Kamigawa Variants

Kamigawa Variants

by AAG Staff

KAMIGAWA: NEON DYNASTY VARIANTS Posted in Card Image Gallery on December 25, 2021 By Wizards of the Coast Archive SHARE ARTICLE ShareTweetShare To view the regular cards, check out our Kamigawa: Neon Dynasty Card Image Gallery.   BLACK | RED | MULTICOLORED | LAND | ALL CARDS BLACK Hidetsugu, Devouring Chaos Hidetsugu, Devouring Chaos Hidetsugu, Devouring Chaos Hidetsugu, Devouring Chaos Hidetsugu, Devouring Chaos Hidetsugu, Devouring Chaos RED Atsushi, the Blazing Sky Atsushi, the Blazing Sky MULTICOLORED Kaito Shizuki Kaito Shizuki Satoru Umezawa Satoru Umezawa Satoru Umezawa LAND Plains Plains Island Island Swamp Swamp Mountain Mountain Forest Forest  

Innistrad: Double Feature

Innistrad: Double Feature

by AAG Staff

Preorder yours today! Click here! INNISTRAD: DOUBLE FEATURE PRODUCT OVERVIEW Posted in Feature on November 15, 2021 By Wizards of the Coast Archive SHARE ARTICLE ShareTweetShare More monsters! More horror! More drafts! More of everything you love about Innistrad arrives January 28, 2022, with Innistrad: Double Feature. Available at your local WPN game store, Innistrad: Double Feature combines cards across both Innistrad: Midnight Hunt and Innistrad: Crimson Vow into a beautiful draft-ready booster to play and collect! Innistrad: Double Feature is available in displays of 24 Draft Boosters in English only, and each booster contains the following 15 cards: 4x Innistrad: Midnight Hunt commons 4x Innistrad: Crimson Vow commons 2x Innistrad: Midnight Hunt uncommons 2x Innistrad: Crimson Vow uncommons 1x Innistrad: Midnight Hunt rare or mythic rare 1x Innistrad: Crimson Vow rare or mythic rare 1x Silver screen foil card Each Draft Booster contains two non-foil double-faced cards, one from Innistrad: Midnight Hunt and one from Innistrad: Crimson Vow. Which cards from Innistrad: Midnight Hunt and Innistrad: Crimson Vow can you find inside Innistrad: Double Feature boosters? The complete breakdown is below. What is a silver screen foil card? It's a card with black-and-white artwork printed as a traditional foil using a special silver substrate, then finished with a glossy varnish like the showcase eternal night cards you already know from Innistrad: Midnight Hunt and Innistrad: Crimson Vow. (Check out the Booster Fun breakdown for Innistrad: Crimson Vow for a closer look at showcase eternal night cards.) Every card you can find in Innistrad: Double Feature can be a silver screen foil card, meaning you can open up to three rare or mythic rare cards in each pack! Don't forget that, unlike our recent Innistrad releases, Innistrad: Double Feature is available exclusively at your local WPN game store.

