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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games > General
Creating an impromptu, original character every time the heroes meet a contact on a crowded space station or chat with a local on an alien planet can be a challenge, but the Starfinder Deck of Endless NPCs makes it as simple as drawing four cards from the deck.
These cards combine to form a unique NPC, each with their own role, motivation, personality trait, and secret agenda! With over 100 million different combinations, you are sure to get an interesting new character to add to your story every time!
The Starfinder Deck of Endless NPCs contains the following:
- 104 NPC cards, plus 6 rules cards explaining how to use the deck. The front of each card has a portrait of the NPC, featuring characters from dozens of species.
- The back of each card explains the character's role, goal, traits, and secret agenda, along with symbols to help determine some of the specific details.
- Includes species from across all Alien Archives, sourcebooks like the Pact Worlds, Starfinder Adventure Paths, and more!
The Dark House lies abandoned. Who knows what horrors lie within?
Once the home of one of the Empire's grandest family, the Dark
House lies as an epitaph to their fall. As you fight your way
across the two-storied Mansion map, you will find remnants of their
wicked ways. Out back, struggle through the Hedge Maze map,
sinister and long overgrown with vicious thorns. Down below, in the
Crypt map, encounter the deadly curse that once cast a noble line
into oblivion. This board expansion for Wildlands gives players
three new maps, two of which are specifically designed for two
players. Each map features new rules, new challenges, and new
opportunities. Requires a copy of Wildlands to play. Number of
players: 2-4 Ages: 14+ Playing time: 30-60 minutes Components: 2
boards, rule sheet
A text for all grades of players, containing the early history of
the game and up-to-date methods and conduct of play. It also shows
the beginner how to start his game with elementary positions and as
he advances step by step can hold his own with the most expert
player. It appeals to the expert for its high-class analysis and
excellent problem department. It also contains corrections of
published play that are highly important.
This book contains good tenets of the great game of backgammon. How
does a winning backgammon player think as each individual game
develops? Opening rolls are described, with strategy lessons in
mind. Basics of probability and estimation, as they apply to
backgammon, are reviewed. The power of the doubling cube - as a
weapon - is discussed. The goal is not to merely list a few
backgammon tips, but to teach a way of thinking about the game so
that readers develop a sense of vision for how backgammon games
evolve. We want you to strive for constant improvement in your
game. And we want to maximize your backgammon improvement while
minimizing your studying and reading time. This book is designed
for the serious beginner to the advanced backgammon player.
Go is a game that two people play with a Go board and Go stones.
The players take turns putting black and white stones on the board
to surround area, or territory. Whoever has more territory at the
end of the game is the winner. No one can say really what Go is,
how you should play it, what it ought to mean to you. That can only
be a personal discovery, perhaps with the aid of a native guide
pointing out the features of the terrain. Learn to play Go. It is
simple, but it is not easy. It is worth the time you spend on it.
This is to be expected of the best kind of game.
A visually stunning exploration of a legendary fantasy world The
Forgotten Realms offer D&D players an endless array of secrets
to uncover, foes to fight, and treasures to be taken. But there is
one name that has always stood out from the rest: Drizzt. Drizzt
Do'urden. This legendary drow elf ranger has been adventuring
across the Forgotten Realms for decades, whether through New York
Times bestselling fantasy novels or award-winning video games. Now
Drizzt will take readers on a spectacular journey through his
world. This book showcases Drizzt and his travels through the
Forgotten Realms in never-before-seen detail, with the glorious
artwork produced by Wizards of the Coast put centre stage. From the
glaciers of Icewind Dale to the teeming cities of the Sword Coast,
and the sinister shadows of the Underdark to the chambers of
Mithral Hall, fans can explore the Realms through Drizzt's eyes as
never before with this immersive, extraordinary guide to their
favourite fantasy setting. © and ™ 2023 Wizards of the Coast
Scrabble may be truly called America's game. But for every group of "living-room players" there is someone who is "at one with the board." In Word Freak, Stefan Fatsis introduces readers to those few, exploring the underground world of colorful characters for which the Scrabble game is life-playing competitively in tournaments across the country. It is also the story of how the Scrabble game was invented by an unemployed architect during the Great Depression and how it has grown into the hugely successful, challenging, and beloved game it is today. Along the way, Fatsis chronicles his own obsession with the game and his development as a player from novice to expert. More than a book about hardcore Scrabble players, Word Freak is also an examination of notions of brilliance, memory, language, competition, and the mind that celebrates the uncanny creative powers in us all. A Book Sense 76 pick.
Who's safe when there are cannibals hiding among you? That's the
question at the heart of this fast-paced game of social deduction
in which cannibals and pioneers face off in a fight for survival.
