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  1. Tabletop Gaming
  2. Dungeons & Dragons

Best D&D books 2026 that need to be on your shelf

Buying Guides
By Benjamin Abbott last updated 28 February 2025

Adventures, new character options, Dungeon Master tools, and more

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A selection of the best Dungeons and Dragons books, with a GamesRadar+ cross in the middle
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Seeing as the game is now over 50 years old, it's hard to narrow down the best D&D books. There are quite literally enough to fill a small library these days, so which ones should you buy? And will they work with the new version of the game?

Because it can be more confusing than a 10th-level Wizard's spell sheet, I've made a summoning circle to bring the GamesRadar+ experts here for their recommendations. Because the team and I have been hands on with all the best D&D books (alongside many of the best tabletop RPGs), we aren't short on opinions of what you should prioritize. Many of us run weekly Dungeons & Dragons campaigns, after all!

In other words, neither the GamesRadar+ team or I will ever recommend Dungeons & Dragons books we wouldn't want to buy ourselves. We update this guide every month as well, so it's not set in stone either - if we think there are new D&D books that should be on your radar, we'll let you know here.

Curated by
Benjamin Abbott, Tabletop & Merch Editor at GamesRadar
Curated by
Benjamin Abbott
Tabletop & Merch Editor

Benjamin has nearly six years of experience writing about tabletop gaming, and he's been running (or playing in) D&D sessions with the GamesRadar+ team for a good chunk of that time. He's currently taking a couple of groups through the horror-based Curse of Strahd, and is having a wonderful time introducing parties to this vampire-filled campaign.

Quick list

Curse of Strahd on a plain background Best adventure

1. Curse of Strahd
View at Amazon
View at Amazon

Even though it's based on one of the older D&D adventures, this classic still beats many of its more modern counterparts. The fact that it's slightly different each time you play is a huge draw, as is the vampiric (but well-realized) villain.

Read more below

Monsters of the Multiverse on a plain background For new characters

2. Monsters of the Multiverse
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View at Amazon

Want to roll a new adventurer, but fed up with the standard elves, humans, dwarves, and halflings? This book adds a boatload of new options ranging from bird-like aarakocra to fairies, so it's ideal if you're keen to shake things up.

Read more below

Candlekeep Mysteries on a plain background Best one-shots

3. Candlekeep Mysteries
View at Amazon

If you don't have time for a long campaign or struggle to meet on the regular, one-shots are a great compromise - they provide all the fun of D&D, but without the same commitment. There have been plenty of anthologies like this, but few can match Candlekeep Mysteries.

Read more below

Van Richten's Guide to Ravenloft on a plain background Best setting

4. Van Richten's Guide to Ravenloft
View at Amazon

There are many brilliant D&D settings, but Ravenloft is special. Besides offering a baked-in villain via DIY Dark Lords, the fact that its worlds are defined by horror tropes provides an easy call-to-action. Crucially, this book is excellent at creating those twisted worlds.

Read more below

Tasha's Cauldron of Everything on a plain background For players

5. Tasha's Cauldron of Everything
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View at AbeBooks Affiliate Program

Seeing as it introduces a new class (the steampunk-flavored Artificer) and numerous subclasses that can be used to spice up existing builds, this book is a must-have if you've been playing a while. It's got great DM tools (like session zero advice) as well.

Read more below

Xanathar's Guide to Everything on a plain background Advanced DMs

6. Xanathar's Guide to Everything
View at Amazon
View at Amazon

Because it's stuffed with random encounter tables, advice on creating traps to ensnare the party, and new downtime activities (including rivalries), Xanathar's Guide is a useful resource for DMs. Additional subclasses and spells make it worth looking at if you're a player, too.

Read more below

Best D&D adventure book

Curse of Strahd

(Image credit: Wizards of the Coast)

1. Curse of Strahd

A spooky but epic adventure

Our expert review:

Specifications

For: Dungeon Masters
Type: Adventure
Features: Gothic horror quest for levels 1 - 10
Compatible with D&D 2024: Yes
Today's Best Deals
View at Amazon
View at Amazon
View at Amazon

Reasons to buy

+
Differences every time you play
+
Fantastic villain
+
Evocative setting

Reasons to avoid

-
You're sunk if you don't like gothic horror
-
It's a lot of work for DMs

There's a reason why this descent into the darkest corner of D&D is so beloved; it taps into everything brilliant about the game, all while wrapping it in a wonderfully gothic (and very replayable) storyline. This has been widely held as one of the best D&D books for a long time, and I don't see that changing soon.

