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Role Playing Games

8 products


  • Gamers Guild AZ Heart of the Deernicorn Auspex Heart of the Deernicorn

    Auspex

    Published by Good Luck PressDistributed by Deernicorn Distro Your world is about change, and you with your skills of divination and foresight, are the only one who can see it. In the last week of the old world, each of your visitors will play a part in the changes yet to come but they come to you with their own questions. Advise them and lead them down a path towards the future, pulling their strings of fate. Auspex is a tarot-based solo journaling game of world building and divination. Build your world: small, complicated, and about to change, and those that inhabit it that seek out your gifts. Using esoteric tarot spreads you will answer their questions and help shape the future of the world to come. Divine your visitors and their pressing personal questions, then choose a spread to answer their burning questions, interpreting the cards between their meanings and what they represent in spreads such as Hand of Glory, Dead Crow, and Rose and Thorn. COMPONENTS AND DETAILS 44-page black and white zine PDF included Tarot cards not included Number of players: 1Style: Solo tarot-based journaling gameCreators: Written by Seb Pines, edited by Will Jobst

    $19.00

  • Gamers Guild AZ Indie Press Revolution I'm Sorry Did You Say Street Magic Heart of the Deernicorn

    I'm Sorry Did You Say Street Magic

    I’m Sorry Did You Say Street Magic is a GMless city-building story game. Discover and imagine a city filled with life and vivid detail, packed with a myriad of neighborhoods, landmarks, and residents. Discover their true names, and the ways that they intersect—then set events in motion that will change or alter their relationships. Players collaboratively explore the city they create together. Each turn, a player adds either a Neighborhood, a Landmark, or a Resident, nesting cards inside of each other to showcase and spotlight the relationship between the city’s inhabitants, and the places where they live. These cards are then complicated by Events that take place in the city: festivals, elections, ceremonies, natural disasters, mysteries, or discoveries that change the flow and focus of play. As you play cards, you unearth the city’s true names — quirks and qualities that make this place wholly, intrinsically unique. I’m Sorry Did You Say Street Magic was originally conceived as a hack of Microscope, by Ben Robbins. Components and Details Soft cover – black and white book, 54 pages. PDF – full color copy of the game & black and white copy of the game PDF – printable cheat sheet for easy rules reference. PDF – Easy Streets quickstart decks for setting generation. Number of Players: 2-6 players, 3+ hour sessionStyle: GMlessCreators: Caro Asercion with art by Shannon Kao. Press ” I’m Sorry Did You Say Street Magic is an absolutely charming game and one I hope you find just as spellbinding as I did.” – Meeple Mountain Contributors Illustrations are from You Canʼt Get There From Here, a zine by Shannon Kao.Layout consultation by Quinn Vega.Edited by Kai Gee, with sensitivity reading by Pidj Sorensen.

    $15.00

  • Gamers Guild AZ Far Horizons Co Op Outliers Heart of the Deernicorn

    Outliers

    Published by Far Horizons Co-opDistributed by Deernicorn Distro Outliers is a single-player journaling game in which you play a research assistant trying to do their job in an absurd environment. You may be fresh out of college, but one look at your syrup-leaking laptop shows you that this is no ordinary lab, despite what the disembodied voice of the Principal Investigator (P.I.) tells you.  As you recruit participants, collect data, and perform miscellaneous tasks around the lab, recording your daily activities in your lab notebook, you can only hope that the lab gets awarded a new grant before the money runs out. That’s not to mention the Institutional Review Board (IRB), which will shut the study down if you stray too far from procedure. It shouldn’t be hard to stay on track when your participants are clones, time travelers, and cryptids . . . right? COMPONENTS AND DETAILS 18-page full-color spiral-bound book PDF download included Number of players: SoloStyle: Solo journaling game, tumbling tower and playing cards.Creators: Written by Samantha Leigh

    $16.00

  • Gamers Guild AZ Indie Press Revolution The World We Left Behind Indie Press Revolution

    The World We Left Behind

    In The World We Left Behind, play as astronauts trekking across an alien planet. Learn about the planets flora and fauna while uncovering vestiges of the past. What happened to the sapient species that called this planet home? Why do only remnants of their lives remain?During this casual worldbuilding game, players draw symbols on playing cards to create a planet, populate it with traits, and uncover the mystery of the species that left this world behind. Tell a story of wonder, companionship, and legacy in the midst of a lonely planet.The World We Left Behind is GMless and designed for 1-5 players. The game is 44 pages long (including covers), there is zero prep needed to play, and a full game lasts 2-4 sessions. Alternate rules for one-shots are found in the back of the book.Instructions and templates for online, one-shot play are included in the digital bundle.To play The World We Left Behind, you will need the following:A standard deck of playing cards (these cards will be written on during play)At least one fine-tipped permanent markerA six-sided die (d6)A flat surfaceA few hours of time per sessionThe World We Left Behind was originally commissioned by BalletCollective to be used as Source Art in their 2023 season, THE MOMENT IS IMMINENT. Composer Phong Tran and choreographer Troy Schumacher played The World We Left Behind and used it as inspiration for the music and choreography of the ballet.

