A towering abomination born of foul magic and arcane science, Scudku-Z'luk is the demon prince of the Ratkin race. Feared and worshipped by the vermin, the Demonspawn'ssoul burns with the fury and ...
The most fearless, or deranged, lords and Thegns, may hunt alone for sport, to prove their right to lead and their skill in the hunt. The ultimate prize for these brave, or foolhardy individuals, i...
These beasts are an ancient, primeval ancestor of the Gur Panthers that the forces of Basilea employ in battle. Where the panthers are sleek and graceful, the Frost Fangs are heavy-set but hugely p...
Kings of War March of Death 2 Hell and Back (Day 1)
Kings of War
Tournament
2024-03-02
09:30:00
Entry: $60When: Two Day Event: Saturday March 2nd, Doors Open at 9:30amSunday March 3rd, Doors Ope...
The King Beyond the Wall IV: The Thing Beyond the Wall
Kings of War
Tournament
2023-08-12
10:00:00
Entry: $60When: August 12-13th
On Saturday Doors open at 9:30am, Round 1 Starts at 10am
Form...
This book contains all the information you need to add new interactive terrain to your games, along with sea monsters and new play modes. There are a swathe of exciting new scenarios to play, inclu...
The seas of Pannithor are home to a huge array of creatures, many of which have not yet been documented. These Sea Monsters can be added to your games through Random Events, Scenarios, or just fo...
A wonderful collection of fortifications to spice up your games of Armada – either as simple terrain, or made interactive using the rules from the Seas Alflame supplement book.
Contents:
1 Fortr...
The Salamanders possess a small but elite navy, with large, powerful ships. Their crews, often commanded by mysterious arkosaurs, are well-drilled – indeed, through some form of racial memory, many...
Though their navy is small, the Salamanders have become the self-proclaimed guardians of the Three Kings, and take it upon themselves to police the surrounding Infant Sea. The slaving ships of the ...
It is said that the elves first learned their modern ship building techniques from the Celestians , but had explored much of the known world before the other races had dared leave the safety of the...
Raised from the depths by bale-eyed High Priests, the great war-barges of the Ahmunite Empire serve their unloving masters once more.
Contents:
• 3 EoD ship cards
• 3 fleet reference cards
•...
Legendary kings of ancient times, these gore-soaked malevolent spirits will not rest easy, and rise to unnatural vigour to march alongside the armies of the dead. Each is the size of an Ogre, and t...
The deadly pincer-like claws of these huge crustaceans can crush and slice through even the thickest plate armour while their own natural protection makes them a fearsome foe.
How can the irresistible charge of an ogre be made even more powerful? In answer, ogres have taken to using chariots of orcish make, either looted or bought from the orcs, together with herds of go...
Bound by the sheer willpower of Druids, Elementals are raw energy bound into a physical shell. Earth Elementals are fluid, unnerving behemoths who surge across the battlefield with unnerving speed ...
The Trained Bands are the most common troops in the Shire Army. Many so called Braves that are drafted to the Bands are not full time soldiers, although they are better trained than some militias f...
All dwarf vessels are armour-plated, smoke-belching paddle-steamers, and are treated with reverential pride by the crew. Every handle, wheel and valve is decorated with a Warsmith’s unique sigil...
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. '