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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
The first sourcebook for The Squared Circle Wrestling RPG takes us to Mexico for the world of Lucha Libre. Luchadors are considered real life superheroes, don a mask and become one of these legendary warriors of the ring...fight evil and uphold the Luchador Code. Features two new Classes, 7 New Skills, Expanded rules for Managers, New Moves including quick pinning maneuvers and so much more! *Requires The Squared Circle:Wrestling RPG to play*
They hide in the shadows of the hallows. They lurk in the alleys of New York. They slink along the docks of Charleston. What are they? Secrets. From societies, to hidden magic, secrets beat through the veins of the colonies. Some may think they know everything that has transpired in the colonies, but they are wrong. There are dark things afoot. There are those with vengeance in their heart who seek to unleash it. There are creatures prowling the shadows awaiting to entangle the unsuspecting in their maws. There is evil flowing in the wind. Secrets. Secret history. Secret plots. Secret agendas. These are the secrets of Colonial Gothic.
Go, an ancient, subtly beautiful game of territory, is the oldest game in the world still played in its original form. This book contains its rules, techniques, a glossary of terms, and a list of international and American Go organizations.
Through Dungeons Deep delves into the art of role-playing, showing players and Game Masters how to have more fun and excitement with fantasy role-playing games. First published more than 25 years ago, this book was an instant classic. Long out of print, the original edition sells for several times its cover price. This Norton Creek Press reprint makes the book available (and affordable) again. Robert Plamondon wrote Through Dungeons Deep after realizing that the most important part of role-playing games-role-playing-is barely mentioned in gaming systems. When it is, it is often confused with rules. But role-playing really boils down to make-believe, and the real fun in role-playing games comes from unlocking your imagination. But it's also important to carry a length of rope and wear shoes you can run in.
No classes. No levels. Only one die. The Karma Roleplaying System provides storytellers and players with an easy-to-use modular system that lets them build their own playable races, create their own spells, and design their own magic items. Simplified rule system provides plenty of flexibility to customize your game. Whether running a traditional high-magic fantasy campaign or a space age adventure, the Karma Roleplaying System lets you run the game you want to run. Full Color Edition.
Originally published in the 1930s, this is an excellent book for beginners, offering simple instructions along with clear diagrams. None of the tricks require the purchase of any aditional conjuring material. The book offers much practical advice on putting together a magic show and some intersting information on the history of magic. Many of the earliest books, particularly those dating back to the 1900s and before, are now extremely scarce and increasingly expensive. Hesperides Press are republishing these classic works in affordable, high quality, modern editions, using the original text and artwork. Contents Include: Becoming A Master Magician - The First Programme - Make the Most of Your Show - Magic At Your Fingertips - Wrinkles For Wizards - Masters of Magic - The Second Programme - A Magical Medley - More Masters of Magic - Inventing Your Own Tricks - An Advanced Programme
What's got more magic treasure than a dragon's hoard? The Wildside Book of Loot, with its thousands of personalized items has all the treasure a GM could ever want. With treasure for every occasion - from the aftermath of a dungeon crawl to those late-night shopping expeditions at the pawnshop selling "lightly used" magic items - The Wildside Book of Loot is an important resource for GMs who want to provide the perfect loot for the occasion. From basic resources (like tables of the most commonly found magic items and a spell point rune generator) to the expected (thousands of weapons and items that raise stats) to the truly exotic (like magical pets and furniture), The Wildside Book of Loot is a unique resource for roleplaying gamers.