Candlekeep Mysteries

Candlekeep Mysteries

by AAG Staff

Get your copy here!! GREAT BOOKS HIDE THEIR SECRETS WELL An anthology of seventeen mystery-themed adventures for the world’s greatest roleplaying game. Candlekeep attracts scholars like a flame attracts moths. Historians, sages, and others who crave knowledge flock to this library fortress to peruse its vast collection of books, scribbled into which are the answers to the mysteries that bedevil them. Many of these books contain their own mysteries—each one a doorway to adventure. Dare you cross that threshold? Candlekeep Mysteries is a collection of seventeen short, stand-alone D&D adventures designed for characters of levels 1-16. Each adventure begins with the discovery of a book, and each book is the key to a door behind which danger and glory await. These adventures can be run as one-shot games, plugged into an existing Forgotten Realms campaign, or adapted for other campaign settings. This book also includes a poster map of the library fortress and detailed descriptions of Candlekeep and its inhabitants. Adventure authors include: Graeme Barber, Kelly Lynne D’angelo, Alison Huang, Mark Hulmes, Jennifer Kretchmer, Daniel Kwan, Adam Lee, Ari Levitch, Sarah Madsen, Christopher Perkins, Michael Polkinghorn, Taymoor Rehman, Derek Ruiz, Kienna Shaw, Brandes Stoddard, Amy Vorpahl, and Toni Winslow-Brill.   For the last few years, Dungeons & Dragons books have bordered on formulaic. There’s a bunch of narrative or rules-heavy content up front, then a few appendices full of monsters, spells, and magic items in the back. It’s been a winning formula, to be sure, boosting the original role-playing game to newfound heights. But it’s also gotten a little stale. Candlekeep Mysteries is completely different. Inside you’ll find 17 new adventures from 20 different authors, each of which could serve as the jumping off point for a home-brewed campaign or an interlude between published adventures. But, perhaps more than any other book in D&D’s 5th edition, Candlekeep Mysteries makes room for dreaming. It’s a set of one-shots — adventures that can be run in a single sitting — but it’s also a set of tools and tricks that can be placed in virtually any setting you can imagine. That makes it a resource that every Dungeon Master (DM) should have on their bookshelf. The conceit behind Candlekeep Mysteries is that it’s a book filled with other books, each one taken from the shelves of a fictional library in the Forgotten Realms, the main setting for this edition of D&D. It starts out with a hefty preamble describing the layout and customs of the titular Candlekeep. There’s also a gorgeous poster-sized map of its confines in the back of the book. But exactly where these books are hidden in the world isn’t really important. Publisher Wizards of the Coast takes care to encourage DMs to place the library and/or its collection anywhere they like — including in the world of Exandria, home to the popular new setting created by Matt Mercer for Critical Role, but also Eberron and Greyhawk. Each of the chapters in Candlekeep Mysteries is named after the title of an in-fiction book, and each one includes all of the new content you’ll need to run a single two-to-four hour game with your friends. Of course, you’ll need the three other foundational D&D books in order to run these adventures — the Player’s Handbook, the Monster Manual, and the Dungeon Master’s Guide. The titles of the books in Candlekeep Mysteries alone are enough to get your imagination churning, including gems like Mazfroth’s Mighty Digressions, Lore of Lurue, The Book of Inner Alchemy, and The Joy of Extradimensional Spaces. But these aren’t just books to be pulled down off the shelf and devoured with the roll of a single die. Many are complex magical artifacts that player characters will interact with over the course of the adventure. Some are even mechanical or physical in nature, and figuring out how to read them in the first place is often a puzzle in and of itself. While these books have a story inside, each one is treated as an object with a history of its own. That makes each book another character in the adventure. Each one gets a written description and an illustration, excellent news for anyone invested in making props for their campaigns. There are a few, I feel, that could even have a good life as hand-made products on Etsy — especially one that involves several cylinders that must be rolled atop wet clay in order to move the narrative along. The adventures themselves are tremendous, and feature some of the best writing of this generation of D&D. The complications they present are a delight, including a sketchy bookstall with an even sketchier collection of employees; an abandoned mining village with a sinister secret; a haunted house trapped in an alternate dimension; and an earworm so toxic that it forces players into quarantine. The latter adventure, involving the earworm, is actually quite clever. The book at the center of the encounter is actually an elaborate clockwork contraption, the complexities of which are mirrored by the adventure’s elaborate social interactions. There’s almost no combat whatsoever. Instead, it forces the DM to take on the role of multiple NPCs. It’s up to the player characters to tease things out, mostly through dialogue. One chapter, titled “Kandlekeep Dekonstruktion” by Amy Vorpahl, made me laugh out loud while reading it. It’s utterly ridiculous, going so far as to introduce technologies that, even given the powerful magics in play within the Forgotten Realms, would be game-breaking if they got loose. Of course, in D&D the DM is always in control. From that perspective, an adventure that causes all hell to break loose is a feature, not a bug. In addition to the writing, the art direction in Candlekeep Mysteries is unusually strong. Chapters include work by different artists, giving each one a wholly different look and feel from the next. By contrast, the maps presented throughout the book are simple, almost unadorned. That’s clearly by design, as it makes them easy to lift out and re-theme for an entirely different setting. That also makes this book an excellent resource for DMs who have gone digital during the pandemic. For bookworms of a different sort — that is, folks who love to buy RPG books and read them as others might a novel — there’s another layer of fun to be had. Scattered throughout this set of adventures are a series of subtle nods to previous 5th edition campaigns, including Storm King’s Thunder and Curse of Strahd. Even while breaking new narrative ground, Candlekeep Mysteries can’t help but wink and nod at the rest of the 5th edition canon. While structurally an outlier, Candlekeep Mysteries nonetheless fits right in with the rest of the 5th edition material. I’m excited to see where players go from here. https://www.polygon.com/reviews/22315969/dungeons-dragons-candlekeep-mysteries-review

