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Warhammer Fantasy Roleplay (WFRP/WHFRP) - Games Workshop

Enemy Within Campaign | Doomstones Campaign | Complete Dungeon Master

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Warhammer Fantasy Roleplay
"Warhammer is a sophisticated open format game without conventional board or playing pieces. The actions and events take place in the imaginations of the players and Gamesmaster. Players adopt the roles of valiant heroes in search of adventure, fighting, marauding Goblinoids and seeking to stem the insidious encroachments of Chaos. The Gamesmaster sets the scene for the players and directs the actions of the Old World's colourful inhabitants.
Warhammer Fantasy Roleplay contains:
• Players' and Gamesmaster's Chapters - complete rules and information for adventurers in the Old World.
• Over 100 Character Careers - from Assassin to Wizard, fully defining each career so that no two heroes are alike.
• Over 130 Character Skills from Acrobatics to Wrestling, giving enormous scope in the creation of characters.
• Combat System - highly detailed fast-moving and easy to play.
• A Guide to the Old World - extensive descriptions for novice players and Games-masters.
• The Oldenhaller Contract - a complete introductory scenario.
• 8 Full-colour Plates - evoking the full atmosphere of this land of adventure."

1988 ... 366 pages ... GW 000206 ... ISBN 1869893581

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Warhammer Fantasy Roleplay

1995 ... 366 pages ... HP 200 ... ISBN 1899749012

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Warhammer 40,000
"Warhammer 40,000 is a tabletop game for two or
more players where you command the forces of
the Irriperium or one of its many enemies. This
book provides you with all the rules you need to play, and guides you through collecting and painting your own army of Citadel Miniatures.

Inside you will find:
• RULES: How armies move and fight over the tabletop.
• SCENARIOS: Fourteen missions for your armies to undertake, plus how to run your own campaigns and rules for troops gaining experience.
• ARMY LISTS: Details' of the many different armies fighting in the 41st millennium, and guidelines for organising the force under your command.
• AGE OF THE IMPERIUM: Information on the galaxy-spanning Imperium and the many and varied threats that face Mankind.
PLUS how to collect your own army, as well as great artwork, stories, game templates, designer's-notes and more!"

1998 ... 288 pages ... GW 60 31 01 99 001 ... ISBN 1841540005

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Apocrypha Now
"IN THIS BOOK YOU WILL FIND:
• Optional rules covering areas as diverse as combat, psychology and social class.
• New magical gear and greatly expanded rules for firearms in the Warhammer Old World.
• New career types, including the Dwarven Loremaster and the eagerly awaited Elven Wardancer.
• Full information on converting characters and equipment between Warhammer Fantasy Roleplay, and the popular Warhammer Fantasy Battle game.
• New scenarios, game settings and campaign ideas.
Much of this popular material has appeared previously, in out-of-print Warhammer Fantasy Roleplay supplements and the pages of White Dwarf magazine. Now it has been gathered together for the first time into one information-packed, easy-to-reference volume. Read it with care - your campaigns may never be the same again!"

1995 ... 128 pages ... HP 202 ... ISBN 1899749039

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Apocrypha 2: Chart of Darkness
"THIS BOOK CONTAINS:
• Expanded rules covering areas as diverse as pick-pocketing and divining the future.
• A section on creating in-depth descriptions and background for PCs and NPCs, plus new character skills, careers and options.
• New spells and magic items, including a whole chapter of enchanted arrows and bows.
• Detailed information on the Cult of Morr and its struggle against the power of Necromancy.
• Information on prisons in the Old World and how you can use them in your game.
• Four complete adventures, ranging from cities toremote mountain ranges and lost Dwarfen Holds.
• New game settings and non-player characters, to add more life and drama to your campaign."

2000 ... Graeme Davis ... 128 pages ... HP 214 ... ISBN 1899749179

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The Dying of the Light
"Dying Of The Light is a brand-new 128-page adventure for Warhammer Fantasy Roleplay. Set in and around the largest port in the Old World, it blends intrigue, action, suspense and dark atmosphere into a series of adventures, combining to form an extraordinary quest that could only happen in the Warhammer world, as a search for knowledge turns into a desperate race for survival.
Dying Of The Light contains nine linked adventures, new background on Marienburg and the bleak Wasteland that surrounds it, maps and hand-outs, plus six pre-generated player characters. It is designed for characters in their second or third career, and can easily be fitted into an existing campaign. Packed with stunning artwork, thrilling encounters and constant danger, Dying Of The Light is the first completely new supplement for Warhammer Fantasy Roleplay to appear for several years, and will appeal to old fans and new players alike."

