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Roseville, MN based Fantasy Flight Publishing was founded in 1995 by its CEO, Christian T. Petersen. Since the release of its first game product (Twilight Imperium) in 1997, the company has been doing business as Fantasy Flight Games ("FFG"). Since that time, FFG has grown to become one of the biggest names in the hobby games industry, being a marketplace leader in board games and maintaining strong businesses in the card game, roleplaying game, and miniature game categories.
FFG is known for its quality of game components (often enhanced with highly detailed plastic miniatures and beautiful artwork), innovative gameplay, professional dedication to customer service, and a cutting-edge online presence providing information and support for its many products.
FFG's best-known titles include games based on licenses such as Star Wars, A Game of Thrones, and The Lord of the Rings, proprietary titles such as Arkham Horror and Descent: Journeys in the Dark Second Edition, as well as re-releases of classic titles such as Cosmic Encounter, Fortress America, and Dungeonquest.
In 2008, FFG formed an exclusive partnership with industry-leading, UK-Based Games Workshop ("GW"), to represent its acclaimed IPs (Warhammer and Warhammer 40K) in the hobby games market, publishing new versions of classic titles such as Talisman and Warhammer Fantasy Roleplayas well as original games such as Warhammer: Invasion and Only War.
FFG's business is a global one, with the majority of its revenues generated from international sales.
Roseville, MN based Fantasy Flight Publishing was founded in 1995 by its CEO, Christian T. Petersen. Since the release of its first game product (Twilight Imperium) in 1997, the company has been doing business as Fantasy Flight Games ("FFG"). Since that time, FFG has grown to become one of the biggest names in the hobby games industry, being a marketplace leader in board games... click to expand
Hottest Sourcebooks, 3.x/d20/OGL, Portuguese (and English) from Fantasy Flight Games
The definitive d20 System resource for dungeon design and survival.
New rules for characters adventuring in dungeons, including prestige classes, feats, equipment, and dungeon tactics and survival tips.
Detailed guidelines on the role of magic in dungeon adventures, along with a host of new spells and magic items.
Comprehensive rules for environmental hazards and random encounters.
A... [click here for more]
Continuing a new series of books from Fantasy Flight Games, School of Evocation contains everything you need to give evocation magic the diversity it deserves.
Featuring more than 60 new spells including the city-leveling power of tempest, School of Evocation gives evokers their own domains to study in the form of “disciplines.”... [click here for more]
Alter your reality.
Kicking off a new series of books from Fantasy Flight Games, School of Illusion contains everything you need to make illusion magic a key component of your game.
Featuring more than 60 new spells including the mind-twisting might of apocalypse, School of Illusion brings the concept of divine domains to arcane spellcasters in the form of... [click here for more]
The definitive d20 System resource for steampunk fantasy settings and adventures.
A comprehensive discussion of what steampunk is, what it looks and feels like, and how to introduce it into your fantasy game.
Detailed guidelines on incorporating the existing core classes into a steampunk game, along with three new classes and more than a dozen prestige classes.
A handful of... [click here for more]
The definitive d20 System resource for spellcasters.
More than 100 new spells for all classes, allowing characters and DMs to add power and variety to their games.
Detailed guidelines on construct design that take the mystery out of creating powerful golems and animated objects of all kinds.
Rituals and ceremonies that grant divine spellcasters extraordinary abilities.
Expanded... [click here for more]
The dwarves of Eredane were once a proud and prosperous race, trading freely among the fey and men of the lowlands and delving ever deeper in their mountain holdfasts for ore, gems, and the most coveted material of all, mithral. They were Aryth’s first and foremost craftsmen.
Now their only craft is war.
The dwarves have fought more valiantly than any other race against the Shadow, and they... [click here for more]
Embrace the darkness of Midnight with this supplement for the award-winning campaign world. Midnight usually puts the players in the role of desperate freedom fighters waging war against overwhelming forces of evil. Hand of Shadow at last gives them the power to become that which their characters have hated and feared for so long…minions of the dark god!
Whether they play devoted legates,... [click here for more]
The dark lord Izrador has conquered Eredane, retaining his power by outlawing all weapons except those in the hands of his servants. And the most powerful weapon of all is magic.
As wise spellcasters or brave warriors with ancestral weapons of power, the heroes of MIDNIGHT all rely on magic to survive. This sourcebook is appropriate for players looking for new spells, magic items, power nexuses,... [click here for more]