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🗡️ Seize the shadows, rule the underworld — will you rise or fall?
Blades in the Dark by Evil Hat Productions is a critically acclaimed tabletop RPG designed for players aged 13 and up. It features a richly detailed industrial-fantasy city setting, innovative stealth and heist mechanics, and flexible gameplay suitable for both one-shot sessions and long campaigns. With a 4.8-star rating from over 1,100 reviews, this medium-sized boxed game weighs 1.9 pounds and offers immersive storytelling tools that challenge and inspire players to build their own criminal empires.


| ASIN | 1613171323 |
| Age Range Description | 156 months to 9600 months |
| Best Sellers Rank | #90,222 in Toys & Games ( See Top 100 in Toys & Games ) #1,973 in Board Games (Toys & Games) |
| Brand Name | Evil Hat Productions |
| Color | Multicolor |
| Container Type | Box |
| Customer Package Type | Standard Packaging |
| Customer Reviews | 4.8 out of 5 stars 1,183 Reviews |
| Educational Objective | Skill development through immersive gameplay |
| Global Trade Identification Number | 09781613171325 |
| Grenre | Strategy |
| Included Components | Blades in the Dark |
| Item Dimensions | 6 x 1 x 9 inches |
| Item Type Name | Blades in the Dark RPG |
| Item Weight | 1.9 pounds |
| Manufacturer | FLAHC |
| Manufacturer Part Number | EHP0030 |
| Manufacturer Warranty Description | No Warranty |
| Manufacturer recommended age | 13 years and up |
| Material Type | Cardboard |
| Model Name | Blades in the Dark RPG |
| Model Number | EHP0030 |
| Model Year | 2017 |
| Number of Items | 1 |
| Number of Packs | 1 |
| Number of Players | 2 |
| Operation Mode | Manual |
| Package Quantity | 1 |
| Product Style | Classic |
| Set Name | Blades in the Dark |
| Size | Medium |
| Theme | Games |
| UPC | 001613171323 |
| Unit Count | 1 Count |
R**N
Fantastic TTRPG built around stealth and heists
Blades in the Dark is built around the concept of stealth, planning, and heists. The rules are some of the most unique and captivating that I've seen and I've even considered bringing some of them to my other games, such as spending stress to improve actions. It's also a really easy TTRPG to introduce to new players, since many of the rules are included on the character sheets, and there's not a lot of extra things for players to remember. The game itself is a little difficult to run as a gamemaster if you're used to D&D, but once you get the hang of it, it can make for some great sessions.
B**T
A Mind-Bending Game That Will Make You Rethink *Everything*
I shrugged at Blades in the Dark when it first came out because at the time I wasn't fond of games that had built-in settings. A friend of mine picked it up which put it on my radar. I decided to give it a go and I think it's probably the greatest system I've ever read. I tried reading through Apocalypse World and Dungeon World, but I felt like they were missing...something. Blades managed to fill that void. It brought in all of the right tools, and for the first time, I see the beauty of fiction-first games. First and foremost, literally *everything* is on theme. The art evokes the setting wonderfully because (I think) it's all done by the game's creator. The font choice and page layout are so clear and concise that I feel as if it's meant to represent the clear-cut streets of Doskvol (the game's setting). The writing feels like the game's creator has taken you under his wing and is trying to train you to become a master. After each new subsystem is introduced, the author stops for a moment and gives you questions to ask yourself. He's not just teaching you his game, he's teaching you how to teach yourself. Next, the game's setting was built alongside the mechanics, so everything the setting has to offer is useable and exists for a clear purpose. There are factions to befriend/anger, landmarks to get more familiar with the city, and plenty of places to score. The window dressing such as the fact that the city is haunted by spirits and that the sun went out a thousand years ago are welcome additions as well, as they make the game world feel all the grittier. Finally, the mechanics have a symbiotic relationship with the game's overall tone and themes. It's a game about heists in a dark world, and there are ticking clocks, nonstop action, and complications galore. Every roll the players make can very easily cascade into more complications and problems which makes the world feel more real and successful scores feel more earned. If you love tabletop RPGs, buy this book because it will undoubtedly inspire the next generation of game designers. Buy it, read it, play it, hack it, and see where it takes you. If you read it and don't like it, you might need to just read/play more games and up your taste. I was (and still am) a hardcore old-school gamer and I never thought a narrative game would sway me over to the genre. Blades in the Dark is a masterpiece so teeming with flavor that it makes all of those settingless catch-all games feel less complete.
