 5-10 figure per giocatore. Basta un'area di gioco 60 × 60 cm. Tenere tutto il necessario in una scatola di scarpe. Multiscala: Giocate con qualsiasi miniatura di qualsiasi scala. Si usano solo normali dadi a sei facce; Il regolamento include i profili di oltre 180 mostri ed eroi,e potete crearne di nuovi col software a disposizione sul nostro sito. Facilmente giocabile in solitario in quanto necessita di pochissimi calcoli. regole di campagna: la banda di guerrieri diventa più potente dopo ogni battaglia. Sono inclusi nel manuale sei scenari. VERSIONE AGGIORNATA IN LINGUA ITALIANA< Less
Great War Spearhead II By Shawn Taylor
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Rules and Organizations for Division and Corps level gaming from 1900 to 1920s.
d30 Sandbox Companion By Richard LeBlanc
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The d30 Sandbox Companion is the ideal right-hand man for the DM who wants to avoid his sandbox campaign running him. Whether starting an adventure from scratch, filling in the details of a campaign... More > world, or just struggling to keep up with players, this compilation of d30-based mechanics, charts, and tables will support and simplify the role of the DM/GM at the tabletop. Inside these 30-something pages you’ll find a host of d30-based sandbox resources. While the majority of the charts and tables in the book generically support wilderness and settlement locales, all class-specific PC/NPC tables are designed to support Oe, BX and 1e comparable games, including AD&D, BX D&D, Swords & Wizardry, OSRIC, and Labyrinth Lord. For a full list of features, visit us at www.newbigdragon.com< Less
Dominions 4.04b Manual By Bruce Geryk
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This is the manual for Dominions 4: Thrones of Ascension. It contains tutorial, game rules and a lists of spells, magic items and national units.
WITH WASHINGTON TO GLORY By Manny Granillo
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With Washington To Glory is a complete Tactical system for wargaming the American Revolution. Covers the period from 1775 thru 1784 at the brigade level. Some of the features include: Allows... More > for a 20,000 man game to be completed in 3-4 hours Can be used with any scale and no rebasing needed Features HRG’s Terrain Generation system Follows historical organization and unit capabilities Includes Battle of Newtown Scenario Rated Leaders Point system< Less
Seven Voyages of Zylarthen Volume Four: The Campaign By Oakes Spalding
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SEVEN VOYAGES of ZYLARTHEN is a re-imagining of the original edition of the world’s most popular paper and pencil fantasy adventure game, first published in 1974. The brilliance and charm of... More > the original edition was its simplicity and elegance, combined with a certain asymmetrical quirkiness. It invoked many sources—King Arthur, the Crusades, Middle-earth, the Arabian Nights, pulp fantasy, fairy tales, even science fiction. Its breadth of tone was a virtue, offering to the players a multiplicity of delights. SEVEN VOYAGES of ZYLARTHEN is a different game, published under the Open Game License. We are not affiliated with TSR (old or new) or the current Wizards of the Coast. But our intention was to follow the spirit of the original as closely as possible. Happy dungeoneering! Guard the innocent! Avenge the wronged! May you find heaps of gold at the end of your path, or at the least a memorable and heroic demise! But above all, God grant that you find wonder everywhere!< Less
Seven Voyages of Zylarthen Volume Three: Book of Magic By Oakes Spalding
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SEVEN VOYAGES of ZYLARTHEN is a re-imagining of the original edition of the world’s most popular paper and pencil fantasy adventure game, first published in 1974. The brilliance and charm of... More > the original edition was its simplicity and elegance, combined with a certain asymmetrical quirkiness. It invoked many sources—King Arthur, the Crusades, Middle-earth, the Arabian Nights, pulp fantasy, fairy tales, even science fiction. Its breadth of tone was a virtue, offering to the players a multiplicity of delights. SEVEN VOYAGES of ZYLARTHEN is a different game, published under the Open Game License. We are not affiliated with TSR (old or new) or the current Wizards of the Coast. But our intention was to follow the spirit of the original as closely as possible. Happy dungeoneering! Guard the innocent! Avenge the wronged! May you find heaps of gold at the end of your path, or at the least a memorable and heroic demise! But above all, God grant that you find wonder everywhere!< Less
Seven Voyages of Zylarthen Volume Two: Book of Monsters By Oakes Spalding
Paperback: $5.95
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SEVEN VOYAGES of ZYLARTHEN is a re-imagining of the original edition of the world’s most popular paper and pencil fantasy adventure game, first published in 1974. The brilliance and charm of... More > the original edition was its simplicity and elegance, combined with a certain asymmetrical quirkiness. It invoked many sources—King Arthur, the Crusades, Middle-earth, the Arabian Nights, pulp fantasy, fairy tales, even science fiction. Its breadth of tone was a virtue, offering to the players a multiplicity of delights. SEVEN VOYAGES of ZYLARTHEN is a different game, published under the Open Game License. We are not affiliated with TSR (old or new) or the current Wizards of the Coast. But our intention was to follow the spirit of the original as closely as possible. Happy dungeoneering! Guard the innocent! Avenge the wronged! May you find heaps of gold at the end of your path, or at the least a memorable and heroic demise! But above all, God grant that you find wonder everywhere!< Less
