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  • D&D Gamma World Roleplaying Game: A D&D Genre Setting
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D&D Gamma World Roleplaying Game: A D&D Genre Setting

31 customer reviews

Price: $39.99 + $5.99 shipping
Only 1 left in stock.
Ships from and sold by THE GRINNING GAMER.
  • 160-page book with rules for character creation, game rules, and an adventure
  • 2 sheets of die-cut character and monster tokens
  • 2 double-sided battle maps
  • Cardstock character sheets and mutation power cards
  • Mutation power card deck
12 new from $39.95 1 used from $115.65 1 collectible from $45.00
$39.99 + $5.99 shipping Only 1 left in stock. Ships from and sold by THE GRINNING GAMER.

Frequently Bought Together

D&D Gamma World Roleplaying Game: A D&D Genre Setting + D&D Gamma World Expansion: Famine in Far-go: A D&D Genre Supplement + D&D Gamma World Expansion: Legion of Gold: A D&D Genre Supplement
Price for all three: $83.93

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Product Description

A wacky, wily roleplaying game of post-apocalyptic peril.

Earth. After the apocalypse. Never mind the radiation—you’re gonna like it here.
 
The D&D® Gamma World Roleplaying Game offers hours of rollicking entertainment in a savage land of adventure, where the survivors of some mythical future disaster must contend with radioactive wastes, ravaged cities, and rampant lawlessness. Against a nuclear backdrop, heroic scavengers search crumbled ruins for lost artifacts while battling mutants and other perils.
 
This product is a complete, stand-alone roleplaying game that uses the 4th Edition D&D Roleplaying Game system as its foundation. It appeals to D&D players as well as gamers interested in fantasy science fiction set in a bizarre, post-apocalyptic world.
 
Game components:
 
• 160-page book with rules for character creation, game rules, and an adventure
• 2 sheets of die-cut character and monster tokens
• 2 double-sided battle maps
• Cardstock character sheets and mutation power cards
• Mutation power card deck
• Loot power card deck


Product Details

  • Product Dimensions: 10.2 x 3.1 x 10.2 inches
  • Shipping Weight: 2.2 pounds (View shipping rates and policies)
  • Domestic Shipping: Item can be shipped within U.S.
  • International Shipping: This item is not eligible for international shipping. Learn More
  • ASIN: 0786955082
  • Manufacturer recommended age: 14 years and up
  • Amazon Best Sellers Rank: #188,350 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 3.9 out of 5 stars  See all reviews (31 customer reviews)
  • Product Warranty: For warranty information about this product, please click here

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Customer Reviews

Most Helpful Customer Reviews

72 of 75 people found the following review helpful By David C. Haller on October 19, 2010
Format: Game
I'm going to start by saying that Gamma World IS loads of fun in play - I highly recommend the game. I'm unsure how it will play in a long-term campaign (it's too new to have an opinion on this) but it can work very well both as a short-term campaign (say, the time frame of your typical Cthulhu campaign - GW, like CoC, is a high lethality setting!) and for one-shot games. It's this latter aspect of the game that I really like; it can serve as a great "party game" because the MECHANICS make it just as fun as the SETTING does.

Physically, Gamma World is a fully self-contained boxed set, containing a comprehensive 160 page digest-size rulebook (containing all pertinent 4E rules, so it is NOT necessary to have, say, and D&D books), two packs of cards - Alpha Mutations and Omega Techs, a card booster pack, various maps, and a couple of sets of thick cardstock punch-out chits representing iconic GW monsters (adding to the old-school feel of the game). The book is made of nice stock, and the four-color artwork is evocative and amusing.

Gamma World, of course, is based on WoTC's 4E ruleset; GW uses a pared down version of the rules (akin to the D&D Essentials line) - involving throwing of dice - and adds to that elements of a card-based game. It works very well for Gamma World because the cards introduce randomness (random generation of mutations and strange techonology) and because it's the nature of GW mutations that they have a non-sequitur quality to them.

The first part of a Gamma World game - and practically a mini-game in itself - is character generation; my group, preparing to run the game for a DDXP weekend, spent about an hour generating characters; this is done with the group and GM at the table.
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27 of 30 people found the following review helpful By TheScientistDM on October 20, 2010
Format: Game
This edition of D&D Gamma World is a part of a new series of releases from WotC called D&D Genre Settings. In it, a humorous post-apocalyptic world called Gamma Terra is detailed, and 4th Edition D&D rules are modified to fit the setting more appropriately. Gamma World is an excellent 4e product for any casual or veteran group (at least, any group that likes post-apocalyptic worlds) due to its simplified rule system and sense of humor.

The game is packaged with everything you need to run it with the exception of dice. This includes a full rulebook, character sheets, monster & character tokens (which means there is no need for miniatures!), a couple battle mats, and a deck of Gamma World cards that includes Alpha Mutations and Omega Tech, as well as a random booster pack to supplement that deck.

In terms of rules and mechanics, Gamma World simplifies 4e's system, then adds its own twists. Characters lack a race, class, and daily resources and instead have two random mutant origins that grant them at-will and encounter powers, traits, and attributes. These origins are really more like 4e Paragon Paths than 4e classes in terms of scope, granting a total of three powers and a small group of traits each. At the game's maximum PC level of 10, the character will have access to all its traits and powers, so choice only impacts the order in which they are obtained.

Characters are given additional resources in the form of Alpha Mutation cards, Omega Tech cards, and mundane equipment. Alpha Mutations are random (and often hilarious) effects that can range from encounter powers that allow the PC to fire porcupine quills to constant teleportation benefits.
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24 of 32 people found the following review helpful By Meanwhile on October 17, 2011
Format: Game
In creating Gamma World, WotC has combined a rollicking setting with fast-paced game mechanics and an ultra-streamlined character system. The end product? Sadly, it turns out to be something less than the sum of its parts. Don't get me wrong; it's a fun game the FIRST time you play it. Believe me, I do get the initial appeal. However, in attempting to "casualize" every element of D&D, they've made a game that's just too flimsy to have any real staying power.

Let's start with the setting. Post-apocalyptic, tongue-in-cheek, full of crazy, full of wild. Also vague, unpolished, and lacking in hooks. As a game master, there's just not a lot to grab onto, world-wise. This would be fine if the other elements of the game (mechanics and character system) were a little deeper. A GM can often use those other things to generate story where none is provided. No such option here, so once you've used up what little lore is provided, you're on your own. A seasoned GM will be OK, but a new one will soon find himself cruising bad SyFy movies for plot ideas.

Likewise, the character system is a streamlined version of 4th Edition D&D. VERY streamlined. This allows you to get into the action with a minimum of reading time and no deliberation. And because there is a high mortality rate, you never really feel bad when your character dies. The downside is, every character feels completely disposable. It's impossible to care at all about the fate of this unfinished quasi-creature when I spent all of five minutes creating him and I know he's got the life expectancy of a mayfly. The RPG Paranoia has a similar system, but the important distinction there is, Paranoia's world is very fleshed-out and clever.
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