Zombie Kidz

Zombie Kidz

by AAG Staff

THE GAME THAT EVOLVES PLAY AFTER PLAY. Zombies have overrun your school! Gather all your friends around this cooperative game and work together to develop the best strategy to drive off these horrible creatures!  Zombie Kidz Evolution is an evolving game: the more you play and complete special missions, achievements, the more the game evolves. Contents: • 1 double-sided Game Board• 1 Zombie Die• 4 Hero Tokens• 8 Zombie Tokens• 4 Lock Tokens• 8 Plastic Standees• 13 sealed Evolution envelopes• 1 Rulebook (which includes 1 sticker sheet and 1 zombie hunter passport) Zombie Kidz Evolution is part of the Little Monsters game collection.     The sequel to Zombie Kidz Evolution! Zombies are wreaking havoc throughout the town. Cooperate with your friends and find the 4 ingredients to prepare the antidote that will change the zombies back to their human form! Zombie Teenz is a game that evolves, like its predecessor, Zombie Kidz. These two games are different and independent, but compatible!   CONTENTS • 1 Town Board• 4 Hero Tokens• 4 Zombie Horde Tokens• 4 Overrun Building Tiles• 4 Ingredient Crates• 1 White Die• 1 Completely Black Die• 6 Event Cards• 10 Evolution Envelopes• 4 Accomplishment Envelopes• 11 Plastic Supports• 1 Rulebook• 1 Sticker Sheet   Come play the ONLINE campaign!!   

Catapult Feud and Iello Guild Store

Catapult Feud and Iello Guild Store

by AAG Staff

Check out what we have in stock here! READY, AIM... LAUNCH THE CATAPULTS! Two households, the Chauforts and the Cunningfields, both alike in dignity, in their fair kingdoms. If only there wasn't that ancient grudge! Build your castle, set up your troops, load your catapults and use your cunning tactics to conquer the floor! Knock down all your opponent's troops to win! CONTENTS 2 Catapults 8 Boulders 12 Action cards 32 Bricks 2 Gates 10 Figurines 1 Rulebook Build your castles, set up your troops, load your catapults and use your cunning tactics to win the day! The War for the Floor has begun once more! Catapult Kingdoms, a.k.a. Catapult Feud, is a game of last person standing. Your objective is to knock down all your opponent's troops! Starting with the youngest player, choose your family: Chaufort or Cunningfields. Then, use your bricks to build a castle to fortify your troops. Using your catapult, launch boulders in an attempt to destroy your opponent's castle and knock over their troops. When all troops of one family are knocked over, the battle is over. The winning family must have at least one troop standing upright. The game is played in a series of rounds. During a round, starting with the youngest player, everyone takes a turn. Each player's turn is divided into four phases: Tactics, Aim, Fire and Cleanup. Perform these phases in order, finishing each one before moving to the next. When all players have had their turn, the round finishes. You keep on playing round after round until there is only one player with troops on the table. Warning! This is a game of construction/destruction of plastic bricks and figures... NOT your opponent, pets, or people who may foolishly pass through the field of battle! Please play fair and be careful not to hurt each other or damage anything... other than your opponent's attempt at a impenetrable fortress!

Van Richten's Guide to Ravenloft

Van Richten's Guide to Ravenloft

by AAG Staff

Get it here! FACE YOUR FEARS Unleash the horrors of Ravenloft in this campaign sourcebook for the world's greatest roleplaying game. Terror stalks the nightmare realms of Ravenloft. No one knows this better than monster scholar Rudolph Van Richten. To arm a new generation against the creatures of the night, Van Richten has compiled his correspondence and case files into this tome of eerie tales and chilling truths. Discover the mysteries of Ravenloft, mist-shrouded lands where infamous Darklords lurk among ageless vampires, zombie hordes, cosmic terrors, and worse. Then make your choice. Will you create your own Domains of Dread, settings to host endless terrifying adventures? Or will you join the ranks of haunted heroes who embrace macabre lineages, dual-edged Dark Gifts, haunted subclasses, and other forbidden powers? Van Richten's Guide to Ravenloft contains everything you need to craft a horror-themed campaign for Dungeons & Dragons. Unleash a treasure trove of new story hooks, character options, and campaign customization to bring one of the most exciting Dungeons & Dragons settings to life! Travel (perhaps even by choice) to familiar domains and discover new ones—as Ravenloft’s expanded Domains of Dread return for the first time in fifth edition! Includes rules and advice for building custom domains and Darklords using established horror tropes or your own special blend.  Discover a host of new backgrounds and trinkets themed specifically for a horror setting, as well as new character lineages, including the dhampir, hexblood, and reborn.  Find two new subclasses, the College of Spirits for bards and the Undead pact for warlocks.  Explore Dark Gifts for characters that flesh out your place in the Domains of Dread.  Encounter a horrific assortment of creatures from the monstrous bestiary.  And includes a brand-new adventure!

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