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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games

Bolt Action: Campaign: D-Day: British & Canadian Sectors (Paperback): Warlord Games Bolt Action: Campaign: D-Day: British & Canadian Sectors (Paperback)
Warlord Games; Illustrated by Peter Dennis
R720 R626 Discovery Miles 6 260 Save R94 (13%) Ships in 9 - 17 working days

After the historic D-Day landings comes the fight to liberate France and the rest of Occupied Europe. This campaign book focuses on the push inland from the Commonwealth beaches of Gold, Sword, and Juno culminating with the battle for Caen and the Falaise Pocket. Containing new scenarios, Theatre Selectors, and units, including rules for the Canadian Army in Europe and their adversaries, this book has everything players need to continue the liberation of Europe.

Oathmark: Oathbreakers (Paperback): Joseph A. McCullough Oathmark: Oathbreakers (Paperback)
Joseph A. McCullough; Illustrated by Alan Lathwell
R420 R379 Discovery Miles 3 790 Save R41 (10%) Ships in 9 - 17 working days

Dark necromancers have laid claim to forsaken kingdoms and summoned forth the souls of those who defiled their oathmarks. The dead, once again, march to war. As armies of wraiths and skeletal warriors bring destruction to their lands, the small kingdoms of the Marches also turn to the spirits of the dead. Gathering the most ancient and powerful of oathmarks, they recall the spectral forms of those that died in loyal battle to once again come forth in defence of their kingdoms. With these ethereal warriors joining their ranks, the kings of the Marches may yet stand.

This supplement for Oathmark: Battles of the Lost Age introduces the forces of the dead to the game. Some armies will use dark magic to summon the souls and corpses of traitors from the past, while others will recall the spirits of loyal warriors that gave their lives and willingly fight again. This book also includes expanded rules for characters, which allow you to chart their progress from battle-to-battle, and watch as they grow in rank, responsibility, and power. All of these rules are then incorporated into a campaign featuring new scenarios that together tell of an epic war for survival.

League of Legends: Realms of Runeterra (Official Companion) (Hardcover): Riot, Games League of Legends: Realms of Runeterra (Official Companion) (Hardcover)
Riot, Games 2
R762 R615 Discovery Miles 6 150 Save R147 (19%) Ships in 10 - 15 working days

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.

Hard City - Noir Roleplaying (Hardcover): Nathan Russell Hard City - Noir Roleplaying (Hardcover)
Nathan Russell; Illustrated by Luis Sanz
R523 R477 Discovery Miles 4 770 Save R46 (9%) Ships in 9 - 17 working days

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.

Pulp! - Skirmish Adventure Wargaming (Paperback): Marco Arnaudo Pulp! - Skirmish Adventure Wargaming (Paperback)
Marco Arnaudo; Illustrated by Dimitris Martinos
R367 R332 Discovery Miles 3 320 Save R35 (10%) Ships in 9 - 17 working days

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.

Jackals: Travellers on the War Road (Hardcover): John-Matthew Defoggi Jackals: Travellers on the War Road (Hardcover)
John-Matthew Defoggi; Illustrated by Guillaume Ducos, John Mccambridge
R522 R476 Discovery Miles 4 760 Save R46 (9%) Ships in 9 - 17 working days

A supplement for Jackals, introducing new rites, talents, and virtues for players as well as an exploration of the history and cultures of the Zaharets. Jackals: Travellers on the War Road is a supplement exploring the regions of the Zaharets and the cultures established in Jackals. It expands the lore for each of the four cultures introduced in the core book - Luathi, Gerwa, Melkoni, and Trauj - describing their various tribes, clans, and city-states, their beliefs, strongholds, and day-to-day lives, adding more nuance and depth to the world and giving players more ways to personalize their characters. New rites, virtues, and talents provide further customization options, while adventure hooks scattered throughout the book hint at new menaces to be battled, new challenges to be overcome... and new glories to be won!

