Skip to content
Account Login Winnipeg Toll-Free: 1-800-561-1833 SK Toll-Free: 1-877-506-7456 Contact & Locations

Sort by

Indie Boards & Cards

Cat Dice 6 Pack

- Joel Sparks

65 $13.00
Reader Reward Price: $11.70

Six six-sided dice with happy cats, sad cats, and numbers for any game. In Pearl Blue and Pearl White colors. Three d6, black ink on pearl white. Three d6, yellow ink on pearl blue. Each die has two Sad Cat faces, numbered 1-2, and four Happy Cat faces numbered 3-6. Cat faces work with "Catthulhu" role playing game. Numbers are included to work with any game.

Electrum Archive Rpg V02

- Cult of the Lizard K

Trade paperback $32.00
Reader Reward Price: $28.80

“Titan Port. Seat of House Ker Onar. Haven for those who venture forth into the Electrum Sea.” This is the second issue of The Electrum Archive, an RPG zine series exploring the science-fantasy setting of Orn, a world where adventurers delve into ancient alien shipwrecks in search of a magical ink which is used as both currency and spellcasting fuel. Issue two focuses on Titan Port, a desert city teeming with scheming factions and opportunities for adventure. It is a perfect starting location for your adventures in the surrounding Electrum Sea and beyond. What's in this zine? Besides descriptions of Titan Port's districts and factions, and the wonderful black-and-white illustrations, this thick 80-page zine includes: Two table-ready adventures in Titan Port: a dungeoncrawl through an old tomb which now houses a fleshgrafter and her experiments, and a heist to steal an item from an influential warlock's tower. A procedure for downtime activities like martial training, crafting, carousing, building institutions, trapping spirits, undergoing fleshgraft surgery, and more! Rules for hirelings, drugs, NPC warlocks, traveling the desert, haggling and more! New backgrounds and character options for Vagabond, Fixer, and Warlock characters. A random mutation table for those unfortunate enough to inhale warpgas. Rules for haggling and a table of rare trade goods. A large map of the Titan Port.

Electrum Archive Rpg V01

- Cult of the Lizard K

Trade paperback $32.00
Reader Reward Price: $28.80

“On Orn the pauper dreams of a liquid, black as starless night. The power of gods, distilled into midnight ink.” The Electrum Archive is a science-fantasy RPG zine series inspired by the worlds of The Elder Scrolls III: Morrowind, Dark Sun and Ultraviolet Grasslands. It uses simple core rules inspired by other OSR games like Cairn, Mausritter and Whitehack to quickly get you started playing. The game is set on the world of Orn, a place long ago abandoned by an alien race now known as the Elders. The magical ink left behind in the shipwrecks of these ancient aliens is now used as currency and inhaled by warlocks as fuel for their spell casting. Adventurers called inkseekers venture out into the decaying world beyond the cities ruled over by scheming Merchant Houses to look for Elder artefacts and ink. What's in the first zine? A robust system of core rules and procedures to get you started exploring Orn. A large point crawl map of the inhabited portion of Orn. Descriptions of the eight major factions and their schemes. 60 plot hooks spread over six detailed regions to kickstart your adventure. 120 engaging encounters to come across on your journeys. A bestiary with over 30 monsters to discover and a table for generating NPCs.

Bookmark Microrpg Colln

- Good Luck Press

Games & Puzzles $11.00
Reader Reward Price: $9.90

A collection of 5 micro RPGs of single-player, 2 player, and 2+ player games to be played with a book, printed on full-color cardstock bookmarks. With these games, write, draw, connect, and black out parts of the book to make something new with them. All you need is a pen or a pencil and a book. The collection includes: The Backbone of Beasts - a blackout poetry bestiary creation game for 2+. Select words to build your beasts and block out everything else until the pages include only descriptions of strange creatures. Waylaid Travellers - a story-building and map-making game for two. Encircle words that tell a story of a destination, connect these waypoints throughout the book. Words moving point by point are connected throughout the pages that build both a story and a map. The Watcher - a self-insert narrative horror game for one. Turn any book into a horror book by imagining yourself present in every scene as you read through a novel. As the story unfolds, imagine the characters noticing you as they go about their lives, persistent and silently watching them. Reader's Note - a game of speaking through the margins, for two. As you read a novel, keep in mind the person who would like it and to who you will gift it after you are done. Leave little notes in the margin for them for when it’s their turn to read. Thoughts, musings, and jokes that you want to share with them. Words Unsaid - a story revision game for one. For the times when a book has characters that just don’t make sense. When reading a book that is less than enjoyable, take the time to rewrite and revise the characters, to be more interesting or a little more three-dimensional.

Never Going Home Rpg Bile In The Streets

-

Hardcover $26.00
Reader Reward Price: $23.40

1914 The disaster did not happen by accident. 
Join Serbian partisans tasked with stirring up trouble for Austria-Hungary. You will have to negotiate a path between the shifting borders of nations and the murky allegiances of your commanders. Plans and counter-plans swirl around an official visit to Sarajevo. Do you know what you’re really doing?
Bile in the Streets A Campaign Dossier for Never Going Home Grimoires Alarm Limits  The Tattered Veil  12 Antagonists mundane and monstrous 6 Connected Adventures  A Copy of Never Going Home is needed to play.