Based on the classic 1983 Ravenloft campaign by bestselling author Tracy Hickman (he of Dragonlance fame), this version updates the narrative for a modern audience, smooths out some wrinkles, and adds extra content that'll help parties ease into the narrative. If you haven't encountered Death House before, prepare for a fantastic intro to Strahd's realm.

Buy it if:

✅ You want a story-rich adventure
Curse of Strahd represents DnD at its best; besides plunging you into a sweeping narrative that'll take months to complete, there are countless paths you can take through its labyrinthine world.

✅ You love classic horror
As a thinly veiled spin on Dracula and all things gothic, Curse of Strahd will appeal to fans of that sub-genre.

Don't buy it if:

❌ You prefer less story-driven adventures
If you like to run campaigns that are more free-flowing, Strahd may not appeal.

❌ You want classic fantasy
Because this is a horror tale, it won't jive if you're expecting classic swords 'n' sorcery.

Features & design: The inspiration behind this adventure was making vampires scary again, and oh boy does it deliver. Actually, everything about the world of Strahd is unquestionably eerie. Creepy artwork aside, the flavor text does a great job of setting the suitably grim mood. Almost everything and everyone here sucks (pun intended), and that's what will give players such a drive to help those who don't. It's a deeply compelling setup.

Speaking of which, adventurers are lured into the mists under false pretences (or maybe they'll come willingly, depending on the hook you use) and find themselves in 'sunny' Barovia. This kingdom is under the thumb of a dark lord - Count Strahd von Zorovich - who delights in terrorizing its citizens. What follows is a quest to save the oppressed realm before it claims you too.

Gameplay: One of the reasons this tale hits so well is its villain - the eponymous Strahd himself. A vampire lord in the most classic sense, this creature of the night rules over a land that feels as if it's been yanked straight from the pages of Dracula. And because he's hunting down someone that he believes to be a reincarnated loved one, he crosses paths with the party often enough to become a fully realized character himself. This isn't a baddie you'll meet once at the end of the tale.

Crucially, where and when Strahd appears (not to mention the items you'll use to defeat him) will vary depending on a spooky tarot card reading early in the campaign. That means there's still something new to discover even if you've played or run this story before.

That's especially true because the world is such an expansive sandbox. There are numerous storylines lurking off the beaten track, and depending on where you're sent by your tarot (or 'tarroka' in-universe) reading, the party may miss some entirely. This gives every playthrough a distinct flavor.

Yes, it's a little more prescriptive than some will like. I can say from experience that it's a lot of work for Dungeon Masters, too - there's loads to keep track of or swot up on. But the effort is worthwhile, because few D&D books have such a strong sense of place, atmosphere, and character. There are countless fan-made resources to help improve and streamline the experience as well. I've used many of them myself, so highly recommend doing the same.

Should you buy it?


🏆 GamesRadar+ verdict
If you want one of the most beloved D&D adventures ever made, you need to check out Curse of Strahd. Although it's not perfect, it's damn close. Few other Dungeons & Dragons books are so engrossing, or multi-faceted.

Read more: Curse of Strahd Revamped review

Best D&D book for making new characters

Mordenkainen Presents: Monsters of the Multiverse

(Image credit: Wizards of the Coast)

2. Monsters of the Multiverse

A great choice if you're making new characters
Average Amazon review:
☆☆☆☆☆

Specifications

For: Players, Dungeon Masters
Type: Sourcebook
Features: 33 new playable races, 250+ monsters
Compatible with D&D 2024: Yes
Today's Best Deals
View at AbeBooks Affiliate Program
View at Amazon

Reasons to buy

+
New races to play
+
Intriguing lore
+
Loads of unique monsters

Reasons to avoid

-
We've seen a lot of it before

Tired of the same old types of adventurer? Monsters of the Multiverse should go straight onto your wishlist. It allows you to play something beyond traditional fantasy staples like elves, dwarves, halflings, or humans, and there are a dizzying array of options here that make the Player's Handbook seem pedestrian.

