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Dungeons & Dragons: Mini Dragon Dice Tower
Keep your good dice rolls coming with this official D&D Mini Dragon Dice Tower.- Light-Up Dice Tower: Includes a 3-1/2 inch dice tower with a molded green dragon wrapped around the tower, and red LED light feature- Special Branded D20: A translucent d20 branded with the D&D ampersand for the 20- Illustrated Mini Book Included: With tips and advice on how to use the dice tower and appease your mini dragon- Perfect Gift for D&D Fans: Display on a shelf, desk, or bookcase and show off your love of Dungeons & Dragons- Officially Licensed: Authentic Dungeons & Dragons collectible Includes 3 button cell batteries.
R 340.00

Dungeons & Dragons: Mini Dice Dungeon
Punish or put your dice in a time-out when they roll critical fails or put your friends (and yourself) in danger with the Mini Dice Dungeon. * LIGHT-UP DICE DUNGEON: Includes a 3 inch mini dungeon with LED light feature in green* SPECIAL BRANDED D20: A translucent d20 branded with the D&D ampersand for the 20* ILLUSTRATED MINI BOOK INCLUDED: With tips, advice, and the basics of dice care, and tear-out shame cards* PERFECT GIFT FOR D&D FANS: Display on a shelf, desk, or bookcase and show off your love of Dungeons & Dragons* OFFICIALLY LICENSED: Authentic Dungeons & Dragons collectibleDungeons & Dragons, D&D, their respective logos, and the dragon ampersand, are registered trademarks of Wizards of the Coast LLC. ©2021 Wizards of the Coast. All rights reserved.
R 285.00

Dungeons & Dragons Mimic Figurine
Sometimes a chest really is just a chest, but don't turn your back on this officially licensed Mimic figurine!- Deluxe Component With Special Effects: A 3-inch figurine of the popular Dungeons & Dragons Mimic monster with growling sound effect. Its tongue pops out when chest is opened!- Illustrated Mini Book Included: Learn more about this iconic monster in the fully illustrated 32-page miniature book- Irresistible Gift for D&D fans: Display on a shelf, desk, or bookcase and show off your love of the popular tabletop RPG- Officially Licensed: Authentic Dungeons & Dragons collectible Requires two AAA batteries (not included).
R 345.00

R 1,840.00
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R 471.00

Dungeons & Dragons Encyclopedia
Pack your Bag of Holding and get ready for an expansive, official tour through the myriad settings of the D&D multiverse.From the familiar fantasy lands of the Forgotten Realms and Dragonlance to the broodingly gothic planes of Ravenloft and star-hopping voyages of Spelljammer, Dungeons & Dragons Encyclopedia will uncover every facet of the world’s most popular tabletop role-playing game.Every page is packed full of information on D&D’s myriad settings, including the monsters that roam the realms and menace adventurers, legendary locations full of eventful histories, the heroes and villains that protect and plague the different dimensions, and the iconic items that enable the machinations of players, NPCs and big-bads.For the first time ever in an official title, Wizards of the Coast has brought together more than half a dozen of its legendary settings - stretching all the way back to Greyhawk - to showcase the elements that make them unique, and Dungeons & Dragons the most diverse, exciting and unpredictable game in the world.
R 1,391.00


Dungeons & Dragons: How to Be More D&D
This playful, inspirational book invites fantasy lovers and fans of Dungeons & Dragons to celebrate and incorporate different elements of this iconic tabletop game in their lives and help them live their best, geekiest life. Written by Kat Kruger, the Dungeon Master of the popular Dungeons & Dragons actual play podcast d20 Dames, you'll learn how to take the skills, knowledge, and sense of adventure from your D&D campaign to help you better understand everything from how you interact with the world around you to facing the random events that life sometimes throws at you. With advice from classic player classes-like the Fighter, Warlock, Bard, Monk, or Ranger-and ways to take your experiences as a player (or a Dungeon Master) and use them in your day-to-day life, How to Be More D&D also features interactive elements like "Building Your Character" and "Dungeon Master State of Mind," quizzes like "What is Your D&D Class," and paired with rich, full-color art from the world of Dungeons & Dragons. Whether it is building your real world "character," discovering your ideal class and strengths, harnessing the three pillars of play for everyday use, or using roleplaying techniques to your advantage, How to Be More D&D explores how to enjoy the campaign known as life and is a perfect gift for any tabletop gamer or D&D fan.Dungeons & Dragons, D&D, their respective logos, and the dragon ampersand, are registered trademarks of Wizards of the Coast LLC. ©2022 Wizards of the Coast. All rights reserved.
R 456.00



