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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
Beauty is in the eye of the Beholder with this officially licensed
miniature figurine. * FIGURINE WITH LIGHT: A one-of-a-kind 3-inch
figurine of the popular monster: the Beholder with a glowing eye *
BOOK INCLUDED: Learn more about this iconic monster in this fully
illustrated 32-page miniature book * PERFECT GIFT FOR D&D FANS:
Display on a shelf, desk, or bookcase and show off your love of
Dungeons & Dragons * OFFICIALLY LICENSED: Authentic Dungeons
& Dragons collectible
The Assassin's Creed Escape Room Puzzle Book is an exciting journey
through history in which you must solve a series of puzzles and
mysteries to save humanity. You are Joey, a museum worker who comes
across a mysterious blade that sets in motion a chain of events
that completely upends your life. Drawn into the world of the
Assassins, you must tour through time and space - from 5th century
BCE Greece to the catacombs of medieval Venice - in order to foil a
malevolent Isu plot. Featuring characters and locations familiar to
fans of the Assassin's Creed franchise and written by an
experienced real-life escape-room creator, this immersive
escape-room experience is both visually exciting and a difficult
puzzle quest. Can you solve the conundrums and reveal the Isu plan
in time to save the world?
Since the release of Dungeons & Dragons in 1974, role-playing
games have spawned a vibrant industry and subculture whose origins,
characteristics, cultures and player experiences have been well
explored. Yet there has been little attention devoted to the
meaningful ways RPGs have shaped society at large over the last
four decades. RPGs were influential on video game design and have
been widely represented in film, television and other media. They
have made their mark on other areas of society, as well, including
education, social media, corporate training and the military. This
collection of new essays illustrates the broad appeal and impact of
role-playing games. Topics range from a critical reexamination of
the Satanic Panic of the 1980s, to the growing significance of RPGs
in education, to the potential for ""serious"" RPGs to provoke
awareness and social change. The contributors discuss the myriad
subtle (and not-so-subtle) ways in which the values, concepts and
mechanics of RPGs have infiltrated popular culture.
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RONIN 47
(Hardcover)
Jonathan Green; Illustrated by Neil Googe; Coloured by Len O'Grady
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R809
Discovery Miles 8 090
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Ships in 10 - 15 working days
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Adventure is just down the Yellow Brick Road... The award-winning
author and illustrator of Neverland returns with another beautiful
RPG setting book, in OZ: A Fantasy Role-Playing Game. While many
have traveled with Dorothy Gale to the world of OZ, there is so
much more to explore! But know this: there is more to the land and
its inhabitants than the rumors might suggest. Appearances can be
deceiving and like any good metal smith will tell you, the only way
to tell a gold bar from a yellow brick is to hit it with a hammer.
So begins Andrew Kolb's OZ: A Fantasy Role-Playing Game. While 5th
Edition compatible like its predecessor, Neverland, OZ uses an
urban setting pointcrawl instead of a hexcrawl, full of secrets to
discover via underground trains and a monorail that loops around
all four districts of OZ. With different neighborhoods to explore,
factions to join, and questions to ask (what happened to The
Slippers, anyway?) players can escape to the Emerald City for hours
on end.
Presented for the first time ever, the 3 volume set of The Elder
Scrolls V: Skyrim Library enclosed in a deluxe slipcase. For the
first time, the collected texts from the critically and
commercially acclaimed fantasy video game The Elder Scrolls V:
Skyrim are bound together in three exciting volumes. Lavishly
illustrated and produced, these titles are straight out of the
world of Skyrim - and a must for any wandering adventurer. Delve
deeper into the lore behind one of the most successful and
critically acclaimed fantasy games of all time, Skyrim. Featuring
in-game texts on factions, landscapes, creatures, heroes, and
dragons.
The Ancients, age-old guardians of the arcane crystals, have long
slumbered in their secret vaults. Rumoured to be invincible
sentinels, they have defended their crystals unchallenged for eons.
With the fall of the Empire, the most desperate bands of the
Wildlands have joined forces to take them down and claim the
crystals they protect. Wildlands: The Ancients introduces powerful
creatures and new terrains that allow players to play Wildlands
solo and cooperatively, as well as supporting play with up to six
players. Requires a copy of Wildlands to play. At six players,
requires a copy of Wildlands and either The Unquiet Dead or The
Adventuring Party to play. Players: 1-6 Playing Time: 60 minutes
Ages: 14+ Contents: 5 Unique Over-Sized Miniatures, Doubled-sided
Playing Board, 100+ Cards, 5 Double-Sided Scenario Sheets, 80+
Counters, 10 Plastic Bases, 10 Crystals
Recruit new soldiers, face new foes, and explore the mysteries of
the Carpathian Mountains in two new campaigns, one competitive and
one for solo or cooperative play. High in the Carpathian Mountains
stands the crumbling Castle Fier. Once home to a powerful warlord,
the castle cast a dark shadow across the nearby villages, until
crusaders attacked with sword and flame to put an end to its
menace. Though history passed into folklore, the ruins of Castle
Fier remained shunned by all as a cursed site. Now, horrors have
been seen moving at night. An army gathers. Something has awoken in
the ruins. With the political situation in the surrounding region
becoming increasingly unstable, France, Prussia, Britain, and the
other powers have dispatched their best agents to investigate the
ruins, eliminate any threats, and acquire any treasures that could
prove useful in the ongoing fight against the harvestmen... and
each other. The Carpathians: Castle Fier is a supplement for The
Silver Bayonet: A Wargame of Napoleonic Gothic Horror, in which the
special units must fight their way through the ruins of a menacing
haunted castle. It features two campaigns - one competitive and one
for solo or cooperative play - as well as new monsters to fight,
soldiers to recruit, and treasure to unearth.