Seriously, I wouldn't be without it now - especially now that I'm a more experienced player. This guide fully blows the doors off character creation for possibilities that can match your imagination.

Buy it if:

✅ You want new species to use
Tired of the same old options from the Player's Handbook? This is essential, because it boosts that tome with more than 30 new playable species.

✅ You want to spice up encounters
Because this book includes so many monsters to fight, you can really shake up sessions with beasts your players won't ever have seen before.

Don't buy it if:

❌ You're happy with the normal species
Are you OK sticking with humans, dwarves, elves, and the rest? This book won't have much appeal.

❌ You only run published adventures
Seeing as adventure books include all of the foes you need beyond those found in the classic Monster Manual, this will be redundant if you don't stray far from published quests.

Features & design: The aim of this book is to inject new life into the game for both players and Dungeon Masters. It does that by offering more than 200 monsters and 33 new species (ranging from fairies to owl-people) that can be used for your next hero. The latter alone makes it one of the best Dungeons & Dragons books by default; it lets your imagination run truly wild. I dare you to flip through its pages and not dream up adventurers.

These are written to fit any world, too. While some of them have appeared elsewhere before now, Monsters of the Multiverse reimagines each species to be universe-agnostic. Problematic elements for lineages like goblins have been excised as well.

Gameplay: New toys are always a delight, and there's an entire damn store of them on offer with this book. Those species are stars of the show, and they provide fresh gameplay opportunities that are more than a coat of paint. Harengon characters have improved reflexes that let them add a d4 to failed Dexterity saves, for example, and they can also hop a number of feet equal to their proficiency bonus. While some of these are featured in the 2024 Player's Handbook (orcs, goliaths, and aasimar in particular), there are plenty of other choices you probably won't have encountered before. When combined with all-new lore and hand-written, pithy notes from existing characters, it's a fascinating dive into D&D's wilder side.

In addition, this book features a sprawling 282-page bestiary filled with unusual and powerful monsters. While this will only be a draw for Dungeon Masters who write their own adventures, it's still fun worldbuilding that players should enjoy. Whole chapters are dedicated to beasts we often see as cannon-fodder, and you're given a less black-and-white view that makes them more well-rounded than they have been in the past. This isn't about pigeon-holing cultures into categories of good or evil; it takes a more measured, thoughtful approach.


🏆 GamesRadar+ verdict
No matter whether you want a new species to play or are looking to spice up encounters with fresh foes, Monsters of the Multiverse is a must-buy for those who've mastered the basics.

Best D&D book for one-shots

Candlekeep Mysteries

(Image credit: Wizards of the Coast)

3. Candlekeep Mysteries

Ideal if you don't have time for a full campaign

Our expert review:

Average Amazon review:
☆☆☆☆☆

Specifications

For: Dungeon Masters
Type: Adventure
Features: 17 one-off adventures
Compatible with D&D 2024: Yes
Today's Best Deals
View at Amazon

Reasons to buy

+
One-off adventures
+
Fresh perspectives
+
Memorable storylines

Reasons to avoid

-
Some adventures are better than others

Although prewritten adventures make up some of the best Dungeons & Dragons books, they're a massive commitment. Candlekeep Mysteries bucks that trend. Offering a series of one-off stories that can be plugged into any campaign, world, or setting, these quests are completable in a single sitting. That makes them great for groups that can't meet regularly enough for weekly or monthly sessions.

There have been plenty of anthologies like this since Candlekeep Mysteries launched, of course, but I've yet to find any that can match its creativity, variety, and wit.

Buy it if:

✅ You need one-off adventures
Can't commit to a full campaign, or hoping to introduce new players to DnD? These one-shot storylines can be completed in a single sitting.

✅ You want quests you can slot into any campaign
While they're written as taking place in the library fortress of Candlekeep near Baldur's Gate, these adventures can be dropped into practically any world.

Don't buy it if:

❌ You want a long-term campaign
You can string these quests together into a longer storyline, but it'll feel disjointed and haphazard.

❌ The mystery theme doesn't appeal
There are plenty of other one-shot anthologies out there, so consider those if mystery adventures aren't to your taste.

Features & design: This book kicked off D&D's recent trend of publishing anthologies, and it set the tone with over a dozen one-shot quests that could operate independent of each another. Don't have time for a full, multi-week campaign? Candlekeep Mysteries has your back.

Plus, each adventure features sumptuous art and all the battlemaps you'll need. The book is perfect for Dungeon Masters who don't have time to plan or need a 'filler' session while some players are away as a result.

Gameplay: Most importantly, these adventures are great. Despite being united by some sort of mystery driving the plot (hence the name), there's a tremendous amount of variety on offer. Traditional tales of derring-do, horror, satirical comedy, and more can be found within the pages of this D&D book, so there's bound to be something to suit your party. I'm particularly fond of Shemshime's Book of Rhymes, mostly because it serves as a superb bottle episode.

There's a refreshing variety of perspectives on offer throughout, too. You see, Candlekeep Mysteries isn't limited to classic European fantasy; adventurers will visit places inspired by mythologies and cultures from around the world. Because so many of the stories told there are sure to stay with you for a long time, it's well worth a look.

Should you buy it?


🏆 GamesRadar+ verdict
It's always helpful to have a stash of one-shot adventures up your sleeve in case life gets so busy you can't commit to a campaign, newcomers want a taster session, or some party-members can't make a game. These are amongst the best on offer, and even though they all revolve around books, they're distinct enough to stand apart.

Read more: Candlekeep Mysteries review

Best D&D setting book

Van Richten's Guide to Ravenloft

(Image credit: Wizards of the Coast)

4. Van Richten's Guide to Ravenloft

A horror feast
Average Amazon review:
☆☆☆☆☆

Specifications

For: Dungeon Masters
Type: Sourcebook
Features: Horror settings, and advice on making horror adventures or characters
Compatible with D&D 2024: Yes
Today's Best Deals
View at Amazon

Reasons to buy

+
Over 30 horror settings to play in
+
Inspiring tips on worldbuilding
+
Intriguing quest ideas

Reasons to avoid

-
Won't appeal to anyone wanting a classic fantasy story or something non-horror
-
Lacks the usual, fun in-character notes

This D&D book is unsettling, but that's the point. A whistle-stop tour of horror tropes both old and new, it's crammed with tips on how to inject the genre into your games. There are plenty of character options to match as well, so both players and Dungeon Masters can get something from it.

OK, so I'm a big fan of settings like the steampunk Eberron or Faerun's classic high fantasy. But we love a bit of horror at GamesRadar+ so fell in love with Van Richten's Guide right away.

Buy it if:

✅ You're looking for distinctive new worlds
Because this book rattles through numerous, horror-tinged settings there's plenty for Dungeon Masters and parties alike to explore.

✅ You loved Curse of Strahd
This book expands on the world seen in Curse of Strahd, so fans of that story will find a lot to appreciate here.

Don't buy it if:

❌ You're not a horror fan
Seeing as this is so horror focused, it won't appeal to anyone that doesn't like the genre.

❌ You're a fan of old-school Ravenloft
A lot has changed since classic Ravenloft, and those changes haven't always gone down well with fans of the original setting.

Features & design: Based around the horror-tinged realms of Ravenloft (prison-worlds created to contain evil Dark Lords in their own personal hell), it provides a baked-in excuse to explore any kind of fear-inducing cliche you can think of. It's surprisingly varied because of this, so don't think it'll get repetitive a few chapters in.

The artwork also sells the theme of each kingdom brilliantly, acting as a snapshot into a story you'll probably want to know more about.

Gameplay: Like Candlekeep Mysteries, Van Richten's Guide to Ravenloft has got creativity to spare. In spite of a brisk pace that rattles through over 30 realms in total, the worldbuilding on show here is second to none. You get a real sense of each domain even though they're only given three to four pages each, and all of them contain numerous quest hooks to fuel your campaigns. Some of these are compelling enough to maintain full-length adventures in their own right, so there's plenty of value for your money here.

The same can be said about the book's suggestions for creating your own horror worlds and characters. Namely, it's insightful while also being laser-focused on what makes the genre tick (if you enjoy creating your own homebrew settings, it's hard not to come away inspired).


