BEASTGRAVE: COUNTER SET

Need to keep track of something? Chances are, there’s a counter in this set for you. Inside, you’ll find two double-sided sheets of card counters, allowing you to keep an eye on anything from dark rituals to uncontrollable Waaagh! Energy.

This set contains:

- 6 Feast counters
- 1 Horn counter
- 6 Madness counters
- 6 Potency counters
- 6 Ritual counters
- 5 Sacrifice counters
- 15 Waaagh! counters
- 1 Wildform: +1 Move counter
- 1 Wildform: +1 Wounds counter
- 1 Wildform: +1 Defence counter

These tokens are made of card, and feature art on the reverse.

$28.00
1 in stock

Related Products

THERE IS MY CLAIM

War wracks the Seven Kingdoms. Baratheon, Tyrell, Lannister, and Stark armies march into battle against each other, while Greyjoy raiders prey upon the coast and strike at undefended strongholds. Five kings have been crowned, and each will pursue his claim as long as he draws breath. Death is everywhere, in the gory aftermath of battles and the carnage wrought by pillaging soldiers. In the midst of all this tumult and destruction, one young girl receives a worn metal coin and first hears the fateful words: “Valar morghulis. ”There Is My Claim is the fourth Chapter Pack in the War of Five Kings cycle for A Game of Thrones: The Card Game, and it continues your journey through A Clash of Kings, the second book in George R.R. Martin’s epic saga. Here, you can evoke the turmoil of the War of the Five Kings with plenty of new cards that interact with Kings, even as the winter winds rise and the Summer and Winter plot traits become more important to your strategy. Finally, you also gain access to powerful new unique characters, including Jojen Reed, Pyat Pree, Jaqen H’ghar, and new versions of Stannis Baratheon and Aeron Damphair. 
$25.00
1 in stock

GAME OF THRONES LCG: DAGGERS IN THE DARK

Daggers in the Dark is the sixth Chapter Pack in the Dance of Shadows cycle for A Game of Thrones: The Card Game. Featuring three copies each of twenty distinct cards, this pack draws you into the pages of A Song of Ice and Fire, where the key characters in the story find themselves surrounded by enemies as the shadows encroach. At the Wall, Jon Snow struggles with his duties as Lord Commander of the Night's Watch as his brothers whisper dissension. In King's Landing, Cersei Lannister attempts to keep the loyalty of the smallfolk as the Faith Militant stirs rebellion. And in Meereen, Daenerys Targaryen makes difficult sacrifices to win the hearts of the Meereenese as assassins plot her demise. With the return of the shadows mechanic from A Game of Thrones: The Card Game First Edition, your games become further steeped in mystery and intrigue as the paranoia threatens to tear you apart. With dangers at every turn, you must embrace the darkness or fall before those who do. How much of yourself are you willing to lose in order to win the Iron Throne?
$25.00
1 in stock

