18 premium dice among 12 compartments.A different die (or dice) every day!Each Calendar Includes: ‣ A high-quality aluminum d6 with a holiday theme ‣ A complete 7-die set in traditional green and...
THE MIDNIGHT HOUR
The Doomsday Clock is ticking, and most don’t even know it.
There’s a war raging within the shadows, metahumans against monsters.
And this isn’t just a reckoning; this is the end...
The Sixth World is full of great cities to stage a campaign, and Final Bets brings players to Paris for a fast-moving, espionage-heavy campaign. They’ll discover and trade secrets, help shift allia...
Tossing a handful of dice to out-maneuver or out-gun your opponent always brings a rush. Especially when you're spending some Edge to boost your actions. Add more dice to your Shadowrun game, along...
This Shadowrun, Sixth World Gamemaster's Screen is what you want it to be. How do we know? Because you get to shape it. A player-facing large pocket lets you share scene inserts to change up the p...
SCREAM YOUR TRUTH
The voices will be heard. The powers of the Sixth World want to control everything, keeping the world pacified through bland entertainment and milquetoast messages.
But they can't...
SOMEONE, SOMEWHERE, IS ABOUT TO GET HURT.
Guns will come out. Swords will unsheathe. Damage will be done. The same questions are at the center of it all: Who will suffer, and who will survive?
Sh...
STRONG CHARACTERS
Shadowrunners come in all shapes, sizes, and skill sets. Some of them do things you immediately know will be useful. For others—well, let’s say their usefulness sometimes sneaks ...
CORP REPORT
You can be proactive, shift paradigms, think outside the box, and set aggressive agendas all you want"”the megacorporations of the Sixth World are still going to disturb your plans, rui...
Magic in the Sixth World is not about complex incantations, detailed hand movements, and long scrolls (except for when it is). It's about hitting fast, hitting hard, and moving on. Mobile Grimoir...
Magic in the Sixth World is not about complex incantations, detailed hand movements, and long scrolls (except for when it is). It's about hitting fast, hitting hard, and moving on. Mobile Grimoir...
Power Players
You love them, you hate them. They hire you, they try to kill you. Shadowrunners have a complicated relationship with the Mr. Johnsons of the Sixth World. Knowing their quirks, their...
POWER MOVE
Custom dice put all the power you need in your hands to roll and make Shadowrun action happen! Includes Ares, Aztechnology, Mitsuhama, Saeder-Krupp, and Spinrad Global designs.
This cus...
BREAK & ENTER
A Lone Star station, a private club, a secret lab—all places shadowrunners go even when they’re not allowed. With info on security, entries, and more, these cards help gamemasters...
LOCK & LOAD
The Colt Secret Agent. The Ultimax 71. The Izom Artemis. These and many more are in this weapon pack, with each card having game stats and art. Includes weapons from Shadowrun, Sixt...
The Sixth World Tarot (Arcanist Edition) is a stunning collection of Shadowrun art by Echo Chernik, and it now comes in a larger size!
This deck gives the gorgeous art the spotlight it deserves, le...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '