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Toys > Games > Role-Playing Games

Barbie Kitchen Tea Set: Barbie Kitchen Tea Set
R269 Discovery Miles 2 690 Ships in 8 - 9 working days

Enjoy a lovely tea party with Barbie and friends. This 14x piece tea set
includes 4x cups, 4x saucers, 4x teaspoons, a milk jug, teapot and
sugar bowl. Hardwearing and easy to clean.

7 Wonders: Duel: 7 Wonders: Duel
1
R999 Discovery Miles 9 990 Ships in 6 - 7 working days

In many ways 7 Wonders: Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders. What's different about 7 Wonders: Duel is that, as the title suggests, the game is solely for two players, with the players not drafting card simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for three coins, or used to construct a wonder. Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short. Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area. A player can win 7 Wonders: Duel in one of three ways. Each time that you acquire a military card, you advance the military marker toward your opponent's capital, giving you a bonus at certain positions. If you reach the opponent's capital, you win the game immediately. Similarly, if you acquire any six of seven different scientific symbols, you achieve scientific dominance and win immediately. If neither of these situations occurs, then the player with the most points at the end of the game wins. Players 2 Suggested ages 10+ Playing time 30 minutes

D&D Nolzur's Marvelous Miniatures: Yuan-Ti Malisons: D&D Nolzur's Marvelous Miniatures: Yuan-Ti Malisons
R130 Discovery Miles 1 300 Ships in 6 - 7 working days

Dungeons & Dragons Nolzur’s Marvelous Miniatures come with highly-detailed figures, primed and ready to paint out-of-the-box. Fully compatible with Acrylicos Vallejo paints, these fantastic miniatures include deep cuts for easier painting. The packaging displays these miniatures in a clear and visible format, so customers know exactly what they are getting.

D&D Nolzur's Marvelous Miniatures: Earth Genasi Male Fighter: D&D Nolzur's Marvelous Miniatures: Earth Genasi Male Fighter
R130 Discovery Miles 1 300 Ships in 6 - 7 working days

Dungeons & Dragons Nolzur’s Marvelous Miniatures come with highly-detailed figures, primed and ready to paint out-of-the-box. Fully compatible with Acrylicos Vallejo paints, these fantastic miniatures include deep cuts for easier painting. The packaging displays these miniatures in a clear and visible format, so customers know exactly what they are getting.

Dungeons & Dragons Sword Coast Adventurer's Guide: Dungeons & Dragons Sword Coast Adventurer's Guide
R1,050 Discovery Miles 10 500 Ships in 6 - 7 working days

D&D Sword Coast Adventurer's Guide
WELCOME TO THE SWORD COAST—a region of Faerūn that comprises shining paragons of civilization and culture, perilous locales fraught with dread and evil, and encompassing them all, a wilderness that offers every explorer vast opportunity and simultaneously promises great danger.While the Sword Coast Adventurer’s Guide is a valuable resource for Dungeon Masters, it was crafted with players and their characters foremost in mind. There is a plethora of new character options to intrigue and inspire every member of the adventuring party.For use with the fifth edition Player’s Handbook, Monster Manual, and Dungeon Master’s Guide, the Sword Coast Adventurer’s Guide provides the setting, story, and character options needed to participate in a game anywhere along the Sword Coast of the Forgotten Realms.

Mansions of Madness: Horrific Journeys Expansion (2nd Edition): Mansions of Madness: Horrific Journeys Expansion (2nd Edition)
R1,499 R1,249 Discovery Miles 12 490 Save R250 (17%) Ships in 6 - 7 working days

In the skies above the Atlantic, a dirigible's peaceful journey is interrupted by a bloody act of revenge and an oncoming storm. On the sea far below, a treacherous saboteur plants the explosives that will sink a ship. In the New England countryside, a train billows black smoke, desperately fleeing an unimaginable threat.

