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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
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!
A supplement for Oathmark: Battles of the Lost Age, giving players rules for creating elite units of warriors known as battlesworn and charting their progress from battle-to-battle. In the horror and chaos of battle, the outcome can often hang on the briefest of moments. It is at these times that the actions of one unit can make the difference between victory and defeat. Wise kings know this, and realize that it is often prudent to hold back their best units until they can make the greatest difference. These elite units, called the 'battlesworn', are more than just powerful combatants, they are symbols of the glory and honour of a kingdom. All young warriors hope to one day join their ranks and add their oathmarks beside those legendary fighters. This supplement for Oathmark: Battles of the Lost Age contains rules for adding elite units to your armies and charting their progress from battle to battle. Will they grow even more powerful as they gain renown, or be broken in the face of tremendous odds, perhaps someday to be reformed when their kingdom needs them most? Also included are rules for rivers and boats as well as campaigns, featuring all-new scenarios that will give your battlesworn the chance to lead their kingdom to new heights of power and prestige.
The Pathfinder Society is a globe-trotting organization of adventurers, scholars, and warriors all dedicated to exploration, collecting lost knowledge and treasure, and sharing it with the world. Lost Omens: Pathfinder Society Guide details everything players and GMs need to know about the Pathfinder Society, from the basics of membership, to the Society's various factions, to the various lodges littered throughout the Inner Sea region. This book is the go-to source for the history and lore of the Pathfinder Society and features new rules content including new equipment, wayfinders, and support for Pathfinder-related archetypes! A useful book in its own right, this helpful volume is a must-have for participants in Paizo's massive Pathfinder Society worldwide organized play campaign, and a great way to get involved in the international campaign! Written by: Kate Baker, James Case, John Compton, Vanessa Hoskins, Mike Kimmel, Ron Lundeen, Dennis Muldoon, kieran t. newton, Michael Sayre, Clark Valentine, Tonya Woldridge, and Linda Zayas-Palmer
This comprehensive 136-page hardcover overview of the world of Pathfinder provides everything you need to know for a lifetime of adventure in the Age of Lost Omens! The god of prophecy is dead, leaving heroes just like you to carve their own destinies out of an uncertain future! The Lost Omens World Guide is your key to understanding the big picture and your hero's role within it! A gorgeous two-sided giant poster map of the Pathfinder world provides a beautiful accompaniment to a gazetteer featuring 10 geographically and thematically contiguous regions that combine to create a fantasy world packed with diverse and deadly possibilities! Each region also includes suggested character backgrounds and archetypes to more deeply root your character in their surroundings. Designed for both players and Game Masters, this indispensable guidebook is your first look at the future of the Pathfinder world!
Death is not the end! In a world filled with undead, resurrection, and beings from beyond the mortal plane, long-dead mistakes can still cause problems for the living-or provide opportunity. Pathfinder Player Companion: Haunted Heroes Handbook takes aim at possessing forces of all sorts, from worldly magic to spirits of the dead, and provides you with options to rid yourself of that influence, take back control, or profit by cunning bargains with forces in need of a mortal vessel. This handbook also provides valuable information on the places, organizations, and faiths especially concerned with spirits, hauntings, and possession, and how any of these can affect your outlook and abilities. Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume's theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.
More Monsters, More Mayhem! More than 300 menacing monsters and fearsome foes await within this compendium of creatures from the world of Pathfinder! From classic adversaries like giants, dragons, and the jabberwock to potential allies and servants suitable for summoners of every alignment, this must-have expansion to the Pathfinder Bestiary seethes with enemies to challenge characters of any level.
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.