1995 ... 128 pages ... HP 203 ... ISBN 1899749047

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Death's Dark Shadow
"DEATH'S DARK SHADOW is a 120-page sourcepack and adventure book for the Warhammer Fantasy Rpleplay game. As well as a gazetteer of Kreutzhofen and the hamlet of Weilerberg, this book contains four complete short adventures, six adventure outlines, three optional locations with plots for each one, and 'The Curse of the Reichenbachs', an extended adventure of intrigue and dark dangers.
Packed with exciting locations, intriguing characters and scope for hundreds of plots and adventures, Death's Dark Shadow contains enough great material to keep players enthralled for months."

2000 ... Carl Sargent ... 120 pages ... HP 217 ... ISBN 1899749276

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Middenheim : City of Chaos
"Middenheim: City of Chaos is a detailed guide
to the greatest of the Empire's three City-States, the home of the Cult of Ulric, the God of War, Wolves and Winter, and the people who control it. This book comes complete with a full-colour poster-sized map of the city, and is packed with information.
History, campaign ideas, 'cameo' adventures, NPCs, dozens of superbly detailed locations: there's enough to keep the most active of adventurers busy for months. There are notes and guidelines on Law and Order, Politics, Religion, and the city's defences - including information for player characters wanting to follow careers in any of these areas. There are descriptions of the city's most important inhabitants, and its movers and shakers. And there's even a section devoted to the bizarre city craze for Snotball. But Middenheim has its darker side too. The rock on which it stands is honeycombed'with fearful tunnels and catacombs, built by the long-dead Dwarfen architects of the city, but now home to renegades, mutants and other unmentionables. This is the Undercity. Chaos lives here. But it also lurks above the streets, in the houses of seemingly honest citizens, and even at the centre of its government.
Middenheim: City of Chaos provides the backdrop to Power Behind the Throne, the third part of the Enemy Within campaign, and is an invaluable tool for all Warhammer Fantasy Roleplay GMs: a detailed city-guide for one of the most extraordinary places in the Old World."

1998 ... Carl Sargent & Phil Gallagher ... 96 pages + fold-out map ... HP 212 ... ISBN 1899749128

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Enemy Within Campaign

Shadows Over Bogenhafen
"The Enemy Within: Shadows Over Bogenhafen is the first volume in an epic campaign for Warhammer Fantasy Roleplay. It is the definitive guide to the mighty Empire of the Warhammer Old World, full of background information covering the history, geography, politics and religions of the Empire, as well as invaluable material on starting and running the campaign.
And you can begin straight away with an intriguing and chilling adventure which introduces the players to the Empire, sets them on a hunt to seek out and destroy the heart of a demonic conspiracy, and brings them face to face with the corruption threatening the very foundations of their world. This volume combines material originally published separately as The Enemy Within and Shadows Over Bogenhafen, now revised into a clearer, easier to use format."

1995 ... 128 pages ... Phil Gallagher & Graeme Davis & Jim Bambra ... 128 pages ... HP 201 ... ISBN 1899749020

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Death on the Reik
In the back is a tear-out color fold-out map. Doubled-sided, with a floor map of Castle Von Wittgenstein, and a hex map of the Reikland and the Barren Hills on the reverse. Gorgeous.

"The conspiracy of Chaos is still spreading its tendrils across the world, marshalling its resources and scheming in the most unlikely places. On the trail of a rock that fell from the sky hundreds of years ago, the PCs find evidence of sinister goings-on which will lead them deep into the heart of the Empire, on the way to its source. The taint of Chaos must be cut out... but first it must be found.
The second volume of the classic Enemy Within campaign for Warhammer Fantasy Roleplay, Death on the Reik picks up where Shadows over Bφgenhafen left off and takes the characters on a voyage to danger as they become river-traders on the largest waterway in the Empire, the river Reik. In charge of a river-boat, they will meet traders with secrets, pirates, fearsome inhumans and terrifying mutants as they try to unravel the threads of the adventure's plot.Death on the Reik is intended for a party of 4-6 player characters. Like all the episodes of the Enemy Within campaign, it can also be played as a stand-alone adventure. The book contains all the usual pre-generated player characters, maps and hand-outs, as well as a special 16-page section on life on the Reik, and a double-sided poster map showing the Reikland and, on the other side, a painted diagram of the setting for the adventure's climax. It is continued in The Enemy Within vol.3: Power Behind the Throne."

