The 366-page manual, richly illustrated and hardcover, includes:

  • Rules for creating characters and a shared world, for running adventures, and for designing encounters and campaigns as a game master....

The 366-page manual, richly illustrated and hardcover, includes:

  • Rules for creating characters and a shared world, for running adventures, and for designing encounters and campaigns as a game master.
  • Detailed tips on the art of GMing, best player practices, world-building, campaign construction, and complete game process examples.
  • Dynamic opponents and...
See full description See full description
  • Item Guidebooks
  • Game Type Role Playing (RPG)
  • See all

Description

Description

The 366-page manual, richly illustrated and hardcover, includes:

  • Rules for creating characters and a shared world, for running adventures, and for designing encounters and campaigns as a game master.
  • Detailed tips on the art of GMing, best player practices, world-building, campaign construction, and complete game process examples.
  • Dynamic opponents and environments to challenge your characters, from the Immortal Crab of the Sea Solsunk to the judicial intrigue of the Barony Court.

The packaging includes 279 beautifully illustrated cards secured with a magnet, including:

  • 18 Origin Cards
  • 2 sets of 9 Community Cards
  • 54 Subcategory Cards
  • 189 Sector Cards

Manufacturer

See full description

Specifications

Specifications

Type
Guidebooks
Game
-
Game Type
Role Playing (RPG)
Language
Unspecified/Universal

Important information

Specifications are collected from official manufacturer websites. Please verify the specifications before proceeding with your final purchase. If you notice any problem you can report it here.

See all specifications

Reviews (4)

Reviews

  1. 4
  2. 4 stars
    0
  3. 3 stars
    0
  4. 2 stars
    0
  5. 1 star
    0
Review this product
  • George_Kampanis
    5
    1 out of 1 members found this review helpful

    The game is excellent, this review below is from kids who, instead of playing, only make smart remarks... and ruin the game.

    Translated from Greek ·
    Did you find this review helpful?
  • Deucalion96
    5
    1 out of 1 members found this review helpful

    Very interesting system which invites players to focus on personal and overarching stories, simplifying some of the classic RPG mechanics without losing the sense of the game. Also, the production of the core book is excellent with beautiful illustrations, quality paper, and binding.

    Translated from Greek ·
    Did you find this review helpful?
  • markos96
    5
    1 out of 1 members found this review helpful

    Verified purchase

    I thought I should leave a review because it's a shame the rating is so low. Indeed, Daggerheart seems very strange, especially if you're coming from 5e or even worse from Pathfinder, 3.5e, or another numbers-crunching system. The story is of primary importance and not just rolling dice pointlessly, though that doesn't mean it's not strategic or that you can't build a lot. The no initiative combat system initially seems weird, but it's very liberating once you understand it and can keep all players interested during big battles without zone outs and phone breaks.

    Translated from Greek ·
    Did you find this review helpful?
  • fkotsis
    5
    16 out of 18 members found this review helpful

    Don't listen to what Nick says below. Obviously, he hasn't understood what fiction first ttrpg means and wants to play video games with dice. Daggerheart is perhaps the most ambitious attempt to evolve the hobby, bringing elements from excellent ttrpgs like Blades in the Dark, Apocalypse World, Cypher, and Genesys into a form a bit closer to D&D. For someone who has never stepped outside the threshold of D&D, though, something like this feels strange. But if you see it as a different approach, with much less handholding and much more freedom for the players, the game is truly far ahead of the failed attempt WotC made with D&D5.5. However, it is also a game that requires greater engagement from the players and more flexibility from the game master. And I say all this as someone who has been playing and running ttrpgs for 20 years, with more than 20 different systems.

    Translated from Greek ·
    Did you find this review helpful?
  • The game is excellent, this review below is from kids who, instead of playing, only make smart remarks... and ruin the game.

    Translated from Greek ·
    1
  • Very interesting system which invites players to focus on personal and overarching stories, simplifying some of the classic RPG mechanics without losing the sense of the game. Also, the production of the core book is excellent with beautiful illustrations, quality paper, and binding.

    Translated from Greek ·
    1
  • I thought I should leave a review because it's a shame the rating is so low. Indeed, Daggerheart seems very strange, especially if you're coming from 5e or even worse from Pathfinder, 3.5e, or another numbers-crunching system. The story is of primary importance and not just rolling dice pointlessly, though that doesn't mean it's not strategic or that you can't build a lot. The no initiative combat system initially seems weird, but it's very liberating once you understand it and can keep all players interested during big battles without zone outs and phone breaks.

    Translated from Greek ·
    1
  • Don't listen to what Nick says below. Obviously, he hasn't understood what fiction first ttrpg means and wants to play video games with dice. Daggerheart is perhaps the most ambitious attempt to evolve the hobby, bringing elements from excellent ttrpgs like Blades in the Dark, Apocalypse World, Cypher, and Genesys into a form a bit closer to D&D. For someone who has never stepped outside the threshold of D&D, though, something like this feels strange. But if you see it as a different approach, with much less handholding and much more freedom for the players, the game is truly far ahead of the failed attempt WotC made with D&D5.5. However, it is also a game that requires greater engagement from the players and more flexibility from the game master. And I say all this as someone who has been playing and running ttrpgs for 20 years, with more than 20 different systems.