Recognized by the "Guinness Book of World Records" as the most
popular MMORPG (massively multiplayer online role-playing game) in
videogame history, "World of Warcraft" is everywhere -- from
episodes of "South Park" and "The Simpsons, " to online series like
"Watch the Guild, " accolades and awards from game critics, and
prime-time commercials with Mr. T. Inevitably, such a cultural
phenomenon triggers deeper questions. When does an assumed identity
become real? Does the Corrupted Blood epidemic warn us of future
public health catastrophes? What are the dangers when real life is
invaded by events in the game? What can our own world learn from
Azeroth's blend of primitivism and high-tech? In these lively
essays, a specially commissioned guild of philosophers, including
Yara Mitsuishi, Monica Evans, Tim Christopher, and Anna Janssen,
tackles these and other complex questions arising from "WoW."
Hyper-reality. The area between the thriving mass of humanity known
as the Sprawl and the digital refuge of Cyberspace. This is your
playground. As a data-jack, you can see and manipulate the flow of
digital data through the real world - for you, reality is
limitless. Welcome to Reality's Edge, a wargame so shiny you are
going to need mirror shades. Set in a dystopian cyberpunk future,
players take on the role of a data-jack, a mercenary hacker who
leads a small team of trusted operatives and disposable
freelancers. Funded by shadow backers, the data-jacks accept jobs
from faceless clients for profit, glory, and better chrome...
always better chrome. Battles take place in the concrete jungle
known as the Sprawl, but data-jacks must remain wary of the threat
posed by Cyberspace. Hacking rules are pivotal to the game, with
data nodes, robots, machines, and even enemy chrome presenting
potential targets for a cunning data-jack. No-one plugged into
Cyberspace is entirely safe from intrusion, and the electronic
sprites and digital djinn you can deploy alongside your team can be
just as dangerous as any mercenary or assassin. Gameplay focuses on
individual characters, with each skirmish offering you the
opportunity to earn experience and equipment for your data-jack and
operatives. A wide range of items and upgrades are available, from
advanced weaponry and synthetics through to cyber-implants,
biological enhancements, clones, and much more. This is a world
obsessed with whether something can be done, not whether it should.
Players: 2-4 Ages: 14+ Playing Time: 30-60 minutes Contents: 20
Unique Miniatures, 20 Character Cards, 120 Action Cards, 42
Battlefield Cards, Double-Sided Playing Board, Counters &
Tokens The great Darkness has fallen, and the Empire with it. The
arcane crystals which once powered entire cities were shattered,
and the darkness was destroyed by the magics unleashed. All that
remains are the lawless ruins known as the Wildlands, and the
shards of the crystals that have been strewn across them. Now a few
souls, the brave and the desperate, seek the shards to harness
their power for their own ends. Take control of one of four
factions, from the spell-slinging Mages' Guild or the nimble
Gnomads to the versatile Lawbringers or the hard-hitting Pit
Fighters. Each brings their own playstyle, with unique decks of
action cards determining their abilities on the battlefield, so
plan your tactics carefully. Dash through the ruins to grab the
crystals you so desperately desire or focus your efforts on taking
out the opposition - but take care, danger may be lurking in the
darkness... In the Wildlands, opportunity awaits... if you fight
for it.
A set of wargames rules covering heroic adventure and dastardly
villains during the early 20th Century. Enter a world of perilous
adventure and explore steaming jungles, desert canyons, and arctic
wastes! Brave the perils of nature and discover lost ruins, ancient
treasures, and the secrets of forgotten civilizations! Race against
rival adventurers and face off against diabolical villains! Take to
the city streets and fight back against gangsters, spies, and
sinister cults! Pulp! is a scenario-driven skirmish wargame set
during the interwar years of the early 20th Century. Players build
teams of bold explorers, daring archaeologists, hardboiled
detectives, and costumed avengers - or criminal masterminds and
evil geniuses - and dive into a world of fortune, glory... and
menace. Pulp! contains all the rules needed to game globetrotting
escapades in this rip-roaring era.
The year is 1940, and the German invasion of Britain has begun.
