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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
2093, Neo York. A dystopian technological marvel, where concrete high-rises brim with holographic neon, as gilded mob bosses, flashy CEOs, and famous vid-stars all strive to consolidate their power over the masses. And while the rain reflects the neon, it never washes away the grime and filth of the streets. Welcome to a world of synth-jazz and cybernetics, where the status quo grinds down the hard-working man and vat-grown clone alike. Whether you're the redemption-seeking gangster, the one good cop in a corrupt system, or the gene-modded musician trying to make it big, you'll be trying to get by in a city that just doesn't care. Epic fight scenes take centre stage in this game of stylised, high-octane bloodshed. Jump straight into the action with a unique ruleset designed to deliver a cinematic, neon-noir experience, as the spotlight focuses on the brutal showdowns that will define you - or leave you face-down in the dirt. So get ready to give them hell, as the sultry notes of the saxophone build into a crescendo of violence.
Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Features gives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs. comprehensive index at the back, letting you quickly look up your favourite titles
Romance of the Perilous Land is a roleplaying game of magic and adventure set in the world of British folklore, from the stories of King Arthur to the wonderful regional tales told throughout this green and pleasant land. It is a world of romantic chivalry, but also of great danger, with ambitious kings, evil knights, and thieving brigands terrorising the land, while greedy giants, malevolent sorcerers, and water-dwelling knuckers lurk in the shadows. As valiant knights, mighty barbarians, subtle cunning folk, and more, the players are heroes, roaming the land to fight evil, right wrongs, and create their own legends.
Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Features gives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs. comprehensive index at the back, letting you quickly look up your favourite titles
Trapped in the Dark When the heroes seek an expert to translate an ancient, eldritch tablet, a sinister cult strikes from out of the shadows, intent on destroying the relic and all who know of its existence. After facing off against these zealots and deciphering the tablet, the heroes learn of another deep-sun locale called Ezorod-and the evil elder entity that has focused its attention there. The heroes quickly discover that the tablet is both a map and a key to Ezorod, allowing them to enter and explore this weird and lightless oubliette. There they will encounter ghastly creatures and uncover sophisticated technology that could advance sun-diving by light-years. But even if the PCs manage to escape the deadly solar dungeon, they'll be forced to wonder about the malevolent being they have unleashed upon the galaxy-even as they receive a mysterious message heralding a future confrontation! This volume of Starfinder Adventure Path continues the Dawn of Flame Adventure Path and includes: * "The Blind City," a Starfinder adventure for 7th-level characters, by Ron Lundeen. * A peek into several cults of the galaxy, along with a cult hunter character theme, by Lyz Liddell. * A catalog of strange gear from across known space, including bizarre artifacts, by Leo Glass. * An archive of fiery threats-some of which burn both the body and the soul-from cruel dimensional shamblers to the mischievous magmins, by David Gregoire, Violet Hargrave, and Ron Lundeen. * Deck plans and statistics for an efreeti warship and a survey of a world in the Vast that shines its own light into the void, both by Ron Lundeen.
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player-character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
One of the most popular and enduring campaigns of World War II is that of the Western Desert, where Allied armies beat back the hard-pressed German and Italian forces under the gruelling African sun. Covering crucial operations such as Crusader, Lightfoot, and Supercharge, and the great battles of Tobruk, El Alamein, and Gazala, this book brings the unforgiving battlefields of North Africa to the tabletop. In-depth information on the forces involved, linked scenarios, and new Theatre Selectors make this an ideal resource for any Bolt Action player with an interest in the Desert War.
Wizards tend to be secretive and solitary, rarely sharing their knowledge, and associating with only a select few apprentices, followers, and henchmen. It is rare that they spend time in the company of other spellcasters, and rarer still that they work together. Now, however, something is about to take place that has not occurred since the great days of Felstad – a gathering of wizards. In this new supplement for Frostgrave, some of the biggest names in gaming turn their creative powers towards the Frozen City, each contributing a scenario and adding their own flair to the game. Featuring scenarios by Alessio Cavatore, Alex Buchel, Andy Chambers, Gav Thorpe, Chris Pramas, Daniel Mersey, Andrea Sfiligoi, and many more, this tome provides a collection of adventures that will pit players against unimaginable foes and challenges, pushing their wizards and warbands to new limits.