1988 ... ?? pages + fold-out map (hardcover) ... GW 000297 ... ISBN 186989359X
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1996 ... Phil Gallagher, Jim Bambra, Graeme Davis ... 128 pages + poster map... HP 205 ... ISBN 1899749071
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Power Behind the Throne





Something Rotten in Kislev
"Something is rotten in Kislev. Beastmen are raiding, killing and burning. The dead are walking the streets of remote cities, and entire colonies are rejecting the Tsar's rule. But are these mysteries linked, and if so, how?

Sent by Graf Boris of Middenheim to 'help' the Tsar, the adventurers will find themselves contending not only with undead and beastmen but also with ghosts, elite Hobgoblin warriors, creatures of Chaos and strange nature-spirits - plus the Kislevites, who can be less than friendly, as well as puzzles, dilemmas and ominous curses to occupy their minds and keep them in trouble.
Something Rotten in Kislev contains three linked adventures that can be used separately, as a Kislev campaign, or as a part of 'The Enemy Within' series. The book also has full information on the nation of Kislev, its peoples, culture and its history, as well as local religion and spirit-worship. Also included are many hand-outs and maps, plus great art and six pre-generated PCs."

1999 ... Ken Rolston ... 144 pages ... HP 213 ... ISBN 1899749195

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Doomstones Campaign

Fire and Blood
"The Yetzin Valley stands at the southern end of a vital mountain pass between the Empire and the Border Princes. Settled by Dwarfs, conquered by Orcs, it has lain quiet for almost a century. Now, once again, powerful forces are on the move.

A chance discovery in the mountains puts the adventurers on the trail of the legendary Orcish war-force, the Bloodaxe Alliance. They must retrace the last journey of the renegade warrior-priest Torgoch, to find his resting place and the powerful artefact which let him control life and cheat death. Then, following another ancient trail through the Vaults, they will discover the relics of a mutiny, a clue which leads to an ancient Dwarven shrine, and a second Crystal of Power. But finding the shrine is just the beginning, for beyond it lie age-old Dwarven traps, and the tunnels' modern dwellers.

Designed for characters in their second or third careers, Fire and Blood mixes investigation and combat to challenge the wits and skill of WFRP players. This book includes pre-generated player characters, new magic items and twenty pages of handouts, including two three-dimensional models."

1996 ... Simon Forrest and Basil Barrett ... 176 pages ... HP 206 ... ISBN 1899749098

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Wars & Death
"Deep In the Yetzin Mountains lurk four crystals: hidden, lost, forgotten, but waiting. Forged many centuries ago by the Dwarfs, they were split up and concealed for a reason lost in the mysteries of the ages. Now, as strange forces move in the Yetzin Valley again, Orc warbands reform and civil war between Dwarfen factions threatens the area, a band of travellers must discover if they are the ones who it is prophesied will reunite the four Crystals... and why.
Drawn first to the remote monastery of Eyrie, standing high on a pinnacle of rock above the Winter's Teeth Pass, the party must battle against time, obstinate monks and the Bloodaxe Alliance to follow a trail of clues laid centuries ago by the stronghold's mysterious architect, From there they will have to travel deep into a lost Dwarfen hold, Kadar-Gravning, where two rival factions are fighting to find the crown of the long-dead Dwarf-King Hargrim. Somewhere within the cavernous depths of the abandoned hold lies the last of the Crystals ~ and a terrible destiny awaiting those who might possess all four of the ancient artefacts.

Designed for characters in their second or third careers, Doomstones: Wars and Death mixes investigation, exploration and combat to challenge the wits and skill of Warhammer FRP players. It is the second part of a three-part campaign, and can be played as a stand-alone adventure or as a sequel to Doomstones: Fire and Blood. This book includes pre-generated player characters, new monsters and magic, and twenty pages of hand-outs including two three-dimensional models.
The adventures in this book were originally published by Flame Publications in two separate volumes: 'Death Rock' and 'Dwarf Wars'. Some parts have been revised, and new material has been added."

1997 ... Simon Forrest & Basil Barrett ... 176 pages ... HP 209 ... ISBN 1899749101

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Heart of Chaos
"By uniting the four ancient Crystals of Power, the adventurers have accidentally triggered a Chaos-God's four-thousand-year plan. Now they are the only ones who can stop the stones from bringing devastation to the Old World - hut first they must learn how. And that knowledge is hidden deep in a valley occupied by worshippers of Chaos.
Between them and saving the world lie hideous mutants and Beastmen, long-destroyed Dwarfen holds, ambushes, pursuits, mad ghosts, insane cultists, Undead children, an amazing flying ship and a Dwarf who cannot die.
Determined to stop them are fanatical forces from the Empire and the Dwarfen stronghold of Karak Him, as well as the powers of Chaos who will not let the all-powerful artefacts be destroyed.
As the hole in the sky grows larger and a great storm gathers over the Yetzin Valley, can anyone survive the awful threat of the Doomstones?
Heart of Chaos is the long-awaited conclusion of the Doomstones campaign. It's an epic race against time that blends investigation, deduction, role-playing and combat with cinematic set-pieces and a heart-stopping mid-air climax. Written by the critically acclaimed games designer Robin D. Laws, this book includes descriptions of new magic, a new order of knights, game-information on the daemons of Tzeentch, and advice on writing and running all kinds of adventures. It is designed for PCs in their second or third careers."