Horrific Journeys is a deluxe expansion for Mansions of Madness which unlocks three thrilling scenarios that take four new investigators far from Arkham, solving mysteries aboard a bustling transatlantic airship, a luxury ocean liner, and a scenic countryside train. With new map tiles, puzzles, monsters, and mythos events, these brave men and women must contend with hideous amphibian monstrocities and interdimensional creatures tearing holes in the fabric of reality all with the knowledge that one wrong move can destroy the very vessels they are trying to protect! In order to arrive at their destinations, the investigator of Arkham must first survive their journey!

Dungeons & Dragons RPG - Ghosts of Saltmarsh: Dungeons & Dragons RPG - Ghosts of Saltmarsh
R1,149 Discovery Miles 11 490 Ships in 6 - 7 working days

D&D Ghosts of Saltmarsh
Adventure on the high Seas

Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game.

Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the waves safe!

Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic ‘U’ series and some of the best nautical adventures from Dungeon magazine:

  • The Sinister Secret of Saltmarsh
  • Danger at Dunwater
  • The Final Enemy
  • Salvage Operation
  • Isle of the Abbey
  • Tammeraut’s Fate
  • The Styes
All adventures have been faithfully adapted to the fifth edition rules of Dungeons & Dragons. Furthermore, this book includes details on the port town of Saltmarsh, as well as plenty of hooks to kick-off each adventure. Play through each story in a seafaring campaign leading characters from level 1 through level 12, or pull out sections to place in ongoing campaigns in any setting. The appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more!

“The Saltmarsh series consistently ranks as one of the most popular classic D&D adventures,” said Mike Mearls, franchise creative director of D&D. “With its ties to ocean-based adventuring, it was an obvious step to augment it with additional sea-based adventures and a robust set of rules for managing a nautical campaign.”

Hoist your sails, pull up anchor, and set a course for adventure!

Ages: 13 and up
Tomb of Annihilation (Hardcover): Wizards RPG Team Tomb of Annihilation (Hardcover)
Wizards RPG Team
R1,380 R1,251 Discovery Miles 12 510 Save R129 (9%) Ships in 10 - 15 working days

Dare to defy death in this adventure for the world's greatest roleplaying game. The talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who's ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied. When they finally succumb, they can't be raised-and neither can anyone else, regardless of whether they've ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world. The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rain forests.

  • An adventure for characters of levels 1 - 11, Tomb of Annihilation provides the Dungeon Master with the core adventure needed to create an exciting and memorable play experience.
  • Expands on the Forgotten Realms setting of Chult, providing extensive detail on the hidden peninsula, and includes a large pull-out map of the region.
  • Fans of the DUNGEONS & DRAGONS(R) Roleplaying Game can expand and enhance their experience by participating in the D&D
  • Adventurers LeagueTM organized play program while playing this adventure.
  • Adventure design by Christopher Perkins, Will Doyle, and Steve Winter, with additional design by Adam Lee.
  • Story consulting by the award-winning creator of Adventure Time, Pendleton Ward.
  • The leader in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as analog. This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.
Arkham Horror: Third Edition: Arkham Horror: Third Edition
R2,050 Discovery Miles 20 500 Ships in 6 - 7 working days

Arkham Horror: Third Edition
The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars.

Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion.

Only a handful of investigators stand against the Arkham Horror. Will they prevail?

Arkham Horror Third Edition is a cooperative board game for one to six players who take on the roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality.

The game is split into a series of rounds made up of four phases.


The Action Phase
The Monster Phase
The Encounter Phase
The Mythos Phase


The Action Phase sees your investigators fighting back against the dark power of the mythos. During this phase, each investigator can perform two different actions.


Move – Investigators can move up to two spaces in the city, spending money to hire speedy transport and move additional spaces. The space where you end your turn will determine what encounter card you draw later in the turn.
Gather Resources – Gain one dollar token, which can be used to purchase items and goods as well as increase how far you can move
Focus – Focus one of your skills, increasing its value.
Ward – Attempt to remove doom from your location. Increasing doom means danger for the investigators, and removing doom can delay these apocalyptic heraldings.
Attack – Attack a monster engaged with you.
Evade – Try to escape from a monster engaged with you.
Research – Search for clues at your location.
Trade – Trade money, clues, items, and more with other investigators at your location.

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