Wargame: the Roman Invasion Ad 43 (Paperback): Peter Dennis Wargame: the Roman Invasion Ad 43 (Paperback)
Peter Dennis; Contributions by Andy Callan
R558 R499 Discovery Miles 4 990 Save R59 (11%) Ships in 9 - 17 working days

In the Battle for Britain series, well-known historical illustrator Peter Dennis breathes life back into the 19th century paper soldier, supplying all the artwork neede to create the armies which struggled for supremacy through our island history. Here, the Legions of Rome and the fierce Celtic inhabitants of Britannia can clash again using simple rules from veteran wargamer Andy Callan. This source book shows you how to copy and make any number of colourful and durable stands of troops using traditional skills with glue and scissors. To play the game you will need a tabletop playing surface, a tape measure and a handful of dice.

Rise of the Dungeon Master (Illustrated Edition) - Gary Gygax and the Creation of D&D (Paperback, Illustrated Edition): David... Rise of the Dungeon Master (Illustrated Edition) - Gary Gygax and the Creation of D&D (Paperback, Illustrated Edition)
David Kushner
R404 R380 Discovery Miles 3 800 Save R24 (6%) Ships in 9 - 17 working days

Rise of the Dungeon Master tells, in graphic form, the story of Gary Gygax, co-creator of Dungeons & Dragons, one of the most influential games ever made. Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game, determining the rules and inventing the signature 20-sided dice. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. Before long, D&D conventions were set up around the country and the game inspired everything from movies to the first video games. With D&D, Gygax created the kind of role playing fantasy that would fuel the multibillion dollar video game industry, and become a foundation of contemporary geek culture.

The Aesthetics of Videogames (Hardcover): Jon Robson, Grant Tavinor The Aesthetics of Videogames (Hardcover)
Jon Robson, Grant Tavinor
R4,207 Discovery Miles 42 070 Ships in 10 - 15 working days

This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.

Dracula's America: Shadows of the West: Forbidden Power (Paperback): Jonathan Haythornthwaite Dracula's America: Shadows of the West: Forbidden Power (Paperback)
Jonathan Haythornthwaite; Illustrated by RU-MOR aRU-MOR
R452 R417 Discovery Miles 4 170 Save R35 (8%) Ships in 9 - 17 working days

Since Dracula's rise to power a shadow has swept across the nation, but nowhere is it darker than in the Deep South. Throughout the plantations, swamps, and cities, rumours abound of grotesque rituals, hooded figures, and bizarre creatures. Most terrifying of all, however, are the whispers of ancient magic - unspeakable arcane rituals and occult powers that can lead those who wield them towards mystical supremacy. or reduce them to gibbering wrecks.

This new supplement for Dracula's America: Shadows of the West introduces two new factions: the corrupt cultists of the Church of Dagon and the Salem Sisterhood, occult practitioners whose history dates back to the early Colonies. New stealth rules allow for all manner of sneaky and underhanded tactics, while expanded rules for arcane powers offer glory but could cost you your sanity. Alongside these are a host of new scenarios, Hired Guns, monsters, skills, and gear to challenge or assist those who dare venture into the Deep South of Dracula's America.

Teach Like a Gamer - Adapting the Instructional Design of Digital Role-Playing Games (Paperback): Carly Finseth Teach Like a Gamer - Adapting the Instructional Design of Digital Role-Playing Games (Paperback)
Carly Finseth
R1,191 R855 Discovery Miles 8 550 Save R336 (28%) Ships in 10 - 15 working days

Digital role-playing games such as Rift, Diablo III, and Kingdoms of Amalur: Reckoning help players develop skills in critical thinking, problem solving, digital literacy and engagement. The author examines both the benefits and the drawbacks of role-playing games and their application to real-world teaching techniques. Readers will learn how to incorporate games-based instruction into their own classes and workplace training, as well as approaches to redesigning curriculum and programs.

