Numenera is a science fantasy roleplaying game set in the far distant future. Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth. These are the people of the Ninth World. This new world is filled with remnants of all the former worlds: bits of nanotechnology, the dataweb threaded among still-orbiting satellites, bio-engineered creatures, and myriad strange and wondrous devices. These remnants have become known as the numenera.

Player characters explore this world of mystery and danger to find these leftover artifacts of the past, not to dwell upon the old ways, but to help forge their new destinies, utilizing the so-called “magic” of the past to create a promising future.


The Numenera corebook is the main rulebook. It’s a 416-page hardcover with color art. This book gives you all the rules of the game as well as the Ninth World setting, GM advice, and even some adventures to get you started. We’re taking the lessons that I learned creating Ptolus and applying them here, so if you liked the way that book was presented and organized, you’re going to like this book.



  • Welcome to the Ninth World
    This is a brief overview of the setting to give you a feel for things as we go forward.
  • An Introduction to Numenera
    This is an overview of the rules. Basically, in just a few short pages, you’ll learn everything you need to play the game.
  • Creating Your Character
    All the stuff you need to make a very memorable character, with an emphasis on story and getting to play exactly the character you want to play.
  • Playing the Game
    This is the more complete and in-depth explanation of the rules. (Although it’s still pretty short as RPG rulesets go.) While “An Introduction to Numenera” teaches you to play, this is the chapter you’ll refer to when you want to remember how to use the rules to do something.
  • Optional Rules
    I didn’t want to clutter the very simple and straightforward rules with a lot of options or complications, so they all go here. If you want a more complex, robust game, you might want to add in some or all of these optional rules. If you want to keep things simple, just skip this chapter.
  • Discovering the Ninth World
    The longest section of the book, this provides a lot of information about the setting, with an emphasis on weird things to discover and exciting things to do.
  • Creatures and Characters
    The Ninth World is filled with interesting creatures and NPCs. This chapter provides details on a number of them.
  • The Numenera
    This section rpgvides you with heaps of interesting items and weird technologies to include the game.
  • Running the Game
    Perhaps the most important of the book, this lengthy section provides GMs all the advice and insight in running a Numenera game. This is very much the blueprint for “running an RPG the Monte Cook way,” so if that’s of interest to you, you might want to give this a read.
  • Adventures
    There’s really no better way to learn a game than by playing, and these adventures will get you playing right away. Further, they provide insight for GMs into what kinds of adventures they might want to create on their own, and what can be done in a Numenera scenario.



SKU 24251
Barcode # 9781939979001
Format Hardback

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