WARHAMMER AGE OF SIGMAR - CORE RULE BOOK

Key Features The essential book filled with rules and lore for Warhammer Age of Sigmar Supports open, matched, and narrative play, with a revamped Path to Glory campaign system and much more Drives the ever-evolving narrative onwards into the Era of the Beast, a savage struggle between the resurgent forces of Order and Destruction The Age of Sigmar began with the thunderous arrival of the Stormcast Eternals, borne upon the heavenly storm of the God-King Sigmar Heldenhammer. They are great heroes, snatched up at the moment of death and magically reforged – these golden warriors are thrown into battle against all who would corrupt, decay, and destroy the Mortal Realms. While Sigmar and his pantheon of Order strive for prosperity in these dark times, the Great Necromancer Nagash marshals the forces of Death in a bid to claim every last soul for his own. Meanwhile, Kragnos leads the wild forces of Destruction in a savage rampage across the civilised world, all while the Chaos Gods prepare to conquer the last uncorrupted bastions in a world of conflict and upheaval. This is a new epoch, a time of mighty battles and unending war. This is the Age of Sigmar! The Age of Sigmar is an epic setting populated by myriad armies, powerful heroes, and magnificent monsters. It plays host to vast, realm-spanning wars between the forces of Order, Chaos, Death, and Destruction. In the Warhammer Age of Sigmar Core Book, you’ll not only learn the rich history of this war-torn age, but you’ll also find all the rules you need to evoke these epic stories on the tabletop.   The Book This 360-page hardback book is the ultimate companion for both novice and veteran players of Warhammer Age of Sigmar, containing everything you need to know to collect, build, paint, and play with Citadel miniatures in the Mortal Realms. Realms of War The Core Book starts with Realms of War, an overview of the Warhammer hobby with concise how-to guides on collecting, building, and painting your miniatures, as well as the various ways you can use them to play games of Warhammer Age of Sigmar.   War Unending Discover the history of the Mortal Realms in the first lore section of the book, containing a detailed, illustrated story-so-far, from the arrival of mankind's God-King to the savage Era of the Beast. This covers three major ages: - The Age of Myth, Sigmar’s journey through the cosmos, his meeting with the Great Drake Dracothion and his exploration of the eight Mortal Realms. It tells of his awakening of other gods, the building of civilisations, and the fractious alliances that were forged. - The Age of Chaos, brought about by the machinations of the Chaos Gods and their command of the Realm of Chaos, spitting daemon legions forth and destroying the peace that once reigned. - The Age of Sigmar, in which the God-King's champions fight back against his enemies in all their forms. From the vengeful Realmgate Wars that cast Chaos back from many Order strongholds, to the cataclysmic Necroquake brought about by Nagash, God of the Dead, to the dawn of the Era of Beasts as the ancient Earthquake God unleashes hordes of rampaging greenskins into the heartlands of civilisation. Delve into background information on each of the eight Mortal Realms – Azyr, Shyish, Ashqy, Chamon, Ghur, Ghyran, Hysh, and Ulgu – which details their links, descriptions of the native civilisations that have risen and fallen, key events that have taken place and notable geographical features; along with details of the Realm of Chaos, a nightmarish dimension home to the Chaos Gods and legions of terrifying hellspawn.   Clashing Empires Learn about the armies and alliances that fight across the Mortal Realms, each featuring a showcase of beautifully painted Citadel miniatures, split into four sections according to their Grand Alliances. Beginning with the forces of Order, you'll glean insight into each of the factions that comprise the last bastion of civilisation in the eight realms (even if they don't always get along), before moving on to parley with their nemeses in the forces of Chaos. Meanwhile, Nagash's alliance of Death plots to claim every last soul in the land, while Grand Alliance Destruction indulges their baser instincts on a roaring rampage of carnage alongside their newfound deity, Kragnos.   The Rules The first rules section of this book contains the core concepts you need to start fighting battles in the Age of Sigmar, taking you through deployment, the battle rounds, combat, magic, and more. The rules are laid out in a clear and concise format with additional commentary from the designers, making this the easiest rulebook to reference in Warhammer history. Once you've got the basics squared away, find out all about the three core ways to play the game and the battleplans you can undertake in each.   Open Play Let your imagination run wild as open play caters for re-enacting every kind of narrative storyline or tactical challenge you can think of, without restrictions. – Includes the Open War Battleplan Generator, which provides pre-set Maps, Victory Conditions, Twists, and Ruses. – Combining different options allows over 1,200 different types of Open War scenarios to be played.   Matched Play Designed to put both players on an equal footing, matched play offers players an even chance of victory based around points-based army construction rules and a competitive set of battleplans. – Includes additional special rules, including Stealing the Initiative, as well as rules for additional objectives scored on either a turn-by-turn or end-of-battle basis. – Features much broader and more detailed requirements and restrictions than other game types, including restrictions on endless spells, reinforced units, and understrength units.   Narrative Play Send your army on a Path to Glory and watch them develop across games with an overhauled section on narrative gameplay rules. Earn renown, gain new abilities, and even expand your army's territory while free of limitations on how, when, and where you can play. – Includes rules and guidance on a 5-step process to starting a Path to Glory campaign, including: Choosing Factions and Realms, Starting Sizes and Territories, Orders of Battle, Core Enhancements, and picking Quests to embark upon. – Provides guidance on how to fight battles against opponents both participating and not participating in a Path to Glory Campaign.   Conquest Unbound The final section helps represent the vast array of battlefields and endless war that the overlords of the Mortal Realms fight across, including bespoke rules for the various, more niche type of battlefields you may come to fight, on, across, over, or indeed, under. It includes three variant types of games for players to enjoy, including: - Siege Warfare – all too often across the Mortal Realms, warlords and conquerors look to displace inhabitants of a territory or city that they have decided should fall under their control, and often the culmination of such a campaign is a brutal, no-holds-barred siege. - Triumph and Treachery – sometimes duty calls for an all-out brawl between all of your enemies at once, and, when that happens, these rules can be used to represent battles that take place between three or more factions at the same time – all are frantically fighting to win the day against all other opponents, but will you be the one to come out on top? - Tunnel Fighting – deadly, close-quarters combat is commonplace across the Mortal Realms as armies cluster into labyrinthine cave networks, perfidious skaven skitter through the city sewers, and mind-bending tunnels open up in the unpredictable domains of Chaos.   The Core Book closes out with a handy, alphabetised rules index and a photocopiable Path to Glory roster, Order of Battle, and Army roster.
$105.00
6 in stock