2001 ... Robin Laws ... 144 pages ... HP 215 ... ISBN 1899749160

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Realms of Sorcery
"Realms of Sorcery, the long-awaited magic supplement for Warhammer Fantasy Roleplay, is a complete guide to the magic of the Old World, The hook includes in-depth background on magic in the Warhammer world, new careers for human and non-human magicians, higher levels of experience for existing careers and information on the magic of the Orcs, Skaven and Chaos worshippers. There are hundreds of new spells and magic items as well as rules for creating new ones, plus details on the Colleges of Magic, runes, familiars, new magical creatures, and expanded rules for many aspects of wizardry."

2001 ... Ken and Jo Walton ... 256 pages

Hardcover: HOG 207H ... ISBN 1899749330
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Paperback: HOG 207S ... ISBN 1899749136
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WFRP Character Pack
"Now that you've got Warhammer Fantasy Roleplay, you need the WFRP Character Pack to kickstart your game. Inside these covers you'll find 50 Character Sheets, printed and ready to go. Just grab a sheet, roll up a character, and plunge into a grim world of perilous adventure. The WFRP Character Pack also includes a handy 16-page booklet, which includes the following additional material:
• Name generators that put thousands of Dwarf, Elf, Halfling, and Imperial Human names at your fingertips.
• Spell summaries of the most common Arcane and Divine Lores.
• A Spell Grimoire sheet for Priests and Wizards.
• A recap of Character Creation, including all essential tables.
• A Combat Action Summary, with both Basic and Advanced Actions ready for instant reference during play.
• A series of inspirational Character Portraits by Dave Gallagher."

2005 ... 16 pages + pad of sheets ... Black Industries ... ISBN 1844162214

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WFRP Game Master's Pack
"Essential for any Warhammer Fantasy Roleplay Game Master, this WFRP Game Master's Pack includes a full colour GM's screen, an information pack, and a ready-to-run scenario by Alfred Nunez, Jr. Useful for beginners and veterans alike, the Game Master's Pack cuts out frantic rulebook flipping and puts the information at the GM's fingertips.
The Game Master's Pack includes:
• A full colour, 4-panel GM screen, featuring keynote artwork Forged in Blood by Geoff Taylor and over 20 key tables, essential for running WFRP.
• A handy Combat Tracker to help you keep tabs on Initiative Order, Special Events, and up to a dozen NPCs.
• NPC Record Sheets — great for adventure building!
• The Equipment Emporium — a handy overview of goods and services in the Old World.
• A reference sheet for the Dark Lores of Magic and their horrific side effects.
• A guide to common buildings and settings of the Old World, including interior maps and a sample village.
• Pretty Things — an introductory adventure in which things turn very ugly indeed...
• 4 pre-generated characters, so your players can jump right into the action!"

2005 ... 32 pages + screen ... ISBN 1844162222

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Armies of Antiquity: A Supplement for Ancient Battles
"ARMIES OF ANTIQUITY CONTAINS ARMY LISTS FOR
USE WITH THE WARHAMMER ANCIENT BATTLE
RULES. THE LISTS COVER ALL OF THE MOST
FAMOUS ARMIES OF THE ANCIENT WORLD, FROM
THE CHARIOT ARMIES OF ANCIENT EGYPT THROUGH TO ARMIES OF CRUSADING KNIGHTS.