🏆 GamesRadar+ verdict
Sure, the horror genre isn't for everyone. But the tips in Van Richten's Guide are. This is comfortably one of the best Dungeons & Dragons books as a result, no matter whether you want to build your own world or mess with an established one.

Best D&D book for advanced players

Tasha's Cauldron of Everything

(Image credit: Wizards of the Coast)

5. Tasha's Cauldron of Everything

If you're an experienced player, this is essential

Our expert review:

Average Amazon review:
☆☆☆☆☆

Specifications

For: Advanced players, Dungeon Masters
Type: Sourcebook
Features: New subclasses, DM tools, and inclusive traits
Compatible with D&D 2024: Yes
Today's Best Deals
View at Amazon
View at AbeBooks Affiliate Program
View at Amazon

Reasons to buy

+
Inventive new subclasses
+
Playful, whimsical tone
+
Very accommodating

Reasons to avoid

-
Origins section is too short

Few D&D books make bigger promises than Tasha's Cauldron of Everything. In fact, it sets out to fundamentally change the game. And you know what? It works. This showed which way the wind was blowing before the 2024 rules revamp had been announced, and it's a welcome change that still holds water today.

Besides player options that break the 2014 edition's shackles (along with bringing the Artificer class to 5e), it also provides a wealth of DM tools and inspiration.

Buy it if:

✅ You want to play a new class or subclass
With the addition of the Artificer and numerous subclasses, Tasha's Cauldron is a must for players who'd like to branch out.

✅ You want extra Dungeon Master tools
Thanks to many random encounter tables, story hooks, and more, this book will be of great help to Dungeon Masters everywhere.

Don't buy it if:

❌ You're not familiar with normal DnD yet
There are plenty of options in standard Dungeons & Dragons as is, so anyone that's new to the game should probably steer clear for now.

❌ You aren't bothered about the Artificer
This new class is one of the primary draws for Tasha's Cauldron of Everything. If it doesn't interest you, this book's appeal may not be as strong.

Features & design: Although there are the usual spells and magical items you'd expect, this book adds the Artificer class (tech whizzes that let you play as a medieval Iron Man) to shake things up. New subclasses have been thrown in for good measure, too.

What's more, it provides a refreshing facelift on how to make characters that walks back species-specific stat changes. This development went down so well that it got carted over to the new 2024 Player's Handbook.

Not that it's only for players, of course. There are plenty of Dungeon Master-focused sections to help you with everything from random encounters to handling specific biomes.

Gameplay: The headline here was always going to be the Artificer, and I'm pleased to say it delivers. Having been reimagined as setting-agnostic (it originally appeared in the steampunk Eberron), this inventor-themed class is a lot of fun to play. Indeed, it feels very different to the usual DnD classes thanks to additions like an eldritch cannon which hits with the force of a runaway train.

The subclasses featured here are almost universally excellent too. Whether it's psionic warriors that battle with the power of their mind to fungi-based Druid circles that feel as if they've been pulled from The Last of Us, these allow for some interesting builds.

Elsewhere, tweaked character traits are a revelation (even if they could do with further depth). Allowing players to escape rules that potentially force them toward one playstyle or another, it upends the table and lets you live your best fictional life. Want to be an academic orc who'd rather hit the books than smack someone with their axe? Now's your chance. Actually, the idea was so good that the developers carried it over into the new Player's Handbook.

In much the same vein, Dungeon Masters are given more ideas, tools, and quest hooks than they'll know what to do with.

Should you buy it?


🏆 GamesRadar+ verdict
This is honestly one of the DnD books I'd call essential. If you want to broaden your horizons both as a player or Dungeon Master, Tasha's Cauldron has you covered. Indeed, it's one of the best additions to Dungeons & Dragons in years.