L5R: FATE HAS NO SECRETS

Experience the wonders of the Imperial Cycle with Fate Has No Secrets, the fifth Dynasty Pack for Legend of the Five Rings: The Card Game. Each of the seven Great Clans receives new cards that continue to embrace and define the themes that began in the Legend of the Five Rings: The Card Game Core Set. Along the way, you’ll find a great assortment of cards focused on the Imperial City of Otosan Uchi. From neutral samurai sworn to the Imperial family, to Imperial magistrates from each of the Great Clans, to rewards for holding the Imperial Favor, this cycle draws you into the world of Otosan Uchi and the service of the Emperor. The Dynasty Packs of the Imperial Cycle will be released over an accelerated release schedule of six weeks—one pack each week.
$25.00
3 in stock

ASHES OF VALKANA

You watched the show; now play the game! Titansgrave: The Ashes of Valkana is Wil Wheaton’s new tabletop RPG show on Geek & Sundry. It introduces an original science fantasy setting that mixes high magic and hi-tech. Written by a stellar team of award-winning designers, this companion book for the Fantasy AGE RPG gives you background info on Titansgrave, and all the adventures you saw on the show. The adventures include new encounters and options that will let you make the story your own. So grab your blaster and ready your spells. Titansgrave needs heroes!
$50.00
4 in stock

THINGS FROM THE FLOOD RPG: DICE SET

A set of 10 awesome-looking engraved custom dice, designed specifically for the Tales from the Loop and Things from the Flood RPGs. These 16 mm special dice are designed to support the game mechanics but can be used as normal six-sided dice as well.
$35.00
2 in stock

L5R: BREATH OF THE KAMI

Harness the power of the Air with the Breath of the Kami Dynasty Pack for Legend of the Five Rings: The Card Game! Enter the Elemental Cycle with three copies of twenty-new cards focusing on the most ephemeral element. Explore new Shugenja and Spells revolving around the Air element, a new stronghold, and the first Mantis character to enter the game with Breath of the Kami.
$25.00
2 in stock

THE DEFENDERS

In Vs. System 2PCG, players choose a main character, build a deck with exactly sixty cards, and attempt to stun the other player's Main Character in a game of superhero battle. The first set contains characters only from the Marvel Universe, but future sets may add other IPs.  Vs. System 2PCG is superficially similar to the original Vs. System collectible card game, but is a completely rebuilt game that takes some inspiration from the original. Combat has been streamlined, the turn structure is different, the resource system has been revamped, and the game is no longer collectible, with cards instead being released in a non-random format. A single box contains a full play-set of all cards.
$65.00
1 in stock

GOD OF WAR: THE CARD GAME

Ragnarok is coming. The end of the world is nigh. But there are those that seek to alter the path of history and avoid this terrible cataclysm. They are the Norns, and they have searched out the Well of Fate, in order to find out how. Trying out different combinations of heroes and Quests, will find the one that will avoid Ragnarok, or die trying. God of War: The Card Game, players take on the role of the Norns, powerful individuals from mythology, as they try different combinations of heroes and Quests in order to stop Ragnarok. Each Quest is made up of a mosaic of cards, representing the foe that the Norns must fight against. By building up their own special combat deck of cards, the Norns will gain power as they battle along. If they can defeat all three Quests set before them, then Ragnarok can be stopped.
$80.00
1 in stock