R 2,850.00



Dungeons and Dragons and Philosophy
Do demons and devils have free will? Does justice exist in Menzoberranzan? What’s the morality involved with player characters casting necromancy and summoning spells? Dungeons & Dragons and Philosophy probes the rich terrain of philosophically compelling concepts and ideas that underlie Dungeons & Dragons, the legendary fantasy role-playing game that grew into a world-wide cultural phenomenon. A series of accessible essays reveals what the imaginary worlds of D&D can teach us about ethics, morality, metaphysics and more. Illustrates a wide variety of philosophical concepts and ideas that arise in Dungeons & Dragons gameplay and presents them in an accessible and entertaining mannerReveals how the strategies, tactics, improvisations, and role-play employed by D&D enthusiasts have startling parallels in the real world of philosophyExplores a wide range of philosophical topics, including the nature of free will, the metaphysics of personal identity, the morality of crafting fictions, sex and gender issues in tabletop gameplay, and friendship and collaborative storytellingProvides gamers with deep philosophical insights that can lead to a richer appreciation of D&D and any gaming experience
R 493.00

R 775.00

Dungeons & Dragons Artist's Journal
The first official Dungeons and Dragons guided sketchbook for artists of all skill levels on how to draw the characters, creatures and landscapes from the world's greatest roleplaying game.Complete with tutorials and practice pages to develop artistic ability and confidenceDeveloped and written by Tom Babbey, an award-winning illustrator, concept artist, and art director in the fantasy gaming industryFeaturing authentic D&D artwork and contributions from official artists and tutorsA beautifully bound book, the Artist's Journal is the must-have companion to the world of art within the Forgotten Realms.DUNGEONS & DRAGONS is a trademark of Wizards of the Coast LLC and is used with permission.
R 557.00

Dungeons & Dragons Pocket Expert
Become an instant expert on all things Dungeons & Dragons with this handy pocket-sized guide!Discover everything you ever needed to know about the world of D&D! What's the difference between a rogue and a ranger? What exactly are the Forgotten Realms? Can a wizard cast more spells than a sorcerer? How many tentacles does a Mind Flayer have? From mighty dragons to powerful bards, and magical elves to fearsome monsters, this pocket guide is just the beginning of your adventure.Packed with facts, stats, and interesting info about the incredible Dungeons & Dragons universe, the Pocket Expert gives young D&D fans a one-stop source of amazing facts to wow their friends with!© and ™ 2023 Wizards of the Coast
R 247.00



