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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
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."
One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available sets of rules require several hours to set up and play to a conclusion; some can easily swallow up a whole day or weekend. For many gamers this means that their lavishly prepared miniature armies rarely get used at all. Apart from time, the other consideration is space, which further constrains the opportunities for a game. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both these problems. Now it is practical to play a game in around an hour on a normal dining table or living room floor. The book contains 8 (all-new) sets of very simple rules for various periods, from Ancient to WW2 and 30 scenarios which can be played using any of them, so you don t even have to take too much time thinking up a stimulating tactical situation and objectives. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening when a friend pops round. There are also sections on campaigns and solo games."
Black Ops is a skirmish wargame of tactical espionage combat that recreates the tension and excitement of modern action-thrillers such as the Bond and Bourne films. The fast-play rules keep all the players in the thick of the action, while the mission generator provides a wide range of options for scenarios - from stealthy extraction or surveillance missions to more overt raids and assaults. Stealth, combat, and technical expertise all have a role to play, and players may recruit a number of different operative types - spies, mercenaries, criminals, hackers, special forces, and many more - to recruit the best possible team for the job. Players may also choose to join a faction - powerful organizations, intelligence agencies, criminal syndicates, militaries, or rebel groups, each with a stake in international affairs. By doing so, their team may receive certain benefits, but may also find itself limited at a crucial time. With the variety offered by the characters, factions, and scenarios, no two games of Black Ops should ever be the same!
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.
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.
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 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.
Unlock the mysteries and magic within League of Legends, one of the world's most popular video games, in this encyclopedic and collectible companion book that explores the game's epic lore. Embark on a journey through the realms of Runeterra in this first-ever collectible companion book, published to celebrate the game's tenth anniversary. Spanning the farthest reaches of this universe and venturing into uncharted territory, this encyclopedic compendium connects players to the rich storytelling that inspires all the action. Inside, you'll find: - An expedition through eleven regions, chronicling conflicts, entrenched rivalries, and covert alliances - Hundreds of illustrations, including never-before-seen maps and artwork - Insights into the heroes, flora, fauna, architecture, politics, and technologies from all corners of this world - Original narratives that bring the cultures of Runeterra to life League of Legends is an online game played by millions of people around the world, offering endless engagement with an expanding roster of champions, frequent updates, and a thriving esports scene. This volume is an essential reference for fans everywhere.
Enjoy these 40 expertly crafted micro-RPGs that are fast, fun, easy to learn, and come in a variety of genres-from space exploration to jungle dungeon crawlers-everything you need to pick up and play today. Get gaming fast with The Ultimate Micro-RPG Book including brand-new micro-RPGs created by experts across the gaming world. From space exploration to jungle dungeon crawlers this book has everything you need to pick up and play today. With these quick-start games, you can create your own adventures, alone or with friends, without any prep, and with minimal set up and pieces. Whether you're new to RPGs or working towards your level 20 mage, this collection is a great way to try out different games and systems, and test your roleplay skills on different character types and situations.
Celebrate your campaigns and conquests with these 75 fun, RPG-inspired cocktail recipes your whole gaming group will love! Make your next gaming adventure even more fun with this collection of 75 RPG-inspired cocktails! Featuring fantasy-themed libations from the boozy Dragon the Beach and a Potion of Strength to a sneaky Stealth Check shot and a Never Split the Party Punch, you'll keep spirits high and your friends happy during your next dungeon-crawling tabletop adventure. Complete with easy-to-follow, accessible instructions, Dungeonmeister also includes funny jokes and hilarious asides that will take your campaign (or your next gathering) to the next level!
You are one of the thirty Knights Templar who awoke on Friday, 13 October 1307, only to find themselves wanted criminals and branded heretics by the King of France. Abandoned by the Vatican and sent away early in the morning, you must leave Paris on a day of reckoning and try to find your way across a dark, mythic Europe to a mystical utopia where you can rebuild! Heirs to Heresy starts as a historical-fantasy roleplaying game, but is heavily influenced by Gnosticism, European Folklore, esotericism, and the myths and legends that surround the Templars. The game will ask you to craft the secrets of the Templar treasure, the enemies, and mysteries they will face, as your Knights undertake a mystical journey to the center of themselves along the road to Avallonis. The mechanics are a blend of narrative, storytelling rules, and classic adventure-gaming inspired roleplaying rules that work to create rich aspect-driven characters. As Templar Knights, your skill at arms is unquestionable, but it is the potential access to gnostic spells, unique powers, or intensely powerful faith sets you apart from your comrades. Can you tap into your potential, guarding the mysterious Templar treasure on this last quest you will take for the order and find the answer to the burning question: are the Templars Heirs to Heresy?