• New rules to use in your Warhammer Ancient Battles games
• 22 new army lists
• Special tribal variations which can be used with the Barbarian army list included in Warhammer Ancient Battles

22 ARMY LISTS:
Sumerian, Egyptian, Hittite, Trojan Wars, Assyrian, Persian, Ancient Greek, Alexander &, His Successors, Ancient Indian, Republican Roman, Carthaginian, Late Roman, Cataphract, Byzantine, The Nomad Hordes, The Saracens, Saxon, Viking, Norman, Crusader, Chinese, &, Samurai"

1999 ... Allen Curtis & Jervis Johnson & Nigel Stillman. Art: Michael Perry ... 48 pages ... ISBN 1869893581

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Hannibal and the Punic Wars (Warhammer Historical: Ancient Battles)
"Hannibal and the Punic Wars is a source book for Warhammer Ancient Battles.
Hannibal Barca was the most famous general of his age. At the start of the second Punic War, against all odds, he marched his army over two mountain ranges and took on the Roman Republic; the mightiest empire of the ancient world. He won famous victory after famous victory and campaigned in his enemy's homeland for 15 years. Not for half a millennium would Rome be challenged by an external threat of the same magnitude.
This source book contains a complete historical overview of the period, taking in the three wars that Rome fought with the North African city state of Carthage {264 BC to 148 BC) with a description of the forces involved.
Featured within this book are detailed army lists for all the key protagonists:
• The Punic Army for all three wars
• Republican Roman Army
• Spanish
• Numidians
• Early Gauls
• Ligurians
Also included are maps and diagrams of key engagements such as Cannae, Lake Trasimene and Zama, the last battle of the second Punic War.
The book also contains pages of colour photographs depicting the armies of this period."

2005 ... Allen E. Curtis ... 112 pages ... ISBN 1844163334

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Complete Dungeon Master

Halls of the Dwarven Kings
CONTENTS:
* fully detailed 24-page scenario
* 10 scenic illustrations on artboard
* 3-piece dungeon master's screen
* 12 sheets (A4) of floor plans
* 4 full pages of maps, scrolls, etc.
* 4 large cards of NPC statistics

"The old mage quietly began to speak...

"You must have heard the legends of these Halls from the tales told by father to son for many generations. The wealth of the dwarves and the fabulously intricate jewellery that they create must have reached even the uncivilised ears of these regions. In the Kasar mountains, at the foot of triple-peaked Yetzin, there is a wide valley running to the south, a valley that was once holy to the trolls and goblins that inhabit those blasted wastes. In this place the dwarves established their kingdom, mining deep beneath the earth for its treasures which they then crafted and shaped into artifacts rivalling those of the gods themselves. For one thousand years they lived here in peace and prosperity until the tribes from the north gathered and swept down into the south, murdering and pillaging all that lay in their path. Even the might of a dwarven stronghold could not stop them..."
At the head of the valley, partially concealed in the grey shadow of an overhang, is the entrance to the old Halls. From the mouth of the cave flows a narrow, winding stream, coldly trickling down to join those criss-crossing the valley floor. On each side of this cave is a low, rough spur of rock jutting out across the entrance, discouraging casual interest in any of the ancient mysteries that lie beyond. The cold south wind catches at the grass, echoing ominously in the hollow mouth.....

Designed for a medium-sized party of reasonably experienced player-characters.
For use with fantasy role-playing games such as AD&D, D&D, RQ or Warhammer.
Can be expanded with the introductory scenario in issue 6 of Tortured Souls! magazine, and with the other sets of Endless Plans (5 boxed sets available)."

1984 ... Integrated Games

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Lost Shrine of Kasar-Khan





Watchers of the Sacred Flame (CDM3)

CONTENTS:
* fully detailed 32-page scenario
* 6 scenic illustrations on artboard
* 3-piece dungeon master's screen
* 12 sheets (A4) of floor plans
* 6 full pages of maps, scrolls, etc.
* 6 large cards of NPC statistics

There is an absolutely astonishing amount of material in this box. See photo. Later revised and released as "Fire in the Mountains" for Warhammer.

-Wayne

1986 ... 32+12+12 pages + accessories ... Integrated Games

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Feathered Priests (CDM4)

Many of the small press “generic” supplements for D&D in the 80s were amateurish in quality and execution. Not so with Feathered Priests: Set 4 in THE COMPLETE DUNGEON MASTER series. Loaded with handouts, maps, great art and an interesting story, Feathered Priests was ahead of its time… and hard to find today. Intended for D&D, AD&D, and Runequest.

Later revised and released as "Death Rock" for Warhammer.

-Wayne


CONTENTS:
* Fully detailed 20-page scenario
* 4 full pages of maps, scrolls, etc.
* 2-piece dungeon masters screen
* 1 (A2) plus 4 (A4) sheets of floor plans
* Full page scenic illustrations
* 4 full pages of NPC statistics

1986 ... Basil Barrett (author). Art/plans - Allen Hickling & Andrew Higham & Brendan Hickling & Judith Hickling & Marcus Hole & Fergus Hickling ... 18+10 pages + accessories ... Integrated Games

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