S**N
Easy to Learn, Atmospheric, and Fun Tabletop Role Playing Game
A fantastic RPG for beginners (if they're willing to accept the gloomy atmosphere). The rules of the game are based upon collaborative storytelling more than in most RPGs, and is fixated on what makes sense for a given situation rather than what the letter of a complicated series of rules tell you is possible. There is a system of "Stress" which allows players to call a flashback to resolve some sort of problem on a job. Running down the 3rd floor hallway of some manor? Guards at your heels? Only way out is by jumping through the window? No problem! Call a flashback to say that you had prepared a team of animals and a wagon full of nice soft garbage to cushion your fall and make your escape. I love the Stress system because it both allows people to get around the awkward planning portions of most RPG missions while also limiting their ability to pull off weird stunts. Stress is a very important resource to manage, and is generally onerous to get rid of. Use it wisely, but use it. The progression system is very inspiring, with a couple rules that really encourage your players to take risks! The setting for Blades in the Dark is phenomenal, with the only "problem" being that there is so much information about the history of Duskval that it can be daunting to learn. I recommend getting around this issue by figuring out what your group wants to play as, and learn only the relevant material. That makes things very easy to figure out, and still allows a rich background for your campaign. All in all, the Blades in the Dark rules and universe are fantastic for anyone with a dark gothic/steampunk interest and a few friends who are willing to try something new. It comes with the added benefit of only requiring a single Core Rulebook (instead of D&D's three core books) to get started. If you go to their website, an abbreviated player packet is available for free so even for a group of 5 people (counting GM), only one purchase is necessary. Several supplements are also available for free on their website, which I highly recommend checking out. Map packs for EVERY BUILDING IN THE CITY are also available, at an extra charge for each pack. I haven't needed them, but for those who just have to get a map for every encounter they are available and extremely high quality.
A**E
Most fun I've had since Savage Worlds
Wow. This totally changed the way I think about emrunning TTRPGs. This requires quite a but of improv AND prep work from the GM, not to mention copious note taking, but it as totally worth it for what the game beings to the table. Powered by The Apocalypse as a base means that its a simple 2d6 game, great for newbies and people coming from D&D. The way inventory and character creation is handled is a little new, but is easily explained and gives enough choice that the power gamers still have things to optimize. My favorite part is the GM stuff though. You have a fully fleshed out dystopian setting, with all kinds of open plot hooks to play with. There's a bunch of different mechanics involving player agency in storytelling, which helps the improv vibe have some teeth. The countdown clock mechanic creates tension and helped me keep track of important plot points. Going to jail HELPS the story move forward, most times giving the party access to more resources and connections. It's a little esoteric, but worth the buy. Even if youre only going to read it, steal some ideas for your main game.
J**I
Just an awesome fiction first game
So, full disclosure, I haven’t played the game yet. First off I have to say this is one of the best put together rpg books I’ve ever had the pleasure of reading. The binding is perfect, pages easy to read, and the black and white art really pops. Just a joy to read and look through. The setting for Blades in the Dark is very interesting and plays to its systems well. The blend of steampunk, fantasy, horror, with enough realism to keep it tied to the familiar is a nice blend that lends itself to telling a story about a bunch of criminals trying to make a name for themselves and survive in this dark, dystopian Victorian world. I also like the little design notes touches in the first chapter that explain why the game is designed like it is. This isn’t a game of grand heroes changing the world for the better. Your group is never going to reverse the catastrophe that plunged the world into darkness. But they can get rich and retire in luxury if they don’t die or end up crazy first. The system is a bit more complex then Fate but lends itself to narrative over system play and tracking world stuff such as gang vs. gang warfare and such. It’s clean and only uses D6’s. The publisher is responsive to questions and there’s some great game aid resources available. Definitely recommend this game if you’re sick of swords and sorcery hero epics or space opera adventures and want something different and dirty.