Taking one of the most pivotal and famous episodes in British history, this book gives a wargamer's perspective of the dramatic events of 1066 and the Norman conquest that followed and advice on how to recreate these on the gaming table. Advice is given on factors to consider when choosing an appropriate set of commercially available rules, or devising your own, to best suit the scale and style of battle you want and capture the flavour of the period. Relevant ranges of figures, along with painting advice, are also included. Analysis of the forces involved, organization, tactics and strategies will help with building your armies and period specific scenarios are included. Whether this is a new period for you, or you are looking to refresh your existing interest in the period, this handy guide is sure to hold much of interest.
Outremer: Faith and Blood is a 28mm skirmish wargame featuring small groups of warriors fighting in Outremer during the Crusades. While suitable for one-off skirmish encounters the focus of the game is a structured and progressive campaign setting in which they are able to watch their force grow and develop over a series of scenarios and encounters from a small party of five or so soldiers into a powerful warband a score strong. Character development is key, and a wide range of troop options and factions allows a high degree of individuality and personalisation. Players will also be able to recruit mercenaries and agents such as Hashashin and Varangian survivors to bolster their forces - potent but expensive additions that will add a distinct flavour to each encounter.
Time is the bane of all kings. Always does it march forward, bringing change and challenges, wars and disasters, invaders and internal rebellion. This supplement for Oathmark: Battles of the Lost Age, focuses on the passage of time and its effect on a players kingdom. While wars and battle still determine their ultimate fate, many other events can affect the armies of a kingdom. Plagues and blights can reduce access to soldiers from specific territories. Attempted coups can cost a king some of his best generals. On the other hand, unexpected alliances might give a kingdom access to unusual troops, or the birth of a new heir might bring wondrous presents. Along with the rules for the passing of years, this book also presents the option to train your units to fight in special formations, such as phalanxes, shield walls, and skirmish lines. These will allow players to use their existing armies to try out new strategies and tactics to swing their battle in their favour. This book also includes several new military expeditions, including numerous scenarios, to once again challenge a player's generalship.
From the late Revolutionary Wars and Egyptian campaign, to the battles of Austerlitz, Borodino, Leipzig, and Waterloo, Absolute Emperor is a mass battle wargame that provides all the rules needed to play during this period of grand armies and sweeping campaigns. Players' armies are composed of multiple corps, with command and control being of the utmost importance, all influenced by the elan of your general. Do you follow in the footsteps of Napoleon and be crowned the Absolute Emperor or stand against tyranny as Wellington and Blucher?
The genius and artistry behind Superbrothers and the making of an indie video game, from inception to its highly anticipated launch. Superbrothers: Sword & Sworcery was released in 2011 at the forefront of an exciting era of "indie games" - with the aesthetic of punk rock and the edge of modernist fiction, indie games pushed gaming into the realm of the avant-garde. Superbrothers (Craig D. Adams) was hailed as a visionary in the video game world. Now, his long-awaited follow-up, JETT: The Far Shore, has been released for Sony PlayStation and Epic Games Store. In the decade from inception to launch, Adams brought author Adam Hammond along for the ride, allowing unprecedented insight into the complicated genesis of Jett. The Far Shore offers a portrait of the enigmatic Adams and his team, the genius and artistry, the successes and setbacks, that went into building the world of JETT, in which you're tasked with scouting a new home for a humanoid people after they've decimated their planet. To provide context, Hammond recounts the history of indie games and how their trajectory has followed that of independent art and literature. A riveting insider's look at one of our most popular art forms.
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.
