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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
Eternal Night of Lockwood is an adventure book, filled with intrigue, mystery, and horror, Powered by Zweihander RPG. RAGE AGAINST THE DYING OF THE LIGHT Five days ago, a starless and moonless night fell over the Lockwood forest and pioneer town of Ertol. The sawmills have gone quiet, and the lumberjacks have begun to revolt. The Eternal Night has come, and all of Ertol is in the grips of panic and fear. But where there's darkness, there's opportunity. As citizens of Ertol, you'll find yourselves drawn into a pitch-black web of urban conspiracy and rural horror, spanning the gloom of the six boroughs and into the ancient Lockwood. Will you rise to the occasion as a light in the darkness, or will you succumb to the Eternal Night? This ZWEIHAENDER RPG book is a campaign-length adventure, taking characters from Basic to Advanced Tier. Its adventure can also be broken up into ten individual quests to suit your gaming group's needs. Intended to be used by both players and gamemasters, this book provides a host of new character options, expanded bestiary, and customizable adventure difficulty settings to accommodate higher Tier adventures.
The first new Dragonlance novel from Margaret Weis and Tracy Hickman in over a decade, and featuring fan-favorite characters from the iconic first two trilogies, Dragonlance Chronicles and Dragonlance Legends--books that brought a generation of readers into the fantasy fold. Destina Rosethorn--as her name implies--believes herself to be very much a favored child of destiny. But when her father dis in the War of the Lance, her carefully-constructed world comes crashing down. Not only does she lost her beloved father, but the legacy he has left her: a wealthy fiance, and rule over the family lands and castle. With nothing left in the world to support her but wits and determination, she hatches a bold plan: to secure the Device of Time Journeying she read about in one of her father's books and prevent her father's death. The last known holder of the Device was one of the Heroes of the Lance: the free-spirited kender, Tasselhoff Burrfoot. BUt when Destina arrives in Solace--home not only to Tas, but to fellow heroes Caramon and Tika Majere--she sets into motion a chain of events more deadly than she had ever anticipated: one that could change not only her personal history, but the fate of the entire world, allowing a previously-defeated evil to once again gain ascendancy.
With more than 300 classic and brand-new monsters, this 320-page beautifully illustrated hardcover rulebook completes the collection of creatures begun in the first two Pathfinder Bestiary volumes. From classic creatures like clockworks and tooth fairies, returning favorites like imperial dragons and mighty titans, to brand-new menaces found all over Golarion, this must-have tome of monsters designed to challenge characters of any level is an essential companion to your Pathfinder game! Pathfinder Bestiary 3 includes: More than 300 monsters drawn from mythology and folklore, genre classics, and more than a decade of Pathfinder, with plenty of new monsters too! Gorgeous full-color illustrations on nearly every page! Comprehensive monster lists sorted by level, type, and rarity to help you find the right monster for any situation! Universal monster rules to simplify special attacks, defenses, and qualities like grab, swallow whole, and regeneration. Detailed lore sidebars offering additional information about even more of Pathfinder's most popular friends and foes!
Shoot, ram, skid, and loot your way through the ruins of civilisation with Gaslands: Refuelled, the tabletop miniature wargame of post-apocalyptic vehicular mayhem. With all-new material including expanded and enhanced perks, sponsors, vehicle types, and weapons. Gaslands: Refuelled contains everything a budding wasteland warrior needs to build and customise their fleet of vehicles in this harsh post-apocalyptic future. With a host of options for scenarios, environmental effects, and campaigns, players can create their own anarchic futures.
Blackbirds is a dark fantasy tabletop role-playing game, Powered by ZWEIHAENDER RPG. The gods failed us. The powerful betrayed us. Rise to meet your fate. Twelve years of war have ravaged the kingdoms of Erebos, where the great battle that would decide the fate of all has been waged. . .and lost. Now, the lights of civilization are going out. Swells of refugees have taken to the roads, desperate to find homes far from all the suffering. New constellations twinkle in the vault of the night, only to disappear if scrutinized for too long. Creatures of long-forgotten folklore once again stalk the countryside. It is a time of ill omens and unlikely heroes. BLACKBIRDS RPG is set in a dark fantasy world where a cabal of power-hungry Oligarchs has stolen godhood. Their horrific act rent the fabric of reality, allowing corrupt magic to undermine the world's natural order. And, soon, the Oligarchs themselves will return to the mortal plane and remake it as they desire.
A history of the colorful and complex kingdom of cosplay and fandom fashion by Andrew Liptak, journalist, historian, and member of the legendary fan-based Star Wars organization the 501st Legion. In recent years, cosplay-the practice of dressing up in costume as a character-has exploded, becoming a mainstream cultural phenomenon. But what are the circumstances that made its rise possible? Andrew Liptak-a member of the legendary 501st Legion, an international fan-based organization dedicated to the dark side of Star Wars-delves into the origins and culture of cosplay to answer this question. Cosplay: A History looks at the practice's ever-growing fandom and conventions, its roots in 15th-century costuming, the relationship between franchises and the cosplayers they inspire, and the technology that brings even the most intricate details in these costumes to life. Cosplay veterans and newcomers alike will find much to relish in this rich and comprehensive history.
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.