Starfinder Adventure Path: The White Glove Affair (Fly Free or Die 4 of 6) (Paperback): Kendra Leigh Speedling Starfinder Adventure Path: The White Glove Affair (Fly Free or Die 4 of 6) (Paperback)
Kendra Leigh Speedling
R591 R524 Discovery Miles 5 240 Save R67 (11%) Ships in 9 - 17 working days

The crew of the Oliphaunt have been living paycheck to paycheck for too long; now they've got a chance to become richer than they've ever imagined... by stealing one of the Kalistocracy's legendary treasure barges! But this heist turns out to be more than anyone bargained for when the crew ends up stranded on a hidden resort in the Drift where Kalistocrats outbid each other for the plundered wealth of the galaxy. The only way off this rock is to win the auction, steal the keys to the commerce barge, and outrun both the competition and the law! "The White Glove Affair" is a Starfinder adventure for four 7th-level characters. This adventure continues the Fly Free or Die Adventure Path, a six-part monthly campaign in which players take on the role of a merchant crew with an experimental starship, trying to get rich, escape interplanetary assassins, and outwit their rivals. This volume also includes a series of "Side Jobs"-short mini-adventures the GM can insert into the campaign at any time-and shines a spotlight on the Prophecies of Kalistrade, including the golden commerce barges that carry their treasure off to Fortune's Heart, a secret auction house in the Drift. Each monthly full-color softcover Starfinder Adventure Path volume contains a new installment of a series of interconnected science-fantasy quests that together create a fully developed plot of sweeping scale and epic challenges. Each 64-page volume of the Starfinder Adventure Path also contains in-depth articles that detail and expand the Starfinder campaign setting and provide new rules, a host of exciting new monsters and alien races, a new planet to explore and starship to pilot, and more!

Storytelling in Video Games - The Art of the Digital Narrative (Paperback): Amy M Green Storytelling in Video Games - The Art of the Digital Narrative (Paperback)
Amy M Green
R1,346 R679 Discovery Miles 6 790 Save R667 (50%) Ships in 10 - 15 working days

This book explores video games as important cultural artifacts and as sources of powerful, compelling storytelling. It begins by considering the fundamental structures of video games-including immersion and player agency-and deepens the exploration of such elements by considering how each plays a role in storytelling. The book moves from the theoretical to the practical by considering numerous modern games and the stories they tell through careful, considered analysis of each title's story. Games considered at length include the Mass Effect series, BioShock, The Last of Us and many more. The book also explores genres like the visual novel, which are less frequently considered in video game study. What emerges from this book, which appeals to academics, game enthusiasts, and the general public, is the importance of considering video games as serious and important sources of storytelling exploring complex thematic subjects like identity, morality, and the impact of player choice.

Bolt Action: Battleground Europe - D-Day to Germany (Paperback): Warlord Games Bolt Action: Battleground Europe - D-Day to Germany (Paperback)
Warlord Games; Illustrated by Peter Dennis 1
R620 Discovery Miles 6 200 Ships in 10 - 15 working days

Take the fight to the enemy with this new theatre book for Bolt Action. From the D-Day landings to the final battle for Berlin, this volume gives players everything they need to focus their gaming on these final campaigns in the European Theatre of Operations. Scenarios and special rules offer something for all Bolt Action players, regardless of the armies they collect.

Stargrave: The Last Prospector (Paperback): Joseph A. McCullough Stargrave: The Last Prospector (Paperback)
Joseph A. McCullough; Illustrated by Michele Giorgi
R564 R505 Discovery Miles 5 050 Save R59 (10%) Ships in 9 - 17 working days