    Translated from Greek ·
    16
  • See all

Description & Specifications

The 366-page manual, richly illustrated and hardcover, includes:

  • Rules for creating characters and a shared world, for running adventures, and for designing encounters and campaigns as a game master.
  • Detailed tips on the art of GMing, best player practices, world-building, campaign construction, and complete game process examples.
  • Dynamic opponents and environments to challenge your characters, from the Immortal Crab of the Sea Solsunk to the judicial intrigue of the Barony Court.

The packaging includes 279 beautifully illustrated cards secured with a magnet, including:

  • 18 Origin Cards
  • 2 sets of 9 Community Cards
  • 54 Subcategory Cards
  • 189 Sector Cards

Manufacturer

Type
Guidebooks
Game
-
Game Type
Role Playing (RPG)
Language
Unspecified/Universal

Important information

Specifications are collected from official manufacturer websites. Please verify the specifications before proceeding with your final purchase. If you notice any problem you can report it here.

Reviews (4)

  1. 4
  2. 4 stars
    0
  3. 3 stars
    0
  4. 2 stars
    0
  5. 1 star
    0
Review this product
  • George_Kampanis
    5
    1 out of 1 members found this review helpful

    The game is excellent, this review below is from kids who, instead of playing, only make smart remarks... and ruin the game.

    Translated from Greek ·
    Did you find this review helpful?
  • Deucalion96
    5
    1 out of 1 members found this review helpful

    Very interesting system which invites players to focus on personal and overarching stories, simplifying some of the classic RPG mechanics without losing the sense of the game. Also, the production of the core book is excellent with beautiful illustrations, quality paper, and binding.

    Translated from Greek ·
    Did you find this review helpful?
  • markos96
    5
    1 out of 1 members found this review helpful

    Verified purchase

    I thought I should leave a review because it's a shame the rating is so low. Indeed, Daggerheart seems very strange, especially if you're coming from 5e or even worse from Pathfinder, 3.5e, or another numbers-crunching system. The story is of primary importance and not just rolling dice pointlessly, though that doesn't mean it's not strategic or that you can't build a lot. The no initiative combat system initially seems weird, but it's very liberating once you understand it and can keep all players interested during big battles without zone outs and phone breaks.

    Translated from Greek ·
    Did you find this review helpful?
  • fkotsis
    5
    16 out of 18 members found this review helpful

    Don't listen to what Nick says below. Obviously, he hasn't understood what fiction first ttrpg means and wants to play video games with dice. Daggerheart is perhaps the most ambitious attempt to evolve the hobby, bringing elements from excellent ttrpgs like Blades in the Dark, Apocalypse World, Cypher, and Genesys into a form a bit closer to D&D. For someone who has never stepped outside the threshold of D&D, though, something like this feels strange. But if you see it as a different approach, with much less handholding and much more freedom for the players, the game is truly far ahead of the failed attempt WotC made with D&D5.5. However, it is also a game that requires greater engagement from the players and more flexibility from the game master. And I say all this as someone who has been playing and running ttrpgs for 20 years, with more than 20 different systems.

    Translated from Greek ·
    Did you find this review helpful?
  • The game is excellent, this review below is from kids who, instead of playing, only make smart remarks... and ruin the game.

    Translated from Greek ·
    1
  • Very interesting system which invites players to focus on personal and overarching stories, simplifying some of the classic RPG mechanics without losing the sense of the game. Also, the production of the core book is excellent with beautiful illustrations, quality paper, and binding.

    Translated from Greek ·
    1
  • I thought I should leave a review because it's a shame the rating is so low. Indeed, Daggerheart seems very strange, especially if you're coming from 5e or even worse from Pathfinder, 3.5e, or another numbers-crunching system. The story is of primary importance and not just rolling dice pointlessly, though that doesn't mean it's not strategic or that you can't build a lot. The no initiative combat system initially seems weird, but it's very liberating once you understand it and can keep all players interested during big battles without zone outs and phone breaks.

    Translated from Greek ·
    1
  • Don't listen to what Nick says below. Obviously, he hasn't understood what fiction first ttrpg means and wants to play video games with dice. Daggerheart is perhaps the most ambitious attempt to evolve the hobby, bringing elements from excellent ttrpgs like Blades in the Dark, Apocalypse World, Cypher, and Genesys into a form a bit closer to D&D. For someone who has never stepped outside the threshold of D&D, though, something like this feels strange. But if you see it as a different approach, with much less handholding and much more freedom for the players, the game is truly far ahead of the failed attempt WotC made with D&D5.5. However, it is also a game that requires greater engagement from the players and more flexibility from the game master. And I say all this as someone who has been playing and running ttrpgs for 20 years, with more than 20 different systems.

    Translated from Greek ·
    16
  • See all
54,90 €
14,00 €   shipping cost