-
Board Games
- Abstract Strategy
- Action / Dexterity
- Adventure
- Animals
- Book
- Card Game
- Children's Game
- City Building
- Collectible Components
Board Games
- Deduction
- Dice
- Economic
- Educational
- Environmental
- Expansion for Base-game
- Exploration
- Fantasy
- Horror
- Humor
Board Games
- Math
- Mature / Adult
- Memory
- Miniatures
- Murder / Mystery
- Negotiation
- Number
- Party Game
- Political
- Puzzle
Board Game
-
Chaos
- Blades of Khorne
- Disciples of Tzeentch
- Hedonites of Slaanesh
- Helsmiths of Hashut
- Maggotkin of Nurgle
- Skaven
- Slaves to Darkness
Death
Destruction
Order
-
Armies of Imperium
- Adepta Sororitas
- Adeptus Custodes
- Adeptus Mechanicus
- Astra Militarum
- Imperial Knights
- Legiones Astartes
Armies of Chaos
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
topThere are 209 productsSort
Translation missing: en.sections.collection_template.product_count
-
Legends of Hermes (Ars Magica 5E)$29.95Throughout its history, some members of the Order of Hermes have stood out from their peers, whether for their brilliance or for their sheer stubborn pursuit of a goal. They are the legends of the ...
-
Grogs (Ars Magica 5E)$29.95Learn more about the lives and skills of grogs with this Ars Magica sourcebook. Contains advice for creating grogs and grog-centered stories. Includes grog-specific Virtues, Flaws, and templates. ...
-
Hermetic Projects (Ars Magica 5E)$29.95You are an Hermetic magus, one of the greatest wielders of magic Mythic Europe has ever seen. You can control the winds with a word, the beasts with a gesture. You can create a forest in a matter o...
-
Hooks (Ars Magica 5E)$22.95Mythic Europe is a place of wonders. Ancient spirits live in the rivers and sleep under towns and cities. Merchants travel between those cities, bringing the mundane population together, while nobl...
-
Antagonists (Ars Magica 5E)$29.95Magi of the Order of Hermes often come to the attention of other inhabitants of Mythic Europe. Some see them as a threat, others as a target, still others as an opportunity. Some even want to help ...
-
Apprentices (Ars Magica 5E)$17.95Even the mightiest wizard of the Order of Hermes once cast his very first spell. The greatest Bonisagus magus of the age was once taught the rudiments of Magic Theory. There was a time when even th...
-
The Church (Ars Magica 5E)$29.95God rules Mythic Europe in awesome majesty, served by the angelic hosts. For most people, however, the majesty of the local bishop is awe-inspiring enough, and God is served by the priests, monks, ...
-
Rival Magic (Ars Magica 5E)$29.95The Order of Hermes is supreme, unchallenged in its mastery of magic. All other magicians are hedge wizards ... maybe interesting to researchers, but certainly no threat. Or so magi of the Order te...
-
Lords of Men (Ars Magica 5E)$29.95The undisputed rulers of Mythic Europe are the nobility - those high-born who are bound together by sacred vows of loyalty, are supported by the land, and provide support to the Church. Lesser nobl...
-
Magi of Hermes (Ars Magica 5E)$29.95Everyone knows what a follower of Flambeau is like ... a master of Ignem magic, a maestro with Pilum of Fire. Apart, that is, from those Flambeau who choose to wield mundane weapons, or who control...
-
Tales of Mythic Europe (Ars Magica 5E)$27.95Mythic Europe is a place of heroism and cowardice, honor and betrayal, wonder and horror. Introduce this full range of possibility into your saga's stories with Tales of Mythic Europe, a collection...
-
Houses of Hermes: Societates (Ars Magica 5E)$29.95An Ars Magica Player's Sourcebook. The third and final volume in the Houses of Hermes series, Societates covers Houses Flambeau, Jerbiton, Tytalus, and Ex Miscellanea. These houses are formed of wi...
-
Art & Academe (Ars Magica 5E)$29.95The magi of the Order of Hermes are not the only scholars and artists in Mythic Europe. In the Greek and Muslim lands, traditions of learning stretch back unbroken over centuries, while scholarship...
-
Realms of Power: Magic (Ars Magica 5E)$29.95An Ars Magica Sourcebook of the four realms of power in Mythic Europe, Magic is at once the most familiar and the most alien. It's the source of power wielded by Hermetic magi, but it cares nothing...
-
Covenants (Ars Magica 5E)$29.95The covenant is the home of magi and the heart of an Ars Magica saga. Much more than just a base camp, its prosperity determines the power and safety of the characters who live there, and the chall...
-
Houses of Hermes: True Lineages (Ars Magica 5E)$29.95The True Lineages are the backbone of the Order of Hermes. In these four Hermetic Houses, each magus was taught by a magus of the House, and that master-apprentice relationship goes back to the fou...
-
The Lion and the Lily: The Normandy Tribunal (Ars Magica 5E)$29.95In much of Mythic Europe, magi build covenants in remote wildernesses to avoid contact with mundanes. In northern France the Normandy Tribunal this is all but impossible. The wildernesses have been...
-
City & Guild (Ars Magica 5E)$29.95In the thirteenth century towns and cities are growing all over Mythic Europe. Covenants that were once in remote forests find themselves within sight of city walls, and regions that were once cut ...
Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !MeepleCityLLC Grading Guide
''Near Mint (NM)'
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. '
'
''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. '
'
''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. '
'
''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. '
''
''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. '
'