The second supplement for Stargrave offers a host of new scenarios and rules for gaining political backing as you fight across the ravaged galaxy. The Dahlgren Belt was once a vast asteroid mining operation that supplied the entire sector with rare metals and various elemental fuels. However, the isolation of the last war caused the corporation to wither, and the various outposts and colonies were eventually left to look after themselves. Some became true collectives, or limited democracies, while others have fallen to the rule of gangsters, warlords, and despots. In all cases, the limited resources of air and organic material has made life difficult. In this supplement for Stargrave, the crews must travel from asteroid-to-asteroid, and even down to the system's single, barely inhabitable planet, searching for a man who claims to have discovered a 'big score'. During their journey, players will fight through numerous different environments - including asteroid mines, zero gravity, and even hellish jungle. Captains must curry favour with the various small political factions that hold power in the Belt. Only through a combination of wits, diplomacy, and weapons can players hope to reach the last prospector and gain a share of his claim...

Frostgrave: The Maze of Malcor (Paperback): Joseph A. McCullough Frostgrave: The Maze of Malcor (Paperback)
Joseph A. McCullough; Illustrated by Dmitry Burmak, Kate Burmak
R509 R461 Discovery Miles 4 610 Save R48 (9%) Ships in 9 - 17 working days

Part magical university, part museum, part tourist attraction, the great Collegium of Artistry had flourished in Felstad's final days. Under the leadership of the seemingly immortal Malcor the Mad, the vast complex expanded, with new wings being built wherever they would fit, including up and down the rock face, and even buried within the mountain itself. Visitors called it one of the architectural wonders of the world; the students, who often got lost in its endless tunnels, simply called it 'The Maze'.

With a titanic crash, an immense ice shelf tears free from the mountains that that loom above Frostgrave, revealing the lost Collegium, and the race for its secrets begins. The Maze is known to have contained many rare and unique treasures, and who knows what may have survived...

This new, expanded supplement for Frostgrave contains a host of new adventures, treasures, and creatures to challenge players. It also includes its own, unique campaign and experience system, as well as information about several of the mythical lost schools of magic.

Judge Dredd: Helter Skelter: The Dark Judges (Game): Martin Wallace Judge Dredd: Helter Skelter: The Dark Judges (Game)
Martin Wallace; Illustrated by Bobby Jackson, Brian Bolland
R537 Discovery Miles 5 370 Ships in 10 - 15 working days

The barrier between worlds has shattered. Now, the Dark Judges have returned to exact judgement on Mega-City One. The city is guilty. The crime is life. The sentence is death. The Dark Judges can be played as a team in any game of Helter Skelter, or one player can face off against them in a solo game. Requires a copy of Judge Dredd: Helter Skelter to play. Number of players: 1-4 Ages: 14+ Playing time: 30-60 minutes Components: 4 miniatures, 5 oversized cards, 39 playing cards, tokens

Wargame: the American Civil War (Paperback): Peter Dennis Wargame: the American Civil War (Paperback)
Peter Dennis
R559 R500 Discovery Miles 5 000 Save R59 (11%) Ships in 9 - 17 working days

In the 'Battle in America' series well-known historical illustrator Peter Dennis breathes life back into the 19th century paper soldier, supplying all the artwork needed to create the armies which fought for and against the Union across the United States. Here the blue and the grey regiments can clash again, using simple rules from Veteran wargamer Andy Callan. Although the figures can be used with any of the commercial sets of wargame rules, an introduction to wargaming and a simple set of rules by veteran wargamer Andy Callan is included, along with buildings, trees and even artillery along with daring rebel cavalry and colourful Zouaves.

Playing Harry Potter - Essays and Interviews on Fandom and Performance (Paperback): Lisa S Brenner Playing Harry Potter - Essays and Interviews on Fandom and Performance (Paperback)
Lisa S Brenner
R929 R695 Discovery Miles 6 950 Save R234 (25%) Ships in 10 - 15 working days

Through classroom activities, wizard rock concerts and organizations like the Harry Potter Alliance, Harry Potter fans are using creativity to positively impact the world. This collection of essays and interviews examines how playful fandom - from fanfiction to Muggle quidditch, cosplay, role-playing games and even Harry Potter burlesque - not only re-imagines the canon but also challenges consumerism, questions notions of identity and fosters participatory culture. The contributors explore issues applicable to fan studies and performance studies at large, such as the role of performance, the nature of community, and questions of representation and ownership in the digital age. Presented in three sections, the essays discuss discrepancies between sanctioned versions of Harry Potter and fan creations, the reenactment and reinterpretation of the original narrative in fan performance, and collaborative and participatory performances that break down the boundaries between actors and audiences.