K**R
Great system, but not all-inclusive
Blades in the Dark is a neat little tabletop RPG that has a sort of Bloodborne/Lovecraft/Victorian vibe to it. It's a really imaginative setting (and system) and it is something very original. Players create a "gang" of sorts- a criminal enterprise in which they will pick and agree upon a specialization (thieves, assassins, black marketeers, etc.). Players then create a character that will be a part of that gang or team; classes range from a Whisper (think arcane occultist) to a Hound (ranger/tracker). Together, the players plan and conduct "heists" throughout the city. It really is quite original, and I know we're going to enjoy it. There is only one caveat though, but I feel it's important to mention it. Inside the book, it mentions the website you can go to for maps and supplements; however, most of the high-quality maps and supplements are locked behind the designer's Patreon account. I understand that this is an indie RPG, but it seems kind of cheap to lock content behind being a Patreon sponsor. Personally, I don't have the money to donate $10 a month to someone just because I like their RPG and want premium maps for it. I just felt like buying the book and supporting the designer/publisher was enough, but I guess it's not. So, it's a great game, and I'm certain we'll have fun playing it, but be aware that you're not receiving the WHOLE game here; there is a lot of content that is locked behind either a Patreon or from being a Kickstarter backer. There are essentials like character sheets available, and a map, and a few other items, but you're still only receiving a small amount; unless you're willing to become a Patreon supporter with a monthly donation. That's not something I can afford, but maybe you can.
P**R
In a word: phenomenal.
From page 1: "You're in a haunted Victorian-era city trapped inside a wall of lightning powered by demon blood." Really. In addition to a setting that screams fun, over-the-top dark fantasy, this game also provides what might be the ideal system for collaborative storytelling. Both setting and systems are presented with just enough structure to provide a staging point for the group to dive right in. It's this sense of active promotion about group engagement and buy-in that's so crucial to the kind of storytelling the game wants its players to be involved in. Consequently, the notion that the group should build from the ground up is intuitive and foundational (see what I did there? ;-) ) to the core philosophy of “Blades”: we're in this together. The fact that the outline and format of the book itself follows this methodology (e.g., the first part of the book basically says, 'this is step 1 and here's why it's step 1') isn't just instructive, it underscores the deliberate focus for controlled chaos. Another huge point in favor of “Blades In The Dark”: the accessibility of its writing. Several of the core mechanics, while not overly complicated, aren't exactly intuitive (the connection between character, scale and effect, and how those elements interact mechanically, for example). It's a real credit to Harper and crew that these mechanics are not only presented clearly and easily, without ever sacrificing the importance of those mechanics (or how negotiable they should sometimes be). Talking about systems without being pedantic or didactic can be a challenge, especially when those systems are broad-ranging and potentially obtuse. “Blades” overcomes that challenge with aplomb. Could the book have benefited from a little more in the way of fiction/flavor? Yes. A few more pages could have helped tremendously on the mythology/world-building front. That observation is entirely subjective, however; my preference for more about the game world in no way diminishes my appreciation for the product as-is. In fact, it should be taken as an indicator of the game's success. ;-) Two thumbs way up. “Blades In The Dark,” is a breath of fresh air... despite the fact that it's set in a dark-fantasy version of haunted, post-apocalyptic Prague/Birmingham.
J**E
Brilliantly Focused Caper RPG
One of the finest RPGs on the market today, and the inspiration for a whole host of "Forged in the Dark" games. Blades in the Dark is laser-focused on heist and caper play, set against the backdrop of an evocative dark fantasy city. You can play light-hearted capers that use the setting as a contrast or gritty crime drama that embraces its darkest elements, but you're always going to be playing a band of thieves. There's a lot to love in the tight, focused mechanics of each Playbook and the various phases of play. I particularly like how your Crew (party) has a collective, mechanical identity that grows and changes alongside your characters. Today you may be able to do better for your specific needs by picking up one of this game's many and excellent descendants, but you can hardly go wrong with this brilliant original. The physical book is well-made, with high quality illustrations and a nice feel to the paper. It's held up well so far despite regular use.
Trustpilot
3 days ago
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