    $16.00$13.60

  • Gamers Guild AZ Heart of the Deernicorn An Altogether Different River Heart of the Deernicorn

    An Altogether Different River

    Published by Aaron LimDistributed by Deernicorn Distro An Altogether Different River is a GM-less roleplaying game meant for 2 to 4 players and a single session of about 3-4 hours. It is about creating a Town together, and seeing how it changes through the lens of those who left it and returned, and those who stayed throughout. It is about returning home and grappling with what has and hasn’t changed. At the start of the game, you will collaboratively build a Town out of several elements. You will draw two maps for the Town: one for the Town Then, and one for the Town Now. You then create your characters and choose whether they left the Town and returned, or stayed throughout the period. You also highlight certain questions you want to explore through your characters and relationships. You will track this through a relationship map which you draw between the Towns. Then you introduce and explore different aspects of the Town and play through different scenes to flesh out the Town and the characters, seeking to answer the different questions you have. COMPONENTS AND DETAILS 28-page black-and-white zine PDF download included Number of players: 2-4 playersStyle: GMless world-building gameCreators: Written by Aaron Lim

    $10.00

  • Gamers Guild AZ Indie Press Revolution Lighthouse at the End of the World Indie Press Revolution

    Lighthouse at the End of the World

    Lighthouse at the End of the World Tend the light.Fend off the dead.In all things, persist. You play a lighthouse keeper at the furthest reaches of civilization. Your tormentors are numerous: the crushing solitude, the chaotic weather, the penal colony nearby, and a legion of unquiet dead conspire to erode your sanity until one of them claims you.  You may well die. But you will not go quietly. With a die, a tower, a deck of cards and a handful of coins, you will reveal why you came to be here, document the uncanny perils and numbing drudgery of life in the lighthouse, and explore the unraveling mystery of your ghostly companions. For discovering their true identities may be the one way to end their suffering… and consequently your own. Live or die, by the end of Lighthouse at the End of the World you will have penned a strange tale of doom, perseverance and grace in the face of certain oblivion.

    $15.00$12.75

  • Gamers Guild AZ Heart of the Deernicorn The Details of Our Escape Heart of the Deernicorn

    The Details of Our Escape

    Published by Possible World GamesDistributed by Deernicorn Distro The Details of Our Escape is a new tabletop roleplaying game from ENnie Award-winning game designer Tyler Crumrine, two-time Eisner-nominated comics artist Linnea Sterte, and Windham-Campbell Prize winner in fiction Renee Gladman. Played with a standard 28-tile set of dominos instead of dice, players control a caravan of over 2000 people in search of a new home. What they’re leaving and what kinds of strange & wonderful sights they encounter along their journey is up to you. Which groups continue all the way to the caravan’s final destination, however, is up to fate. Original short fiction and dual-color illustrations are included throughout. Optimized for 2-7 players, alternate rules for both solo and large-group play are also included. The Details of our Escape can be played as a single-session one-shot, spread over multiple sessions to create a campaign, or used as a session-zero to create characters and settings to play in an alternate system. COMPONENTS & DETAILS 40-page dual-color zine with beautiful illustrations and short story segments alongside the game rules 2 cut-out domino pages PDF included Number of players: 2-7 playersStyle: Domino-based storytelling gameCreators: Tyler Crumrine, Renee Gladman, and Linnea Sterte

    $20.00

  • Gamers Guild AZ Indie Press Revolution VOID 1680 AM Indie Press Revolution

    VOID 1680 AM

    2023 Ennies Judges' Spotlight Winner2023 Indie Groundbreaker Award nominee for Most Innovative2024 CRIT Awards nominee for Best Solo TTRPG Speak into the Void. Night after night, you sit alone with your thoughts, your music, and a microphone. Whether you come to your radio show with somber attitude or joyful spirit, you use the music that moves you to etch something fleeting and beautiful into the big empty. You never know who is listening. VOID 1680 AM is a 28 page zine written by Ken Lowery, with cover art by Jordan Witt and custom radio diagrams by Dylan Todd. VOID 1680 AM by Ken Lowery is licensed under the Creative Comrades License Agreement 1.0. There are other voices in the darkness. With a deck of cards, a six-sided die and a stack of music, you will build a playlist, invent and interact with Callers to your show, and evolve their stories over as many broadcasts as you like. No matter their motivations, they simply must be heard. In that way, you are very alike. VOID 1680 AM includes rules for single-session and ongoing play, instructions to have your show broadcast on the airwaves as an Affiliate, and even a way to add your voice to a library of Callers that other DJs can use in their own games. In this game, you can... Build a 12 song playlist Invent and interact with Callers Evolve the stories of your Callers over multiple shows Have your show broadcast on AM and YouTube Add your voice to an archive of Callers for others to use VOID 1680 AM is a 28 page sourcebook written by Ken Lowery, with cover art by Jordan Witt and custom radio diagrams by Dylan Todd. VOID 1680 AM by Ken Lowery is licensed under the Creative Comrades License Agreement 1.0.

    $15.00$12.75

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