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R 365.00

Dungeons & Dragons: Dungeon Club: Time to Party
The party continues but the problems get bigger in this second installment of this original Dungeons & Dragons graphic novel series brought to you by New York Times bestselling author Molly Knox Ostertag and critically acclaimed illustrator Xanthe Bouma.Olivia loves being the Dungeon Master of her after-school club, creating a world with magic and epic battles with adventure around every corner. She's always felt at home in her game, but now--with new members and new plotlines--her world has gotten more complicated than ever.It doesn't help when Olivia's older sister, Lu, comes home from college and brushes off all Olivia's hard work, telling her to get real. A seed of doubt is planted, and suddenly the colorful world of her game starts to fade around her. Will Olivia be able to keep everything from changing, or will the party fall apart?Praise for Dungeons & Dragons: Dungeon Club: Roll Call"An absolutely wonderful story that exemplifies the joys, challenges, and lifelong memories forged between friends in the creative furnace of roleplaying games. The vibrant, energetic art further elevates the beautiful dichotomy between epic, fantasy adventures and finding one's place in those awkward teenage years. I couldn't help but see much of myself and my own youth in parts of each character as they find their companions in real life through their imaginary adventures, and the sense of unparalleled bonding one finds within a good game group resonates deeply throughout this story. I absolutely loved it." --Matthew Mercer, creator of Critical Role"The power D&D has to help you explore and express yourself is on full display in this lovely story of friendship and growing up." --Kat Leyh, author of Snapdragon"Perfectly captures the magic when the world you create with your friends becomes as real as the world around you." --Tim Probert, author of the Lightfall series"A thrilling and gorgeous adventure that goes straight for your heart." --ND Stevenson, New York Times bestselling author of Nimona "What Molly Ostertag and Xanthe Bouma pull off in Dungeon Club is nothing short of astounding. Contained within these magical pages are not one but two amazing stories: fantasy and reality woven masterfully together by Ostertag's spellbinding storytelling. An adventure filled with fun, magic, and deep insight into the trials and tribulations of High School, Dungeon Club is what we in the D&D world would call a 'Critical Hit'! To everyone who knows that there's always adventure and a little bit of magic just around the corner, this book will be a treasured artifact for years and years to come!" --Brennan Lee Mulligan, creator of Dimension 20"Scoring high on charisma, this tale of personal growth is bound to win many a curious young fan over to D&D's allure." --Kirkus Reviews"Middle grade readers intrigued by the cult classic RPG and fans fond of popular campaigns like Adventure Zone and Critical Role will enjoy the message of this series opener: 'Monsters are easier t
R 365.00

R 489.00


R 340.00


Dungeons & Dragons: Dungeon Club: Final Face-Off
In the third and final installment of the heartfelt Dungeons & Dragons graphic novel series by Molly Knox Ostertag and Xanthe Bouma, the club battles new monsters--both real and imaginary--as their first campaign comes to an epic conclusion.Tyler has a secret--Sunny, the imaginary friend he had when he was younger, hasn't gone away. Not only that, she now acts as his butt-kicking character in his after-school D&D club, too. Whether it's helping him deal with his rowdy cousin, Luis, or avoiding his archnemesis, Kelly, at school, Sunny always has his back, often encouraging soft-spoken Tyler to be a little more...bold.Until one day Sunny pushes Tyler a little too far and he unexpectedly confesses his feelings to Sam, his outspoken and dreamy crush. Instead of a happily ever after, Tyler's confession turns into gossip fodder for the entire school. Hurt and angry, Tyler banishes Sunny from his mind.But the silence afterward is louder than Sunny's presence ever was, and Tyler must look to the people in his real life to discover who he truly is--and who he wants to be. Praise for Dungeons & Dragons: Dungeon ClubA Harvey Award-Nominated series"An absolutely wonderful story that exemplifies the joys, challenges, and lifelong memories forged between friends in the creative furnace of role-playing games. The vibrant, energetic art further elevates the beautiful dichotomy between epic, fantasy adventures and finding one's place in those awkward teenage years. I couldn't help but see much of myself and my own youth in parts of each character as they find their companions in real life through their imaginary adventures, and the sense of unparalleled bonding one finds within a good game group resonates deeply throughout this story. I absolutely loved it." --Matthew Mercer, creator of Critical Role"The power D&D has to help you explore and express yourself is on full display in this lovely story of friendship and growing up." --Kat Leyh, author of Snapdragon"Perfectly captures the magic when the world you create with your friends becomes as real as the world around you." --Tim Probert, author of the Lightfall series"A thrilling and gorgeous adventure that goes straight for your heart." --ND Stevenson, New York Times bestselling author of Nimona "What Molly Ostertag and Xanthe Bouma pull off in Dungeon Club is nothing short of astounding. Contained within these magical pages are not one but two amazing stories: fantasy and reality woven masterfully together by Ostertag's spellbinding storytelling. An adventure filled with fun, magic, and deep insight into the trials and tribulations of high school, Dungeon Club is what we in the D&D world would call a 'Critical Hit'! To everyone who knows that there's always adventure and a little bit of magic just around the corner, this book will be a treasured artifact for years and years to come!" --Brennan Lee Mulligan, creator of Dimension 20"Middle grade readers intrigued by the cult classic RPG and fans fond of popular c
R 365.00