Sigil & Shadow - A Roleplaying Game of Urban Fantasy and Occult Horror (Hardcover): R.E. Davis Sigil & Shadow - A Roleplaying Game of Urban Fantasy and Occult Horror (Hardcover)
R.E. Davis; Illustrated by Luis Sanz
R721 R627 Discovery Miles 6 270 Save R94 (13%) Ships in 9 - 17 working days

Set in a mirror of our own world, Sigil & Shadow is a roleplaying game of urban fantasy and occult horror in which players take on the roles of illuminated heroes and shadowed monsters to face the rising tide of supernatural forces. Ancient nightmares lurk behind the closed doors of board rooms, entities from beyond time prowl the city streets, forgotten rituals are reborn as viral memes. Do you take a stand against the encroaching shadows? Or do you seek their power for yourself? Powered by the highly accessible d00Lite system, Sigil & Shadow focuses squarely on the story rather than the mechanics - who the characters are and what they do, not how they do it. Easy to adopt to any mythos, campaigns can be built around a wide range of plots, with players taking the role of anything from paranormal investigators and monster hunters to members of occult cabals or secret societies. The setting offered sees a modern world buffeted by the tides of supernatural power, where beings of myth wake from their slumber while modern cults sacrifice to pop-culture gods and ancient cabals pursue their age-old schemes into the digital age.

Fantasy Life - The Outrageous, Uplifting, and Heartbreaking World of Fantasy Sports from the Guy Who's Lived It... Fantasy Life - The Outrageous, Uplifting, and Heartbreaking World of Fantasy Sports from the Guy Who's Lived It (Paperback)
Matthew Berry
R536 Discovery Miles 5 360 Ships in 18 - 22 working days

Now a "New York Times" bestseller
Fantasy football, fantasy baseball, fantasy basketball, even fantasy sumo wrestling: the world of fantasy sports is huge, and still growing. Today, more than 35 million people in the United States and Canada spend hours upon hours each week on their fantasy sports teams. And as the Senior Fantasy Sports Analyst for ESPN, Matthew Berry is on the front lines of what has grown from a niche subculture into a national pastime.
In "Fantasy Life," Berry celebrates every aspect of the fantasy sports world. Brilliant trash talk. Unbelievable trophies. Insane draft day locations. Shake-your-head-in-disbelief punishments. Ingenious attempts at cheating. And surprisingly uplifting stories that remind us why we play these games in the first place.
Written with the same award-winning style that has made Berry one of the most popular columnists on ESPN.com, " Fantasy Life" is a book for both hard-core fantasy players and people who have never played before. Between tales of love and hate, birth and death, tattoos and furry animal costumes, the White House Situation Room and a 126-pound golden pelican, Matthew chronicles his journey from a fourteen-year-old fantasy player to the face of fantasy sports for the largest sports media company in the world.
Fantasy will save your life. Fantasy will set you free. And fantasy life is most definitely better than real life. You'll see.

The Arts of LARP - Design, Literacy, Learning and Community in Live Action Role Playing (Paperback): David Simkins The Arts of LARP - Design, Literacy, Learning and Community in Live Action Role Playing (Paperback)
David Simkins
R914 R679 Discovery Miles 6 790 Save R235 (26%) Ships in 10 - 15 working days

This ethnography of a live action role-playing (LARP) community examines the structure of play, how new participants are introduced and apprenticed into the culture, player expectations and motivations, and games as they are designed and as they are performed. The main focus is on LARP's affordance for learning across a variety of disciplines and interests. The book is intended for LARP participants, academics interested in play or in collaborative development, those interested in new uses of familiar learning environments, and game developers with an interest in creating games with highly interactive narratives and co-creative play experiences in which the role of designer and player is blurred.