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!
Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
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.
This supplement for Frostgrave provides players with new tools to build, animate, field, and face constructs in their games. In the glory days of Ancient Felstad, artisans competed to produce the most beautiful, the most functional, and the most enduring constructs. These living works of art could be seen everywhere in the city, fulfilling many of the day-to-day tasks that kept the magical metropolis running. They provided transportation and security, worked on construction and cleaning, exterminated vermin, butchered animals, and tended furnaces. Then came the cataclysm. The ice and snow not only buried and destroyed most of the constructs active in the city, but nearly wiped out the knowledge of their creation. Certainly, the constructs animated by the explorers of the Frozen City are crude in both form and function compared to what once existed. This supplement for Frostgrave: Fantasy Wargames in the Frozen City provides a study of constructs, offering expanded rules for their creation, modification, and even re-animation. It examines enchanters' workshops, detailing new magic items and base modifications that aid in the animation process, and also includes a bestiary full of new constructs. Of course, much of the knowledge that was once lost still exists in the frozen ruins, so the book also features several scenarios set in the once-great factories where the art of construct creation reached its pinnacle.
Welcome to Dungeon Academy, where monsters and creatures train for the dark world that awaits just beyond the Dungeon walls. Something BIG has come knocking on the gates of Dungeon Academy! The undefeated Waterdeep Dragons have arrived for the Tourney of Terror games, which happens every fifty years and features every monster's favourite sport: Goreball! The Dungeon Academy Flumphs are outnumbered, outsized, and outmonstered! But our hero, Zelli Stormclash (a forbidden human, secretly disguised as a minotaur), is no stranger to impossible odds. Just a few weeks ago, Zelli and her crew, the Danger Club, came face-to-face with a maniacal necromancer and his army of undead! If this wasn't enough to raise scales Zelli's reoccurring nightmare of a dark entity annihilating her world may be more than just a bad dream. Something sinister is lurking in the halls of the academy, and only Zelli seems to notice. But when Zelli uncovers a dark past hidden beneath Dungeon Academy, she unlocks something that will concern everyone at school, every dragon at Waterdeep, and everything within the Forgotten Realms. Get ready for humor, heart, magic, and adventure as middle graders and beyond learn to embrace who they are, accept others' differences, and discover the hidden secrets that dwell deep within themselves, and within Dungeon Academy!
Chronicle every step of your RPG and record details about your characters, party, quest, and more with this customizable gaming journal for all your adventures. The Ultimate RPG Quest Keeper is an essential tool for all tabletop RPG players to record their characters and adventures, with easy-to-use templates for keeping track of all vital details. From your characters' personality traits and history to important clues and characters for ongoing quests, this comprehensive journal will keep you organized no matter what the adventure. Featuring space to record character information, including their background and abilities, party details, notable NPCs, money and resources, loot and belongings, useful gear, spells, weapons, skills and proficiencies, quests and mysteries, and more, this journal is the only RPG notebook you'll ever need. Now you can spend more time playing the games you love!
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
A roleplaying game of mystery and hardboiled action in a city that never sleeps. I woke with a start, my mouth tasting like an old glove and my head pounding from the events of the previous evening, though I wasn't sure if it was the beating from Benny's boys or the half bottle of drugstore whiskey that had done the most damage. I lifted my eyelids like stubborn blinds to find my gaze fall on a dame with a hundred-dollar purse in one hand and a cheap bean-shooter in the other. I groaned and cursed myself for ever getting involved in this mess... In Hard City, character creation is swift and simple, generating competent yet flawed individuals and focusing on what sets them apart as they walk the fine line between right and wrong. Fast action resolution places the emphasis on the momentum of the plot, while the sandbox setting provides evocative hooks for adventures - fight crooks, rescue the innocent, thwart blackmail plots (or start them!), or uncover corruption in the Mayor's office. Stalk the mean streets of a world filled with two-bit thugs, hard-nosed gumshoes, intrepid reporters, gangsters, and femme fatales, all doing what they must to survive in the concrete jungle. With trouble around every corner, a secret on every lip, and a gun in every pocket, danger is never far away in the hard city.
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.
As the Allies advance towards Germany, they face dogged resistance from the hard-pressed German forces. Take command of the Allies in their final push to end the war in Europe, or hold fast as the German defenders as the fight is brought to your door. This new Campaign Book for Bolt Action offers new linked scenarios, rules, troop types and Theatre Selectors, and provides plenty of options for novice and veteran players alike. |
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