RPG Blades ’68 – Preorder Now!

🕶️ Get groovy. Get dangerous. Get ready for the electroplasmic revolution.

The future has arrived in Doskvol.

Blades ’68 takes the world of Blades in the Dark and moves it forward 100 years into a strange, technicolor future inspired by the Swinging Sixties. The Age of Consensus promises science, conformity, consumerism, and peace—but beneath that shiny surface, conspiracies, espionage, paranormal mysteries, and rebellion are waiting to erupt.

In this official supplement, designer Tim Denee reimagines Doskvol as a dystopian retro-future filled with autopods, airships, electroplasmic fusion, and sinister forces hiding behind the glossy veneer of prosperity.

Take on new character roles such as Militants, Swingers, Intellectuals, and Paranormalists. Build new crews, including Racers, Radicals, and Operatives, and take on daring heists, shadowy missions, and mind-bending conspiracies.

Blades ’68 introduces:

🕶️ A completely reimagined Doskvol, 100 years in the future
🚀 New technology including autopods and airships
🎭 7 new character playbooks
👥 6 new crews
⚙️ New rules for Harm, Resistance, Armor, and advancement
🔑 Keys and Deadlocks for expanded character development
💣 Ticking Timebombs to keep trouble brewing
🎬 Cold Opens for jumping straight into exciting scores
🗺️ Updated districts, factions, history, and paranormal threats

At approximately 448 pages, Blades ’68 is a substantial new addition to the Blades in the Dark universe—and it requires the Blades in the Dark core game to play.

Whether you’re looking for a fresh campaign, a new genre twist on your favorite RPG, or a reason to return to the streets of Doskvol, the future is waiting.

🚨 PREORDER NOW! 🚨

Blades ’68 is scheduled for release September 14, 2026. Reserve your copy at The Game Shoppe and prepare to enter the Bluetime.

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Iiiiiiiiiif you don’t have Blades in the Dark RPG we got you!

Blades in the Dark is a tabletop role-playing game about a crew of daring scoundrels seeking their fortunes on the haunted streets of an industrial-fantasy city. There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had – if you’re bold enough to seize them.

You and your fledgling crew must thrive amidst the threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel’s own vices. Will you rise to power in the criminal underworld? What are you willing to do to get to the top?

In this stand-alone game, you’ll find:
Rules to create your scoundrel using the following character archetypes: the Cutter, the Hound, the Leech, the Lurk, the Slide, the Spider, or the Whisper.
Rules to create your crew, built from types like Assassins, Breakers, a Cult, Hawkers, Smugglers, or Shadows.
A robust core mechanic which puts the fiction first-the strength of a character’s position (desperate, risky, or controlled) matters just as much as the character’s ability scores.


A lightning-fast mechanic for planning criminal operations to cut through the usual slog of planning at the game table.
Rules for alchemical experiments, gadget tinkering, and weird occult powers-including rules for playing Ghosts and other strange beings.
A setting guide to the haunted city of Doskvol, with all the maps, factions, NPCs, schemes, and opportunities you need to run an exciting sandbox game.

The Game Shoppe