G.I. BLOOD'N GUTS: SCENARIO BOOK VI By Manny Granillo David Bush
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PANZER KORPS BATTLE SCENARIOS Volume VI is the Sixth in a series of Scenario books designed specifically for the PANZER KORPS WWII Rules System. 10 ready to play Scenarios featuring American forces... More > with maps & Force Groups . France—Battle for Bayon ‘44 France—Battle for Vire ‘44 France—Atlantic Wall Campaign ‘44 Germany—Breaking the Siegfried Line ‘44 Germany—Battle for The Huertgen Forest ‘44 North Africa—Sidi Bou Zid ‘43 Pacific—Pelelieu ‘44 North Africa—Kasserine Pass ‘43 Pacific—Henderson Field ‘42 Sicily—Counterstroke at Gela ‘43 Germany—A Desperate Gamble ‘44< Less
Sword and Spear By Mark Lewis
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Sword & Spear is a set of wargames rules for large battles set in the Ancients & Medieval period. They are suitable for any scale figures and any basing standard. The only requirement is that... More > figures are organised into units of equal frontage. A typical game consists of about 12 units on each side and games take around 2 – 3 hours. The rules are designed from a top-down perspective, focusing on outcomes rather than detail.< Less
Tomb of the Sea Kings By Jimm Johnson, Lawson Bennett
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Long ago, before the Great Purging of the Island Empires, there were 80 Sea Kings. Each held his keep on the cays which comprise the Urchinn Isles. As tradition, when a king would die his body was... More > set to sea in a large boat from whence the king's spirit would rule the high seas. But one island was different… On this island lived the great and terrible wizard, Faltor Pan. Using his magic he captured the sea kings' souls, imprisoned them in a labyrinth on Blackstone Island, and promised them no rest until a very powerful, very old magic sword known as Doomcreeper, was pulled from the depths and delivered to him. In truth Faltor Pan is no man, but said to be an ancient serpent!< Less
Morgansfort By Chris Gonnerman C.R. Brandon
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Morgansfort, The Western Lands Campaign, contains 3 different dungeon based adventures and a small campaign setting. It also includes a detailed home base, Morgansfort, for your heroes to begin their... More > adventures in! This module includes new Heroes & Other Worlds rules for using holy symbols to repel...or unholy symbols to control the undead! This campaign module is suitable for a new or experienced Referee and Players.< Less
How to Run: an Advanced Guide to Managing Role-playing Games By Alexis D. Smolensk
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In forty years, the role-playing community has sorely lacked a savvy investigation of the art of DMing, targeted exclusively for the long-standing enthusiast. For the first time, we have a book that... More > presumes the reader knows what a role-playing game is, and how it is played, wasting no time covering old ground. Instead, How to Run exhaustively examines how to present the setting, handle players, draw forth emotion, cope with information overload and make a world from the ground up, step-by-step and point-by-point. Alexis Smolensk hasn’t written a dry, academic treatise of the game, he’s written an empowering field guide for grognards seeking illumination. No serious campaigner should venture forth without this book in their backpack!< Less
Warfare in the Age of Madness 1.1 By Timothy O'Connor
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Warfare in the Age of Madness is a game of company-level battles in a dark near future. Designed for 15mm figures, opposing forces fight to survive by scavenging supply caches from the battlefield,... More > stripping enemy casualties of their gear, and raiding the enemy field camp. Features include easy to learn rules, small armies of just a few dozen 15mm figures (about 10-12 elements/stands) and a few vehicles, and a flexible force creation system. Create a completely custom force representing anything from a former regular rifle company (and now your personal war band!) to a hardened civilian militia from your hometown. The game uses only standard 6-sided dice and can be played on the average dining room or kitchen table.< Less
DCC RPG Reference Booklet By Jeremy Deram
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A reference booklet with all the commonly-used charts from the DCC RPG.
Great War Spearhead II By Shawn Taylor
eBook (PDF): $17.24
Download immediately.
Rules and Organizations for Division and Corps level gaming from 1900 to 1920s.
Play Hive Like a Champion, Second Edition By Randy Ingersoll
eBook (PDF): $13.99
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>>> SPECIAL FEATURE: Foreword written by John Yianni, designer of Hive. Second Edition has 38 pages of new material! This includes a chapter on the latest expansion bug, The Pillbug, a new... More > chapter entitled 'Bug Placement' and additions to five existing chapters. Hive is a fun, simple, award winning, abstract board game based around an insect theme. Using over 300 illustrations taken from more than 100 actual games, this book demonstrates strategy and tactics (both elementary and advanced) that will surely turn you into a Hive Master! Written by Randy Ingersoll, the 2011 Online Hive Champion, this book covers tactics ranging from elementary ones like 'The Pin' and 'The Cover' to more complex ones like 'The Hop Around' and 'The Two Beetle Attack.' Read this book and your Hive playing skills will no doubt improve.< Less