Read more: Tasha's Cauldron of Everything review

Best D&D book for advanced DMs

Xanathar's Guide to Everything cover art, showing Xanathar the beholder and its pet goldfish

(Image credit: Wizards of the Coast)

6. Xanathar's Guide to Everything

Packed with crucial tips

Specifications

For: Advanced Dungeon Masters
Type: Sourcebook
Features: New backgrounds, subclasses, and DM tools
Compatible with D&D 2024: Yes
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Reasons to buy

+
Excellent subclasses
+
Fun character backstories
+
Numerous DM tools

Reasons to avoid

-
Some overpowered options

The title isn't an exaggeration; this supplement provides players and Dungeon Masters alike with new rules for almost every part of the game. No matter whether you're looking for fresh spells, unusual subclasses, or traps in which to catch unsuspecting adventurers, Xanathar's Guide has you covered.

Buy it if:

✅ You'd like extra Dungeon Master's tools and inspiration
There's more than enough material here to jazz up encounters, exploration, and roleplaying, so Xanathar's Guide is firing on all cylinders.

✅ You're a random encounter table fiend
You'll find more here than anyone could hope to use in a lifetime.

Don't buy it if:

❌ You're still getting the hang of basic rules
New to the game? Put a pin in this until you're more familiar with standard DnD, because otherwise it could prove overwhelming.

❌ You don't write your own adventures
These elements are intended to be used in homebrew sessions, so anyone that sticks to prewritten adventures may not feel the full benefit.

Features & design: It's true that everyone can get something out of this book due to its subclasses and far richer character backgrounds, but I'd argue that Dungeon Masters will benefit the most. It's got tips and bonus material aplenty to help flesh out gameplay, including an entire section on fiendish traps. There are more random encounter tables than you can shake a wizard's staff at, too.

Gameplay: This was one of Fifth Edition's first 'expansion' books, and it's a doozy. Alongside the many, many encounter tables here to make exploration more exciting (and easier, for that matter), Xanathar's Guide to Everything packs in extensive info on making better traps. Alongside specific examples like the good ol' path of blades, you're also given guidance on making your own player headaches.

In much the same way, there's a glut of material on downtime rivalries, pastimes, and complications to give characters life in-between quests. These are a tremendous help in making characters three-dimensional people rather than a table of stats.

Tying this esoteric knowledge together are asides from Xanathar, a beholder crime lord whose most prized possession is a goldfish. These wry notes add flavor to proceedings, leaving us with a memorable read overall.


🏆 GamesRadar+ verdict
Looking to boost your sessions with Dungeon Master tools aplenty? Xanathar's Guide to Everything has you covered, and the advice on tap should give your games additional spice.

D&D books FAQ

Is there a new edition of D&D coming out?

Yes, a new version of D&D is on the way in 2024 - sort of. Rather than being a totally fresh edition of the game, though, it's more of an edit. In other words, it takes what worked about the current edition and improves everything that didn't. You can get your hands on these new rules with the revised Player's Handbook now, and the Dungeon Master's Guide 2024 is due to follow in November.

While these new rules are still compatible with all of the books listed here (e.g. all Fifth Edition adventures and sourcebooks), they will be replacing the old core rulebooks from 2014. That means the previous Player's Handbook, Dungeon Master's Guide, and Monster Manual won't be valid any more.

Are old D&D books compatible with new ones?

Much like tech, Dungeons & Dragons has been split into 'editions' from the start - right up until the present day and Fifth Edition. Although you can't use anything from first, second, third, or fourth edition with the current version, all Fifth Edition adventures and sourcebooks are compatible with the latest core rules.

Are the old Fifth Edition D&D core rulebooks still worth buying?

If you're hoping to get the three core rulebooks (the Player's Handbook, Dungeon Master's Guide, and Monster Manual), I'd recommend avoiding the 2014 versions from here on in... even if they're reduced to almost nothing. That's because new versions of those D&D books are on the way that supersede the old ones - and the rules are different enough to mean the two aren't cross compatible. In other words, wait for the new books instead.

The new Player's Handbook will arrive in September 2024, the Dungeon Master's Guide is landing in November 2024, and the Monster Manual drops in February 2025.


For more recommendations, don't miss the best board games. You can also get some advice on how to create your first character in DnD or the best DnD class for beginners via our guides.

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Benjamin Abbott
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Tabletop & Merch Editor

I've been writing about games in one form or another since 2012, and now manage GamesRadar+'s tabletop gaming and toy coverage. You'll find my grubby paws on everything from board game reviews to the latest Lego news.

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