Stygian Library Rpg

- Dying Stylishly Game

Hardcover $45.00
Reader Reward Price: $40.50

The Stygian Library is a procedurally-generated library dungeon set in the extra-dimensional space between every library in the universe. Each expedition generates its route as it explores, resulting in new locations and forbidden knowledge being discovered with every visit. Included within: Systems for generating locations within the library, including Entrance Foyers, Map Galleries, Tea Rooms, Planetariums, Calculation Engines, Phantom Databanks, Paper Beehives, Phantom Pumps, Jarred Brains and the Sheol Computer. 40 monsters tailored to the Library, including Lantern Bearers, Skeleton Crew, Origami Golems, Guardian Shades, Lost Souls, Ink Elementals, Animate Spells, Archivist-Liches, Infernal Merchants, Escaped Fictions, Educated Rodents, Conceptual Wells and the orders of Librarians themselves. A system for searching for specific knowledge within the library's depths, as well as 30 unusual books and the secret knowledge they contain. Tables for generating treasure, dreams, rumors, and various other useful details. A unique class of Mummified Sages, post-human academics who've dwelled in the Library for decades or more. It's a big spooky library full of dangerous knowledge, spiritual automata and ghost-fueled computers. The adventure includes stats and sparse amounts of mechanics intended to be broadly compatible with most old-school RPG systems, and easily adapted to any other fantasy RPG.

Never Going Home Rpg Spit In The Dirt

-

Trade paperback $26.00
Reader Reward Price: $23.40

1918   The fighting will not stop until it has consumed everything.   Join the Americans as they finally enter the conflict. The front lines have been stalled for years. You will be sent to break the stalemate. You will see more horror than ever before and you will find terrible new ways to survive. What do you think your life is worth?   Spit in the Dirt A Campaign Dossier for Never Going Home 2 Whisper Paths Trinkets Nightmares 5 Monsters 6 Connected Adventures  A Copy of Never Going Home is needed to play.

Never Going Home Rpg From Beyond The

-

Trade paperback $26.00
Reader Reward Price: $23.40

The war has never been more strange.
The world has never been this deadly.
There is light in the darkness.
And the darkness overwhelms it. 3 Magic Paths Corruption Scars Deterioration Deck The Materiel Pool 3 Adventures   A Copy of Never Going Home is needed to play.

Wildsea Rpg Core Rules

-

Hardcover $77.00
Reader Reward Price: $69.30

2023 Silver ENnie Award for Best Writing The Wildsea is a fiction-focused roleplaying game from QuillHound Studios for 2-6 players. You play a wildsailor, an explorer of rustling waves and curious ruins, sailing the endless treetop expanse in your own unique, player-created ship. You might join the crew as one humanity's weathered descendants, as a cactoid bastion of spine and bloom, as a silk-clothed hive-mind of spiders... or as something much, much stranger. Inspired by stories like Sunless Sea, Bastion, and the Bas-Lag Trilogy and powered by a narrative, fiction-first d6 dice pool system that draws inspiration from games like Blades in the Dark and 13th Age, The Wildsea is an immersive new world sure to grow rampant in the imagination. What will you discover in its depths?

Acid Death Fantasy

- Luke Gearling

Hardcover $34.00
Reader Reward Price: $30.60

The slate was not wiped clean — it was shattered into countless jagged pieces, splintering a new worlds with the debris of the old. The second book published for Troika! is a complete setting with a distinct apocalyptic flavour by award winning industry veteran Luke Gearing. A new tone, a new style, and a new book to totally upend your Troika! games. 56 pages, 36 backgrounds, 36 enemies, and a framework to hang them off of.

For the Queen Game New Ed

- Darrington Press

65 $30.00
Reader Reward Price: $27.00

For the Queen is an easy-to-learn 2-6 player (or more!) collaborative card-based game in which you must work together to build a tale of love, betrayal, doubt, and devotion towards the Queen. To inspire the Queen of your story, you’ll select one of the 25 beautiful illustrations, or get creative and design your own! With 91 cards included for gameplay, this new edition of For the Queen allows an endless amount of stories, genres, and fun for everyone. Number of Players: 2-6
Playing Time: 30-120 Minutes
Recommended Ages: 13+

