In the Sixth World, you can go from home to work to stores and back home again without touching a steering wheel or pushing a pedal, letting your vehicle and the networks it is hooked into do all y...
Seattle has experienced dramatic changes recently, breaking free of the UCAS and going its own way as a free city. Independence can be exhilarating, but it also brings stresses and danger, and this...
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?
Sha...
This Shadowrun, Sixth World Gamemasters 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...
Digital cowpokes, bit jockeys, and light riders will all tell you that the Matrix is the last bastion of freedom in the world, the only place where you can go toe to toe with the most powerful peop...
With Hack & Slash providing more information about the current state of the Matrix, Null Value looks at some of the threats and other people and groups who inhabit the virtual world. From eco-t...
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, ruin your day, a...
A backdoor cyberclinic. A fast food joint. A police station. These are places shadowrunners might encounter across the globe, wherever they get their work done.Shadow Points features thirty such lo...
From the publisher:
NOTHING BUT SHREDSNOTHING IS REAL. EVERYTHING IS REAL.
What you think is real rips and shreds, and the unreality beneath spills out. Everything you dreamed of. Everything y...
Spells, spirits, and adept powers are a core part of Shadowrun and are items of perpetual interest to Shadowrun players. Street Wyrd offers that and more to players and gamemasters, including a sys...
Where Man meets Magic and Machine – that was Shadowrun’s tagline from way back, and this campaign book explores how those three aspects of the Sixth World interact and overlap. Taking place in the ...
IT'S WHAT YOU KNOW
Powerful financiers have been sent to prison for sending inside information to investment bankers so they could trade based on things they weren’t supposed to know. Government of...
The Sixth World Tarot 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, letting users take in...
The Magic box for Edge Zone emphasizes magic, spellcasting and summoning side of the game. Comes with enough cards for 2 players to build a deck and hit the ground running.
The Mayhem box emphasize...
Get both the Magic and the Mayhem box. Each box contains enough cards for two people to create decks and hit the ground running. Or better yet, combine them both to fully customize your experience.
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. '