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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
Delving deeper into the weird world of Konflikt '47, this supplement presents a range of new material for the game, including: - New units: Options for troops and technology that can be added to the armies presented in the rulebook. - Special characters: Field the best of the best, elite men and women who may singlehandedly be the crucial element between victory and defeat. - New background: The history of the world of Konflikt '47 is detailed in more depth. - New rules: All-new means of waging war, including material previously published online.
Dive deep into the history of the world's most popular fantasy RPG livestream with the cast of Critical Role in this definitive guide featuring never-before-seen illustrations and photos. From its unassuming beginnings as a casual home game between friends to the role-playing phenomenon it is today, Critical Role has become the stuff of legend. These pages chronicle how a circle of friends who all happen to be talented voice actors built the most-watched tabletop role-playing livestream of all time. Discover dazzling new illustrations and richly written insights into the locations, characters, and adventures featured in the hundreds of episodes across Critical Role's two campaigns, Vox Machina and the Mighty Nein. Go behind the scenes with archival photos and exclusive interviews with Dungeon Master Matt Mercer and the entire Critical Role cast as they explore their characters' most triumphant moments and darkest hours. And celebrate the massive community of Critters who support and expand the show's world through a highlighted tour of the crafts, cosplay, and art they create every day. Featuring a foreword from the cast, lush illustrations, and the inside story you won't find anywhere else, this book is your indispensable guide to Critical Role. The adventure begins!
If you've secretly logged in at work to set your line-up, or if you can't wait to gloat in the group chat, then this unique and hilarious book about the national obsession of fantasy football is for you. The A-Z of Fantasy Football is a journey through the hobby that has people across the world scrambling for their phone every matchday morning. Fantasy footy has come a long way since it entailed scouring through the newspapers in the 90s - and, as the game has grown, so have the lengths players will go to in order to win! You'll read about the eye-watering forfeits, the labour-ward transfers, interviews with footballers who refuse to bet against themselves, and tales of woe from those who take things that little bit too far. Littered with insightful dos and don'ts from the nation's leading fantasy football podcast, this guide will have you in stitches half the time and in disbelief the other. There's no promises that the book will help you win the whole thing, but it has all you need to help you beat your mates.
Constructing a functional system of magic that helps readers suspend disbelief is a crucial part of worldbuilding in the fantasy genres. Yet creating a believable, compelling and original fictional universe can be daunting. To help inspire writers, this guide provides an overview of how magic has been understood in history and used in myth, legend and modern fiction. Different forms of magic are explored and a broad range of stories-from Nordic myths to modern novels-are described and referenced. Discussion explores how magic as a concept shapes, and is shaped by, fictional worlds and societies.
Beginning in 1950, the Korean War was a defining moment for the UN and the entirety of the early Cold War, widening the already monumental gulf between the east and west, capitalist and communist. This supplement for Bolt Action expands the rules-set from its World War II roots to this new, and truly modern, conflict. Bolt Action: Korea contains all the rules, Theatre Lists, scenarios, and new and exciting units, never seen in Bolt Action before, to wargame this turbulent period of world history.
This definitive sourcebook for the Pathfinder Roleplaying Game provides tons of new character options for all seven "core" player character races, from archetypes that allow elf characters to explore their connection to nature and magic, to feats and spells that let a dwarf character carry on the legacy of his multi-generational clan, or a gnome explore her connection to the First World or delve deep into her weird obsessions. Additionally, the Advanced Race Guide offers meaty sections on a dozen "spotlight" races that make interesting and exciting player character options, such as goblins, aasimar, tieflings, dhampyrs, drow, the elemental races from Bestiary 2, and several others, and, for the first time, allows players to create and play characters like merfolk, grippli, duergar, stryx, and every other appropriate monster currently in the Pathfinder game. Lastly, the Advanced Race Guide includes an extensive section that allows players and GMs to build their own custom races, either to emulate more powerful creatures that already exist in the game or to create wholly original characters unique to their campaign.
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.
This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like "Dungeons & Dragons." Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players--as well as their reasons for playing.
With bounties on their heads and evidence of a conspiracy that goes all the way to the top of the Pact Worlds government, the heroes travel to Absalom Station to clear their names and root out the duplicitous agents. But time is of the essence, as the suspects are on the verge of being elected onto the powerful Pact Council. With the operatives unmasked, the heroes have their final chance to come face-to-face with the puppet master behind all their troubles and the architect of the vast conspiracy that threatens the entire system! "Puppets Without Strings" is a Starfinder Roleplaying Game adventure for four 11th-level characters. This adventure concludes the Threefold Conspiracy Adventure Path, a six-part, monthly campaign in which the players unravel the machinations of insidious aliens who have infiltrated galactic society. This volume also includes advice on how to keep your campaign going past the final encounter, a look at magical training academies across the galaxy, and a selection of new and inexplicable monsters. 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!