Goblin Quest - Softcover

- Grant Howitt

Trade paperback $33.00
Reader Reward Price: $29.70

Goblin Quest is a tabletop roleplaying game about slapstick violence, fatal ineptitude, and the greatest adventure of your life.. Play five goblins each (in sequence, not parallel) and watch them meet hilarious ends while failing to achieve the most basic tasks. Will they survive the dangerous world of the Great Battle Camp and avoid the attentions of brutal orcs, murderous bugbears, mean-spirited hobgoblins and scary wizards? Probably not. But you'll have fun finding out! The 120-page book by Grant Howitt is packed with full-colour art from "Calamity" Jon Morris, Iguanamouth and Tim Wilkinson Lewis, and has loads of ideas for great adventures from the leading lights of the game design world such as James Wallis, Ken Hite, Rob Heinsoo, Naomi Alderman, Merritt Kopas, and more. This edition also contains illustrated rules-hacks to let you play the game in different settings, which are: Kobold Quest: Create a machine that will please the Mighty Dragon King. My Name Is Inigo Montoya Jr: They killed your father - prepare to die! Sean Bean Quest: Play five Sean Beans (in sequence, not in parallel) and attempt to survive all the way to the end of a film. The Cthulhu Files: Go irrevocably insane as you uncover secrets man was not meant to know. Neither Super, Nor Heroic: Play the caped crusaders that got left out of the comic books. Space Interns: The Explore Corporation wishes you luck on your alien diplomatic mission and reminds you not to damage your red jumpsuit. Regency Ladies, The Roleplaying Game: Fall in love! Made snide remarks at balls! Refuse proposals! Throw your money around!

Into the Wyrd & Wild Rpg Sourc

- Wet Ink Games

Hardcover $45.00
Reader Reward Price: $40.50

This is the 2021 revised edition. Beyond the reach of roads, past the scope of mortals there is a darkened place. A shadowed tree-line where no-one dares cross and whose boundaries go undisturbed. This is not the woods of peaceful fey and beast, but the dark and twisted children’s tale that kept you full of terror. It is a world of fear, madness, and bloodshed; ruled over by the uncaring watch of ancient trees. There is no bargaining with the primal forces that rule the uncivilized world, as you have nothing they could ever want. The woods do not care for you. Never forget that. Into the Wyrd and Wild is a supplemental book for those seeking to incorporate a weird and terrifying wilderness into their role-playing game. Players and GMs who enjoy a level of horror and prefer the sweeping, darkened landscapes of forest and mires to the well-trodden cobblestone of dungeons need look no further when it comes to books. Presented within the book is a light overhaul of the adventuring system, modified to fit better with a campaign centered around forays into the frightening wilderness. The book contains: Rules for wilderness travel and survival Rules for Moon Cycles and strange phases. Rules for hunting, tracking, and butchering monsters. 40+ dangerous and terrifying monsters. 40+ strange and savage items. 40+ spells and rules for channeling the Wyrd. An essay and guideline on running and creating "wilderness dungeons." A step-by-step guide for generating your own wilderness adventure. 100 random wilderness locations. Tables upon tables of random diseases, wilderness dressings, traps, hazards, flora, encounters, and MORE. All illustrated with over 150 pieces of original art. Whether you are a veteran group looking to make a foray into the terrifying Wilds, or new to the hobby and looking to spice up your game, Into the Wyrd and Wild provides something for everyone! Note: The Cacophonous Crowmen illustration is missing on page 46 of the first printing. The second printing includes the illustration.

Mazes Fantasy Rpg

- 9th Level Games

Hardcover $52.00
Reader Reward Price: $46.80

MAZES Fantasy Roleplaying REFORGED. A modern take on the classic fantasy dungeon RPG. With a single polyhedral die and the power of your imagination can you defeat the Maze Controller with swords, sorcery, and shadow? Lightning fast and easy to master, MAZES returns us to the dungeons where we first battled dragons with an award-winning, unique approach to fantasy roleplaying. Open the door to adventure - if you're brave enough...

Never Going Home Rpg

- Wet Ink Games

Trade paperback $26.00
Reader Reward Price: $23.40

Ennie Award 2020 nominee for Best Interior Art The World is already at War. Now the Veil has been torn. The Whispers promise you power. You may live long enough to lose your humanity.   Complete role-playing rules. 9 National Profiles 6 Magic Paths 12 Monsters 3 Adventures   Never Going Home is a role-playing game set in horror haunted trenches during the First World War.

Party-Focused: Never Going Home uses the +One System to focus play and growth on what an individual character can do as part of the larger story that follows a group of soldiers called a Unit. Individual characters may depart regularly as they die from injuries or collapse into madness due to forces from beyond the Veil. Characters are quick to create, so players should expect to re-join the story portraying a new member of the Unit. Each character can have their own heroic moments, but the story of the Unit is the focus.

Horror-Haunted: The Veil between worlds has been opened by the slaughter from the war; and the monstrous Whispers of beings wholly alien to humanity can now be heard. Some people have listened to the Whispers enough to gain arcane powers and now struggle to maintain control as their minds and bodies begin to change. Others are too far gone, mutated into barely-recognizable versions of their former selves. War consumes the days and monsters stalk the nights. Not even dreams are
safe. Players manage their characters’ mental and emotional resources with a dwindling hand of cards.

The First World War: The setting is the real Earth and the characters are all humans. A terrible new element has been added to the war, but the true horrors of the real war are part of the story as well. The game is set in the years between when the Veil was torn in 1916 and when the war really ended in 1918. The focus is on the front-line soldiers who are fighting and experiencing the worst of the magic and monsters. There is some mention made of, but little exploration of, the “home fronts” of any of the belligerents and civilians only appear in passing.

This is a selection of our current Indie Boards & Cards titles. To find other titles or authors, or just to browse, please use the search box.

Page: 1 2 3 >>

Browse Categories