From the author of The Monsters Know What They're Doing comes an introduction to combat tactics for Dungeons & Dragons players. In his first book, The Monsters Know What They're Doing (based on his popular blog), Keith Ammann unleashed upon the D&D world a wave of clever, highly evolved monster tactics. Now it's only fair that he gives players the tools they need to fight back...and prevail! An introduction to combat tactics for fifth-edition Dungeons & Dragons players, Live to Tell the Tale evens the score. It examines the fundamentals of D&D battles: combat roles, party composition, attacking combos, advantage and disadvantage, Stealth and Perception, and more...including the ever-important consideration of how to run away! Don't worry about creating a mathematically perfect character from square one. Survival isn't about stats-it's about behavior! With four turn-by-turn, roll-by-roll, blow-by-blow sample battles, Live to Tell the Tale breaks down how to make the best choices for your cherished characters so that they can survive their adventures, retire upon their accumulated riches, and tell stories about the old days that nobody will ever believe.
One of the most infamous and decisive battles of the Second World War, Stalingrad was a turning point of the Eastern Front, showing that the German juggernaut was not invincible. This Campaign Book for Bolt Action allows players to refight the fierce Battle of Stalingrad, from the actions of the surrounding area and within the city itself, to the encirclement, concerted relief efforts, and the final attempted breakout. New, linked scenarios, rules, troop types, and Theatre Selectors provide plenty of options for both novice and veteran players alike.
If you're a Dungeons & Dragons fan, you've surely thought of becoming a Dungeon Master. Learning to be a DM isn't as hard as you might think, especially if you have "Dungeon Master 4th Edition For Dummies" tucked into your bag of tricks From organizing your first D&D game to dealing with difficult players, this book covers everything a DM needs to know. Written for the newest edition of D&D by the experts at Wizards of the Coast, creators of the game, it shows you how to: Build challenging encounters, make reasonable rulings, and manage disagreementsRecognize all the common codes, tables, and spellsUnderstand the parts of a D&D adventure and how to create dungeon maps and craft monstersShape storylines and write your own adventuresFind your style as a DM and develop a game style that plays to your strengthsScript an encounter, vary the terrain and challenges, and establish rewards (experience points and treasure)Decide whether to use published adventuresUse and follow the official "Dungeon Master's Guide"Develop a campaign with exciting themes, memorable villains, and plots that keep players entranced If you're getting the urge to lead the charge in a D&D game of your own, "Dungeon Master 4th Edition For Dummies" will introduce you to the DM's many jobs. With the information you need to start your own game, craft exciting stories, and set up epic adventures, you'll be on your way
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
Did you ever want to be a hero? Have you ever dreamed of going on an epic quest to destroy monsters, defeat evil forces and fly on the back of a dragon? This interactive new self-help book puts you, the reader, in a fantasy world where every decision you make and every path you take will influence the outcome of your journey. When the seer Anka spirits you away to the world of Here, you find yourself proclaimed the Chosen One - the hero everyone is relying on to defeat the evil sorceress Mallena before she destroys everything. But you don't feel like a hero, do you? If you choose to accept this quest, you will have an opportunity to learn the skills that you need and put together a crew of loyal friends and companions to help you with your journey. The skills are based on acceptance and commitment therapy (ACT), which has been shown through research to help people overcome depression, anxiety, posttraumatic stress disorder (PTSD), chronic pain, addiction disorders and many other common problems. Your journey will be full of danger, loss and strange creatures, but it will also be full of excitement, adventure and fun, and will let you form life-long bonds of friendship, which no curses can break. This book is your call to adventure, an invitation to be the hero in your own story.
Last Days: Zombie Apocalypse: Seasons brings an all new campaign to the skirmish-scale miniatures game of survival horror, taking players through the changing seasons and the challenges this brings for survivors. As well as rival gangs and mindless zombies, your Group will have to deal with hunger, thirst, warmth, and other problems that can't be stopped with a well-placed bullet. Also included are a host of new character types, scavenge tables, scenarios, and even rules for using bicycles and motorbikes with your group.
Normandy, 6 June 1944. The Allies undertake the largest and most ambitious amphibious landings in history to return the fight to Western Europe. This new Campaign Book for Bolt Action allows players to take command of both Allied forces assaulting the beaches and inland defences and those of the axis manning such fortifications. New, linked scenarios, rules, troop types, and Theatre Selectors provide plenty of options for novice and veteran players alike. |
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