The security officer aboard a luxury space liner, the Chimera, goes missing after the heroes witness her arguing with a passenger. Soon after, the Chimera's engines fail and defy repair. A scholarly patron asks the heroes to investigate the disappearance, which involves murder, misdirection, and misapprehension. To unravel the murder mystery around them, the heroes must follow clues about more than one enigma aboard the Chimera. Secrets and unexpected foes abound. In the end, the investigators find that the whole whodunit is only part of a much larger conspiracy! "The Chimera Mystery" is a Starfinder Roleplaying Game adventure for four 1st-level characters. This adventure begins the Threefold Conspiracy Adventure Path, a six-part, monthly campaign in which the heroes unravel the machinations of insidious aliens who have infiltrated galactic society. This volume also includes an article on running mystery scenarios, more on spies in the Pact Worlds and beyond, and a selection of new alien creatures! 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!
Hoping to find a way to fight back against the alien, insectoid Swarm, the heroes travel to a distant world already consumed by the deadly invaders. They soon discover they aren't alone in their struggles when they meet a handful of resistance fighters on the ravaged planet. With the group's help, the heroes strike against a massive Swarm creature that is draining the world's resources dry and infiltrate an infested university to search for a dead professor's research that could lead to mythical holy site to the insect goddess Hylax and the secret to defeating the Swarm once and for all! "Huskworld" is a Starfinder Roleplaying Game adventure for four 5th-level characters. This adventure continues the Attack of the Swarm! Adventure Path, a six-part, monthly campaign in which the heroes fight back against a ruthless and nigh-unstoppable foe. This volume also includes a selection of relics from a devastated star system, a study of regions that have survived attacks by the Swarm, and a selection of new Swarm monsters and other alarming threats. 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!
The ultimate guide to the blockbuster Assassin's Creed game franchise. This richly illustrated guide is the definitive guide to the blockbuster Assassin's Creed game series. Packed with information on characters, technology, locations, historical settings, storylines, organisations, and backstory, this guide encompasses the whole franchise to date and is essential reading for fans and newcomers alike.
For Johan Huizinga, play is the motor of humanity's cultural development, and it has accompanied us through history. However, since the late 20th century, its influence has been more pervasive than ever before, and gamification has become a buzzword in social and cultural life. Hand in hand with this cultural turn, theories of Postmodernism emerged, also privileging interactive playful behavior. If play drives culture, understanding it is therefore understanding culture in Postmodern times. Many of the core concepts of Postmodern thought also inform the new medium of the pen&paper role-playing game that coalesced at about the same time as Postmodern theories, a symptom of and feeding into the processes of cultural change. Analyzing these language games beyond their entertainment value shows how current socio-political conditions affect the shifting dynamic and mutual relationship between individual and society. A deep exploration of the complex interrelationship between narrative, game, players, and society raises questions of authority, agency, and responsibility that provide insights into the crisis of engagement that we see in our societies, while at the same time offering a new and original appreciation of the socio-political potential in games as the leading medium of the 21st century.
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.
Two armies prepare for war. Thor, surrounded by crackling lightning, leads the assault of a horde of Viking berserkers. Preparing to receive this charge stands a wall of grim-faced, determined Spartan hoplites, commanded by Ares himself... Of Gods and Mortals is a skirmish wargame that gives players the opportunity to command the greatest heroes, warriors and monsters of legend - and the gods and goddesses that ruled over them. Whether you want to lead the forces of Greek, Egyptian, Celtic or Norse mythology to battle, or build your own pantheon, Of Gods and Mortals presents everything you need. Each player takes control of a god, a handful of legendary characters and a number of mortal troops, forming a warband that must work in harmony to succeed. Although the gods are incredibly powerful, they are only as strong as the faith of the mortals who follow them - if their worshippers are cut down, gods become weaker, and if a deity is vanquished in combat, its followers may flee the field of battle. Success lies in employing a strategy that uses all your troops, from the mightiest to the most humble, as effectively as possible.
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.