R 397.00


R 804.00


How Dungeons & Dragons Changed the Way We Play
First released in 1974, Dungeons & Dragons revolutionized game design and interactive media by allowing players to create and perform their own fictional characters in a fantasy world as expansive as their imaginations would allow. That freedom, and the rules that governed it, weren’t a creative coincidence. In How Dungeons & Dragons Changed the Way We Play, Aaron Trammell excavates the game as an artifact of a burgeoning counterculture obsessed with individualism as well as quantification. Mapping the world onto a grid, building characters whose every trait is assigned a point value, and advancing the game’s narrative through dice throws—countless core mechanics are tied to numbers. Putting the game design of D&D into dialogue with the social and political tensions of the 1970s and 80s, Trammell illuminates how the integrated quantification in the game design led to reductionism, reinforced oppressive gender and racial norms, and accustomed generations of players to the bigoted, xenophobic mores of the Cold War era. He delivers a history of both how games can shape players and how players, united by their own shared values, can shape games in turn.
R 569.00



Dungeons & Dragons: Dungeon Club: Final Face-Off
In the third and final installment of the heartfelt Dungeons & Dragons graphic novel series by Molly Knox Ostertag and Xanthe Bouma, the club battles new monsters--both real and imaginary--as their first campaign comes to an epic conclusion.Tyler has a secret--Sunny, the imaginary friend he had when he was younger, hasn't gone away. Not only that, she now acts as his butt-kicking character in his after-school D&D club, too. Whether it's helping him deal with his rowdy cousin, Luis, or avoiding his archnemesis, Kelly, at school, Sunny always has his back, often encouraging soft-spoken Tyler to be a little more...bold.Until one day Sunny pushes Tyler a little too far and he unexpectedly confesses his feelings to Sam, his outspoken and dreamy crush. Instead of a happily ever after, Tyler's confession turns into gossip fodder for the entire school. Hurt and angry, Tyler banishes Sunny from his mind.But the silence afterward is louder than Sunny's presence ever was, and Tyler must look to the people in his real life to discover who he truly is--and who he wants to be. Praise for Dungeons & Dragons: Dungeon ClubA Harvey Award-Nominated series"An absolutely wonderful story that exemplifies the joys, challenges, and lifelong memories forged between friends in the creative furnace of role-playing games. The vibrant, energetic art further elevates the beautiful dichotomy between epic, fantasy adventures and finding one's place in those awkward teenage years. I couldn't help but see much of myself and my own youth in parts of each character as they find their companions in real life through their imaginary adventures, and the sense of unparalleled bonding one finds within a good game group resonates deeply throughout this story. I absolutely loved it." --Matthew Mercer, creator of Critical Role"The power D&D has to help you explore and express yourself is on full display in this lovely story of friendship and growing up." --Kat Leyh, author of Snapdragon"Perfectly captures the magic when the world you create with your friends becomes as real as the world around you." --Tim Probert, author of the Lightfall series"A thrilling and gorgeous adventure that goes straight for your heart." --ND Stevenson, New York Times bestselling author of Nimona "What Molly Ostertag and Xanthe Bouma pull off in Dungeon Club is nothing short of astounding. Contained within these magical pages are not one but two amazing stories: fantasy and reality woven masterfully together by Ostertag's spellbinding storytelling. An adventure filled with fun, magic, and deep insight into the trials and tribulations of high school, Dungeon Club is what we in the D&D world would call a 'Critical Hit'! To everyone who knows that there's always adventure and a little bit of magic just around the corner, this book will be a treasured artifact for years and years to come!" --Brennan Lee Mulligan, creator of Dimension 20"Middle grade readers intrigued by the cult classic RPG and fans fond of popular c
R 570.00