With this new campaign book for Bolt Action, players can fight the
battles of World War II's greatest 'what if' scenario. Defend the
cliffs of Dover and the beaches of Kent from wave after wave of
German landing craft. Parachute into the Home Counties in a
surgical strike to capture Winston Churchill. Rally the Home Guard
in a last, desperate attempt to keep England free of the Nazi
invaders! Containing new rules, scenarios, and unit types covering
all of the unique features of this alternate history campaign, it
offers a chance for all Bolt Action players to truly rewrite the
history of World War II.
In the blasted, radiation-scorched, wastelands of the Earth's
surface, towering mecha do battle, defending the interests of one
of the few remaining arcology governments, providing security for
wilderness outposts, or seeking out loot and supplies as a
mercenary company. With detailed rules for designing and
customizing your mecha, from size and propulsion type to payload
and pilot skills, and a campaign system that allows pilots to gain
experience and skills as they patrol the shattered Earth, Gamma
Wolves is a fast-playing game of post-apocalyptic mecha warfare.
This supplement brings a new dimension to games of Frostgrave,
allowing players to lead expeditions into the wilderness north of
the city, searching for undiscovered ruins and facing the perils of
the Wildwoods. For years, spellcasters have flocked to the Frozen
City, braving the perils of its ruins in the hunt for relics and
forgotten magic. While the city still holds many such secrets,
newly arrived wizards must delve deeper and fight harder to make
their mark. A few turn from the city, seeking instead the remote
settlements that surrounded ancient Felstad. Such expeditions are
not without their own dangers, however - in the vast forests of the
Wildwoods, death lurks in the empty cookpot and torn waterskin, in
the cold of night and the looming storm, and in the teeth and claws
of the beast behind the next tree... This supplement for
Frostgrave: Fantasy Wargames in the Frozen City takes players
beyond the ruins with rules for running expeditions in search of
secret places and forgotten treasures in the dark Wildwoods. New
soldiers and magic items may improve wizards' chances of survival,
but dwindling supplies, the hostile environment, and terrifying new
creatures will push them to their limits in a range of scenarios
set in these deep, foreboding forests.
Ramp up your role-playing game (RPG) and make your character your
own with this fun, interactive workbook-an essential addition to
any player's gaming kit. You've chosen your class, bought your
weapons, and rolled for your stats, and you're now the proud owner
of your own RPG (role-playing game) avatar. But before you begin
your adventure, there's so much more you can do with your character
to make him or her your own! Just how evil is she? What does his
dating profile look like? Where did she get that scar? What does he
want for his birthday? With fill-in-the blank narratives, prompts,
and fun activities to help you customize your character at the
start of the game, or build out your backstory as you play, The
Ultimate RPG Character Backstory Book will help you fully imagine
your character and bring them to life for the ultimate gaming
experience!
A firebolt broom pen, interactive book, iron-on team badges, and
trading cards highlight this spirited celebration of the magical
sport of the Wizarding World. The Player's Kit includes: * 4
iron-on badges featuring team insignia for Gryffindor, Ravenclaw,
Slytherin, and Hufflepuff * 4-1/4 x 7" 128-page interactive book on
Quidditch, including history on the sport, play instruction,
play-making templates, quotes, full-colour photography and
illustrations, and more * Firebolt broom pen * Quidditch all-stars
trading cards * Keepsake box
World War II was truly a 'world' war, and many nations joined the
fight against Germany and the Axis. This latest supplement for Bolt
Action covers the armies of France, Poland, Czechoslovakia,
Denmark, Norway, Holland and Belgium that stood against the German
Blitzkrieg, as well as the resistance forces that sprung up in the
aftermath of occupation.
Science Fiction wargame rules for large skirmishes, based on the
popular Rampant system. Xenos Rampant is a setting agnostic, large
skirmish, miniature wargame for fighting science fiction battles
using 28mm figures. Developed from the popular Lion Rampant
ruleset, the core mechanics featured within will be instantly
recognisable to those familiar with the other Rampant systems,
while still being accessible to new players. Xenos Rampant contains
all the rules, army lists, and scenarios required to fight science
fiction battles as well as a whole host of subgenres including:
post-apocalyptic, weird war, near future. So, whatever your science
fiction preference, the rules can cover it - just let your
imagination run rampant.
Take your gaming campaign to the next level with this inspiring,
easy-to-use collection of random encounters perfect for any fantasy
RPG. Spark your imagination fast with this collection of fun,
engaging, and inspiring random encounter prompts. These expertly
written options are organized into popular themes and locations so
you can find what you need fast, whether you choose from the list
or use the dice to choose randomly. With fantasy hooks to fit every
game from Pathfinder to GURPS to D&D, there are options for all
of your campaigns. Whether you're playing from a game book or
weaving your own homebrewed adventure, there's always a need for
short random encounters in between set pieces. Featuring fun
full-color illustrations, you'll engage more in your story and
bring your game to life!
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John D. Rutter
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Discovery Miles 2 120
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