Battle for Britain: Wargame 1066 - Saxons, Vikings, Normans (Paperback): Peter Dennis Battle for Britain: Wargame 1066 - Saxons, Vikings, Normans (Paperback)
Peter Dennis
R560 R501 Discovery Miles 5 010 Save R59 (11%) Ships in 9 - 17 working days

In these books, Peter Dennis sets the paper soldiers of the 19th century marching again across the wargames tables of the 21st. All the troop types of the wars are represented in full colour in a format designed to create stands of soldiers which can be used to re-fight these epic struggles for the control of Britain. Although the figures can be used with any of the commercial sets of wargame rules, an introduction to wargaming and a simple set of rules by veteran wargamer Andy Callan is included, along with buildings, trees and even Viking ships to transport Harald Hardrada's men to meet their fate at Stamford Bridge.

Broken Legions - Fantasy Skirmish Wargames in the Roman Empire (Paperback): Mark Latham Broken Legions - Fantasy Skirmish Wargames in the Roman Empire (Paperback)
Mark Latham; Illustrated by Alan Lathwell
R367 R332 Discovery Miles 3 320 Save R35 (10%) Ships in 9 - 17 working days

The Roman Empire rules the civilised world with an iron fist, seemingly all-powerful and limitless. And yet, the power of Rome is secured not by its mighty legions, but by small bands of warriors and agents fighting a secret war. Tasked by the Emperor to explore ancient temples, forgotten labyrinths and beast-haunted caverns, they seek out artefacts hidden by the gods themselves, hunt creatures of myth and face enemies that would use dark magic against the empire. Broken Legions is a set of fantasy skirmish rules for a war unknown to history, fought in the shadows of the Roman Empire. Various factions recruit small warbands to fight in tight, scenario-driven battles that could secure the mystical power to defend - or crush - Rome. A points system allows factions to easily build a warband, and mercenaries and free agents may also be hired to bolster a force. Heroes and leaders may possess a range of skills, traits and magical abilities, but a henchman's blade can be just as sharp, and a campaign can see even the lowliest henchman become a hero of renown.

Jackals - Bronze Age Fantasy Roleplaying (Hardcover): John-Matthew Defoggi Jackals - Bronze Age Fantasy Roleplaying (Hardcover)
John-Matthew Defoggi; Illustrated by John Mccambridge, Randy Musseau
R732 R638 Discovery Miles 6 380 Save R94 (13%) Ships in 9 - 17 working days

The Zaharets, the land between the Vori Wastes and the Plains of Aeco, is well-known as the Land of Risings. Dominated by the rising city-states of Ameena Noani and Sentem, facing each other along the great War Road, the Zaharets has always been home to powerful civilizations. Beastmen ruins dot the landscape, a constant reminder of the Kingdom of Sin and the fragility of the Law of Men. Even older are the great ruins of the Hulathi, the legendary sea peoples, and the Hannic mansions sealed beneath the mountains, awaiting those who would seek out the Lost Folk. Scars abound from the wars between ruined Keta in the north and Gerwa in the south. And, far to the east, the legends of Muadah still beckon occultists and Jackals who seek to plunder its corrupted ruins. Inspired by the myths, cultures, and history of the Ancient Near East, and by such ancient texts as the Iliad, the Epic of Gilgamesh, and the Old Testament, Jackals is a Sword & Sorcery roleplaying game set in a Fantasy Bronze Age. With mechanics based on the popular OpenQuest system, the game places players in the role of Jackals - adventurers, explorers, sellswords, and scavengers - and sends them out into the peril-filled land of the Zaharets to make their fortune... or perhaps fulfill a greater destiny...

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