Dungeons & Dragons Museum
Welcome, adventurer! Are you ready to take a journey through fifty years of DUNGEONS & DRAGONS?D&D is often referred to as the single most influential game of all time. The beloved fantasy role-playing game is now in its fifth edition, and during its fifty years of existence it has impacted everything from the wider gaming industry and its most prevalent streamers to popular TV series like Stranger Things. Illustrated throughout with rarely-seen images, Dungeons & Dragons Museum captures each stage of the game's evolution, from its inception in 1974 to the critically acclaimed 2023 movie Honour Among Thieves and the release of Baldur's Gate III in the same year. Discover how D&D grew out of the wargaming scene in the 1970s, continuing to innovate and reincarnate to ensure it remained the definitive tabletop game, whilst simultaneously branching out into all other forms of media, from cartoons to books. This beautiful gift book is the definitive guide to all things D&D and a must-have for core and casual fans alike.
R 773.00


Dungeons & Dragons Forgotten Realms Poster Book
Teleport yourself to the Forgotten Realms of Dungeons & Dragons with these licensed art posters!HIGH QUALITY POSTERS: Gorgeous 8x10-inch full-color posters featuring 12 cityscapes from the Forgotten Realms READY TO HANG: Easy removable sheets come ready to hang in your home, office, or anywherePERFECT GIFT FOR THE D&D FAN: Share and show-off your love for Dungeons & Dragons with these unique postersOFFICIALLY LICENSED: An authentic Dungeons & Dragons productDungeons & Dragons, D&D, their respective logos, and the dragon ampersand, are registered trademarks of Wizards of the Coast LLC. (c)2022 Wizards of the Coast. All rights reserved.
R 401.00

Theology, Religion, and Dungeons & Dragons
On its 50th anniversary, the tabletop role-playing game Dungeons & Dragons (D&D) has found renewed popularity and a generally positive representation in popular culture. Reflecting on these fifty years of development and history, and looking forward to D&D’s bright future, Theology, Religion, and Dungeons & Dragons: Explorations of the Sacred through Fantasy Worlds explores the intersection of D&D with the academic disciplines of Theology and Religious Studies. From Tolkien’s notion of sub-creation to pedagogical ponderings on hell, readers will uncover deeply theological and religious aspects of Dungeons & Dragons in this volume. Unlike some during the so-called Satanic Panic, the authors of this volume embrace D&D as spiritually and theologically formative. Discussions on alignment and campaign settings like Dark Sun and Ravenloft foreground notions of interrelating and wellbeing, and reflections on communal conceptions of canon and spiritual formation chart paths forward by understanding historical realities. This volume responds to growing interest in the academic study of tabletop role-playing games in general and D&D in specific, and it addresses pressing issues in the academic disciplines of Theology and Religious Studies.
R 4,396.00



Dungeons and Dragons and Philosophy
This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is "the most exciting event in popular culture since the invention of the motion picture." Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D aficionados but with starkly different insights and points of view. It will be appreciated by thoughtful fans of the game, including both those in their thirties, forties, and fifties who have rediscovered the pastime they loved as teenagers and the new teenage and college-student D&D players who have grown up with gaming via computer and console games and are now turning to D&D as a richer, fuller gaming experience. The book is divided into three parts. The first, "Heroic Tier: The Ethical Dungeon-Crawler," explores what D&D has to teach us about ethics and about how results from the philosophical study of morality can enrich and transform the game itself.Authors argue that it's okay to play evil characters, criticize the traditional and new systems of moral alignment, and (from the perspective of those who love the game) tackle head-on the recurring worries about whether the game has problems with gender and racial stereotypes. Readers of Dungeons and Dragons and Philosophy will become better players, better thinkers, better dungeon-masters, and better people. Part II, "Paragon Tier: Planes of Existence," arouses a new sense of wonder about both the real world and the collaborative world game players create. Authors look at such metaphysical questions as what separates magic from science, how we express the inexpressible through collaborative storytelling, and what the objects that populate Dungeons and Dragons worlds can teach us about the equally fantastic objects that surround us in the real world. The third part, "Epic Tier: Leveling Up," is at the crossroads of philosophy and the exciting new field of Game Studies.The writers investigate what makes a game a game, whether D&D players are artists producing works of art, whether D&D (as one of its inventors claimed) could operate entirely without rules, how we can overcome the philosophical divide between game and story, and what types of minds take part in D&D.
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