Rogue Stars is a character-based science fiction skirmish wargame, where players command crews of bounty hunters, space pirates, merchants, prospectors, smugglers, mercenary outfits, planetary police and other such shady factions from the fringes of galactic civilisation. Crews can vary in size, typically from four to six, and the character and crew creation systems allow for practically any concept to be built. Detailed environmental rules that include options for flora, fauna, gravity, dangerous terrain and atmosphere, and scenario design rules that ensure that missions are varied and demand adaptation and cunning on the parts of the combatants, make practically any encounter possible. Run contraband tech to rebel fighters on an ocean world while hunted by an alien kill-team or hunt down a research vessel and fight zero-gravity boarding actions in the cold depths of space - whatever you can imagine, you can do.
En Garde! is a small-scale skirmish game based on the successful Ronin rules, in which small groups of warriors fight each other for honour or riches. Rather than just rolling a few dice, the rules allow players to make tactical decisions about how the models that they control will fight - offensively, defensively, or by applying special skills and abilities. En Garde! covers the conflicts of the 16th, 17th and early 18th centuries, when black-powder weapons started to become common in battle but martial prowess still determined the outcome. Play as Border Reivers, Conquistadors, Landsknechts, Aztecs, French Musketeers, Caribbean Pirates and many more, in scenarios that evoke classic engagements of the genre. Simple campaign rules allow multiple scenarios to be played in sequence and permit warbands to develop over time. An appendix is also included to provide brief rules for supernatural creatures of the period - monsters, demons, revenants and witches - and new abilities and equipment to fight them, making En Garde! the perfect ruleset for gamers who want something a bit different from the norm.
The elemental forces of air, earth, fire, and water are among the most powerful in the multiverse, forming the basis of the material world and giving spellcasters and creatures capable of wielding them immeasurable influence. Now players and Game Masters can harness these powers for themselves by exploring the elemental planes-entire realms of existence dedicated to the four elements-in Pathfinder Campaign Setting: Planes of Power. Each of the four elemental planes is fully detailed like never before, with advice on adventuring in their harsh environs, new spells and character options, location gazetteers, and a thorough examination of a major settlement that offers a welcoming landing site for travelers from other planes (such as explorers in the Pathfinder Society Organized Play campaign).
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.
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.
Recreate the action and drama of 17th Century warfare on your tabletop with The Pikeman's Lament. Start by creating your Officer - is he a natural leader raised from the ranks, the youngest son of a noble family, or an old veteran who has seen too many battles? As you campaign, your Officer will win honour and gain promotion, acquiring traits that may help lead his men to victory. Before each skirmish, your Officer must raise his Company from a wide range of unit options - should he lean towards hard-hitting heavy cavalry or favour solid, defensively minded infantry? Companies are typically formed from 6-8 units, each made up of either 6 or 12 figures, and quick, decisive, and dramatic games are the order of the day. With core mechanics based on Daniel Mersey's popular Lion Rampant rules, The Pikeman's Lament captures the military flavour of the 17th Century, and allows you to recreate skirmishes and raids from conflicts such as the Thirty Years' War, the English Civil Wars, and the Great Northern War.
Gaming is multi-billion-dollar industry, which has been growing massively in the last few years. It seems that everyone is gaming in one way or another. You might not think that the Bible has anything to say about gaming, but Reagan Rose has written this helpful book on what our relationship with gaming should look like. Track is a series of books designed to disciple the next generation in the areas of culture, doctrine, & the Christian life. While the topics addressed aren't always simple, they are communicated in a manner that is.
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
The official art book for the video game Gears Tactics. Gears Tactics is the fast-paced, turn-based strategy game from one of the most-acclaimed video game franchises - Gears of War. Outnumbered and fighting for survival, recruit and command your squad to hunt down an evil mastermind who makes monsters. In this lavish book, the full development process of the characters, weapons, armor, enemies and environments of the game is uncovered. From initial sketches through to beautiful final production art, the evolution of Gears Tactics is revealed, accompanied by fascinating insight from the artists and developers. Take a step into the war-scarred world of Sera and experience Gears of War from a whole new perspective. |
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