The ferociously talented Hideo Kojima, creator of Metal Gear Solid and Death Stranding, shares his perspective on the stories and movies that influence his work! Ever since he was a child, Metal Gear Solid and Death Stranding creator Hideo Kojima was a voracious consumer of movies, music, and books. They ignited his passion for stories and storytelling, and the results can be seen in his groundbreaking, iconic video games. Now the head of independent studio Kojima Productions, Kojima's enthusiasm for entertainment media has never waned. This collection of essays explores some of the inspirations behind one of the titans of the video game industry, and offers an exclusive insight into one of the brightest minds in pop culture. Ever since he was a child, Metal Gear Solid and Death Stranding creator Hideo Kojima was a voracious consumer of movies, music, and books. They ignited his passion for stories and storytelling, and the results can be seen in his groundbreaking, iconic video games. Now the head of independent studio Kojima Productions, Kojima's enthusiasm for entertainment media has never waned. This collection of essays explores some of the inspirations behind one of the titans of the video game industry, and offers an exclusive insight into one of the brightest minds in pop culture.
What if your pets could play D&D? And what if they were... kind of jerks about it? If there are two things all geeks love, it's roleplaying games, and their pets. So why not fuse the two? It's time to grab your dice, dust off that character sheet, and let your cat or dog (or guinea pig, or iguana, or budgie) accompany you on an epic adventure! It'll be great! ... unless you have pets like these.
Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today's youth. Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered. Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.
Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today's youth. Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered. Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.
The ancient city of Merv. A gateway between the East and the West. A hub of scholarship and trade. The greatest city in the world. In Merv: The Heart of the Silk Road players are vying to amass power and wealth in the prosperous city at the centre of the land. Through careful court intrigue, timely donations to the grand mosque, and securing favourable trade deals, players attempt to redirect as much of that prosperity as possible into their own pockets. Meanwhile, beyond the city walls Mongol hordes approach. If you help construct the city walls you give up on precious opportunities to build up your own stature, but leave it unprotected and you will burn with the city. Every decision is weighty and the consequences of each misstep are dire. Will you rise to prominence or fade into oblivion? Number of players: 1-4 Ages: 14+ Play time: 90 - 120 minutes Components: Board, 25 tiles, 48 cards, 100+ wooden pieces, 100+ tokens
What was it that got you through the Covid-19 pandemic? For some it was long walks; others turned to home baking. For millions it was video games, a booming industry which exploded in popularity over the pandemic years. Confined to our homes and with the lines of reality becoming blurred as everyday life shifted to screens, perhaps it was no wonder that so many of us were desperate to be transported to different worlds. In Playing with Reality: Gaming in a Pandemic, journalist and presenter Alex Humphreys, a passionate gamer herself, investigates this extraordinary boom in the gaming industry. Charting its rise, Alex interviews players and developers, sharing a glimpse of what was going on behind closed doors as studios closed and games were finished from home. Playing with Reality explores exactly what it was that made gaming a lifeline for so many, and what the future holds as we look to the metaverse.
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.
The Art of Ni no Kuni (TM)II: REVENANT KINGDOM is a lavish full-color book showcasing the best art from the highly anticipated roleplaying game. Developed by Level-5 and with collaboration from legendary Studio Ghibli animator Yoshiyuki Momose, Ni no Kuni (TM)II: REVENANT KINGDOM is a beautiful, characterful and exciting game. This book is the ultimate fan resource, showcasing the development of the amazing characters, monsters, vehicles and locations from initial concept sketches through to the finished artworks.
Remember who you are! The Age of Lost Omens is filled with people of all types, including more than just those of common ancestries. Lost Omens Ancestry Guide places the spotlight on the uncommon and rare ancestries of the Inner Sea (like geniekin, androids, kitsune, sprites, and more!), providing information on their cultures and place in the world. The book also expands on the rules options for these ancestries and versatile heritages. Finally, Lost Omens Ancestry Guide also features new ancestries and versatile heritages including some that are brand new, as well as old favorites from throughout Golarion! Written by: Calder CaDavid, James Case, Jessica Catalan, Eleanor Ferron, Lyz Liddell, Luis Loza, Ron Lundeen, Patchen Mortimer, Andrew Mullen, Samantha Phelan, Jessica Redekop, Mikhail Rekun, David N. Ross, Mark Seifter, Owen K.C. Stephens, Isabelle Thorne, Linda Zayas-Palmer
The critically acclaimed, multi-award-winning World War II deck-building game. June, 1944. Through the D-Day landings, the Allies have seized a foothold on the beaches of Normandy. Now you must lead your troops forward as you push deeper into France and drive the German forces back. You will face intense resistance, machine gun fire, and mortar bombardment, but a great commander can turn the situation to their advantage! Undaunted: Normandy is the best-selling World War II deck-building game, placing you and your opponent in command of American or German forces fighting through a series of missions critical to the outcome of the war. Use your cards to seize the initiative, bolster your forces, or control your troops on the battlefield. Strong leadership can turn the tide of battle in your favour, but reckless decisions could prove catastrophic, as every casualty you take removes a card from your deck. Take charge amidst the chaos of battle, hold fast in the face of opposition, and remain undaunted. Players: 2 Ages: 14+ Playing Time: 45-60 minutes Contents: 108 cards, 18 large map tiles, dice, tokens, campaign booklet
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.
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.
The King is dead. The kingdom is divided. Three factions - the Scottish, the Welsh, and the English - vie for control and, across the sea, foreign invaders prepare to take advantage of the chaos. Players must marshal their limited resources to influence this power struggle, while ensuring that the faction that rises to dominate the realm favours them above all other claimants to the throne. The King is Dead: Second Edition refreshes the accessible yet strikingly deep game with updated graphic design, gorgeous new artwork, and a brand-new asymmetric game mode for advanced play. Players: 2-4 Ages: 14+ Playing Time: 30-45 minutes Contents: Playing board, 53 cards, 54 cubes, 31 counters, cloth bag |
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