Create a wrestler and lead them to the very pinnacle of the wrestling industry, winning titles and engaging in feuds along the way...will you become a legend? Or maybe running a wrestling promotion is more your style, create and run your own promotion and face off against your friends to see who has the skill to make it and who doesn't. Features: - Over 200 fully detailed moves to choose from - 38 Match types to choose from - Over 50 NPC wrestlers to use in your games - Create your own wrestling storylines! - Managers and Valets - Two gameplay types; Wrestler Career and Promotion Manager - Play alone or with friends
Originally published in 1933, this collection contains both of the works on magic put together by the author. It features detailed explanations of his many tricks, accompanied by clear diagrams, and offers much in way of practical advice and information to today's magician, whether amateur or professional. Many of the earliest books, particularly those dating back to the 1900s and before, are now extremely scarce and increasingly expensive. Hesperides Press are republishing these classic works in affordable, high quality, modern editions, using the original text and artwork. Contents Include - Book One: The Pack that Cuts Itself - The One Man ''Lights Up'' Seance - A Card and a Number - Al Baker's Pet Hat Trick - Al Baker's Rising Cards - ''Feel My Pulse'' - The Al Bakers Wrist Tie - The Impossible Card Discovery - Cards of Thought - Al Baker's Addition Trick - Another Rope is Cut and Restored - The Finger Points - The Matchmakers - ''Say When'' - Al Baker's Billet Mystery - Self Unknotting Handkerchief. Book Two: A Glass Vanish - Gee - Undercover - Another 4 Ace Trick - Your Pulse Tells - A Card and a Number - Baker's Bill Switch - Unsight and Unseen - Sex Appeal - Come Seven - Lost and Found - Something from Nothing - Pass the Salt - Button Button - The Name is. - Me and the Missus - A Novel Escape - The Milky Way
Fantasy The very word conjures images of escape from reality, from the mundaneness of ordinary daily life. "Fantasy Worlds" combines a look at the psychology and power of fantasy with profiles of a dozen groups of individuals exploring different types of fantasy. While some play with fantasy as an occasional release, others turn fantasy into an ongoing lifestyle that adds spice to their everyday routines. The groups featured include those with members who enjoy role-playing and other games, participate in fantasy parties, travel into past and future eras, explore offbeat adventures, and experiment with erotic fantasy games. It concludes with a discussion of how many individuals use fantasy for personal growth on their own or in role-playing groups. Besides illustrating some popular fantasies, the book shows how we all need some fantasy in our lives; how we are all fantasy seekers.
Mah Jong -- What is it? An age-old Chinese game played with small,
ivory-like tiles, representing three suits of numerals, winds,
dragons and flowers, from which hands are made. Basically, a game
for four players; however, two, three or five may participate. A
game of no partnerships. Mah Jong -- exciting to play -- a
challenge of your skill -- addictive -- a Chinese enigma A game for
ages 8 to adult.
Every spring, millions of Americans prepare to take part in one of the oddest, most obsessive, and most engrossing rituals in the sports pantheon: Rotisserie baseball, a fantasy game where armchair fans match wits by building their own teams. In 2004, Sam Walker, a sports columnist for the Wall Street Journal, decided to explore this phenomenon by talking his way into Tout Wars, a league reserved for the nation's top experts. The result is one of the most sheerly entertaining sports books in years and a matchless look into the heart and soul of our national pastime.
Welcome to the Wild Blue Skies of Virtual Aerial Combat. The purpose of this book is to help you, the new gamer, with the steep learning curve found in flight simulations. The chapters are designed to help you chose the hardware and the controllers needed to fly and introduce the basic maneuvers and tactics used in aerial combat. This book is not the last word on aerial combat simulations. The genre is changing and expanding too fast for anyone to do that. The subjects covered here are common between all Sims but it is the gamer's own desire to learn and excel that will propel him to higher plateaus of excellence. the era or the aircraft. Others are attracted to the virtual squadrons. Some recreate the great air battles of history and still others are here for the intense competition of man vs. man combat. The community is composed of people from all walks of life and levels of skill. Most of the players are male but there are ladies flying too - Hint The women are dangerous. Do not take them for granted. Remember, the most skilled opponent you face started at the same level as you. He had to learn the lessons presented here the hard way. Whatever reason brought you here, welcome.
This scarce antiquarian book is included in our special Legacy Reprint Series. In the interest of creating a more extensive selection of rare historical book reprints, we have chosen to reproduce this title even though it may possibly have occasional imperfections such as missing and blurred pages, missing text, poor pictures, markings, dark backgrounds and other reproduction issues beyond our control. Because this work is culturally important, we have made it available as a part of our commitment to protecting, preserving and promoting the world's literature.
When faced with the horrors of the Cthulhu Mythos, investigators need all the help that they can get. This essential player's aid for Call of Cthulhu provides it. The 1920s Investigator's Companion is split into four sections. "The Roaring Twenties" details life in the 1920s, from a general historical overview to listing of favorite songs, books, and films of the era. "On Becoming An Investigator" details the trials of becoming an investigator, offers 140 different occupations, and annotates the use of skills in the 1920s. "The Tools of the Trade" lists resources investigators may use for research, describes various forms of transport and transportation, and also catalog other equipment and weapons. "Words of Wisdom" brings the book to a conclusion by offering advice to the intrepid investigator. Now, for the first time, everything a 1920s investigator needs is gathered in one place.
This scarce antiquarian book is included in our special Legacy Reprint Series. In the interest of creating a more extensive selection of rare historical book reprints, we have chosen to reproduce this title even though it may possibly have occasional imperfections such as missing and blurred pages, missing text, poor pictures, markings, dark backgrounds and other reproduction issues beyond our control. Because this work is culturally important, we have made it available as a part of our commitment to protecting, preserving and promoting the world's literature. |
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