Set in the winter of 1846, players are members of the ill-fated
Donner Party wagon train, stranded atop a mountain with no food.
Who will avoid becoming tonight's dinner and make it off the
mountain alive? And who are the suspicious scoundrels hungry for
human flesh? Rowdy, outrageous, and full of playful deception, this
party game packs a delightfully wicked twist!
A beautifully-designed, gift package showcasing the most
comprehensive Scrabble resource ever, the perfect reference work
for all players. Now fully updated with all official words, it
includes an exhaustive list of every valid word playable in
Scrabble. Presented in two sections, this book includes a
comprehensive dictionary with short definitions of all playable
words of two to nine letters in length, and in section two a full
listing of all playable words of ten to fifteen letters in length.
Provides quick and easy access to all playable words in Scrabble,
making words easier to remember and adding interest to most social
games, whether you're a beginner or a veteran! With succinct and
practical definitions for every word of between two and nine
letters, players can check meanings of words without having to
consult a second dictionary. Collins Scrabble dictionaries are
officially endorsed by Mattel and are an essential reference for
all Scrabble players. (c)2022 Mattel. SCRABBLE (TM) and SCRABBLE
tiles, including S1 tiles, are trademarks of Mattel
In addition to including all of the best and most frequently
enjoyed games of solitaire - like Canfield, Klondike, patience-
Authors Morehead and Mott-Smith have added a generous selection of
brand-new games to the battle of wits against chance. Try your
skill at Boomerang, Bristol, Sudden Death.
Tabletop and board games aren't just for rainy days or awkward
family events anymore. As the game industry grows, people of all
ages are jumping to play "the original social network." In our
ever-increasing technological world, playing old-school games is a
welcome retreat from the overexposure to Instagram, Twitter,
Facebook, and the rest of social media. Over the past few years,
board games have become the hot new hobby. Instead of friends
sitting around the same table and staring at their phones, they are
now either working with or against each other. Millions upon
millions of new fans have begun to join their friends in real life
for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The
Everything Tabletop Games Book shows how to play some of the best
tabletop games in the world, from classic strategy games like
Settlers of Catan to great new games like Gloomhaven. Throughout
the book, you'll learn the different genres of tabletop and board
games; how to play each game; rules and strategies to help you win;
and even where to play online-including new expansions to keep your
favorite games fresh and exciting. So gather up some friends, pick
a game from this book, and start playing! You'll be having a blast
in no time.
Dive deep into the history of the world's most popular fantasy RPG
livestream with the cast of Critical Role in this definitive guide
featuring never-before-seen illustrations and photos. From its
unassuming beginnings as a casual home game between friends to the
role-playing phenomenon it is today, Critical Role has become the
stuff of legend. These pages chronicle how a circle of friends who
all happen to be talented voice actors built the most-watched
tabletop role-playing livestream of all time. Discover dazzling new
illustrations and richly written insights into the locations,
characters, and adventures featured in the hundreds of episodes
across Critical Role's two campaigns, Vox Machina and the Mighty
Nein. Go behind the scenes with archival photos and exclusive
interviews with Dungeon Master Matt Mercer and the entire Critical
Role cast as they explore their characters' most triumphant moments
and darkest hours. And celebrate the massive community of Critters
who support and expand the show's world through a highlighted tour
of the crafts, cosplay, and art they create every day. Featuring a
foreword from the cast, lush illustrations, and the inside story
you won't find anywhere else, this book is your indispensable guide
to Critical Role. The adventure begins!
Number of players: 2-4 Ages: 14+ Playing time: 30-60 minutes
Components: 6 unique miniatures, 30+ cards Across the Wildlands the
word is spreading - the dead are rising, swords in hand. Drawn to
the life-giving power of the crystal shards, a gang of undead
nightmares have taken to the battlefield. This ghoulish team can
replace one of the existing factions, with the unique mechanic of
shared activation offering an aggressive new playstyle, or they can
be played using the new 'Encounter' rules as monstrosities that can
be controlled by any player, flooding the board as the battle
rages. Requires a copy of Wildlands to play.
Can I Have a Word? is the ultimate strategy book for word-game
lovers. It introduces the reader to a host of weird and wacky words
that will not only help them to become better word-game players but
also enhance their enjoyment of competing. It covers key word-game
themes, the mastery of which is vital for success, such as: - Two-
and three-letter words - Using a Q, Z, J or X to maximum effect -
Dealing with the letter V and other problem tiles - Coping with a
rack full of consonants or one heavy in vowels - Making seven- and
eight-letter words - Tips for victory. Readers will find this
amusing, light-hearted book immeasurably enriches their vocabulary,
enabling them, without the drudgery of studying a dictionary, to
recall all kinds of unusual and interesting words just when they
need them most.
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