Journey to Near Space, the galactic region that contains the Pact Worlds, the Veskarium, and many of the planets discovered and colonized by explorers from those civilizations. This hardcover rulebook expands the Starfinder campaign setting with details on dozens of worlds and cultures found in Near Space, each perfect as a locale for science-fantasy adventure! Inside this book, you'll find in-depth gazetteers of the nine worlds of the Veskarium, the interstellar empire founded by the warlike vesk; detailed entries on other planets and civilizations of Near Space; new starships from the Veskarium and beyond; alternate racial traits for playable Near Space races; and new themes, archetypes, equipment, spells, and more for any character!
No fantasy setting is complete without a pantheon of powerful deities for its characters to worship or fear. Whether you're a sneaky rogue asking the god of thievery for a blessing on your next heist or a valorous crusader calling the might of your patron down upon the forces of evil, faith and the forces behind it are key to every character's identity. Within this volume you'll find details on the gods and non-deific faiths of the Age of Lost Omens from the perspective of their clergy and lay worshipers. You'll also discover new domains, feats, and spells to customize your character, and an exhaustive index of hundreds of deities from the Pathfinder setting you can worship (and the mechanical benefits of doing so). An indispensable resource for both players looking to flesh out their characters' motivations and Game Masters aiming to bring the evil cults, zealous evangelists, and holy warriors of their campaigns to life, Pathfinder Lost Omens Gods & Magic is an essential addition to any Pathfinder Second Edition campaign!
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.
In the years between 1776 and 1815, grand square-rigged sailing ships dominated warfare on the high seas. Fighting Sail is a tabletop wargame of fleet battles in this age of canvas, cannon, and timbers. Players take on the roles of fleet admirals in battles ranging from the American War of Independence to the Napoleonic Wars and the War of 1812. Each fleet has access to different ships, tactics, and command personalities - each with its own strengths and weaknesses. Offering a unique blend of detail and simplicity, the scenarios included enable the recreation of historic actions or 'what-if' scenarios. Join the battle and experience the adventurous age of the fighting sail!
Unleash the awesome power of golems, clockworks, robots, and other automatons on the Pathfinder world! In Pathfinder Campaign Setting: Construct Builder's Handbook, you'll learn the secrets of Pathfinder's mightiest magical creations and new methods for making them more versatile than ever before! Vast suites of variations and modifications mean that no construct need ever be the same, and allow you to customize even the most familiar arcane mastercrafts. New options for characters also allow adventurers to bring their creations to the battlefield like never before. Finally, the heights of magical creation are laid bare in this guide to the golemcrafter's art!
An exciting new Pathfinder adventure begins! The Pathfinder heroes receive a desperate plea to unmask a killer stalking the chaos-gripped city of Korvosa. A new queen has ascended the city's Crimson Throne, and now deadly armored Hellknights and Gray Maidens clash in the streets. With the help of a cagey adventuring detective, the heroes race down the perilous trail of a brutal murderer-only to realize that the next target might be one of their own! Dare the magic and monsters of gothic Korvosa in the first sword-swinging issue from Pathfinder co-creator F. Wesley Schneider (Pathfinder Hollow Mountain, Bloodbound), with art from Ediano Silva (Grimm Fairy Tales, Hellchild: The Unholy). Contains pull-out poster map and official Pathfinder RPG bonus encounter!
In a catastrophic instant, travel through the faster-than-light Drift realm failed, with travelers vanishing in mid-flight, communications scrambling, and the Drift's progenitor god Triune falling mysteriously silent. In the aftermath, empires cling to far-flung holdings, opportunists exploit the chaos, and everyone demands to know what triggered this Drift Crisis and how they can solve it. The Drift Crisis hardcover rulebook and setting guide details this massive galaxy-wide event, introducing a vast array of new conflicts, opportunities, and stories. Equip your characters with the latest technologies and techniques for surviving the upheaval, with new gear and character options. Discover the influential factions that are restoring order, profiting on the wreckage, or perpetuating the pandemonium. And experience the Drift Crisis with 20 detailed adventure seeds that range from survival to saving the galaxy!
With this latest supplement for 'Bolt Action', players can now build an army for Great Britain and the Commonwealth. From early campaigns in Europe to the deserts of North Africa and the jungles of the Far East, British forces faced the Axis threat. The army lists presented here have all the information needed to field such elite units as the Paras, Commandos. Chindits and SAS alongside the steadfast 'Tommy'.
Dread Trident examines the rise of imaginary worlds in tabletop role-playing games (TRPGs), such as Dungeons and Dragons. With the combination of analog and digital mechanisms, from traditional books to the internet, new ways of engaging the fantastic have become increasingly realized in recent years, and this book seeks an understanding of this phenomenon within the discourses of trans- and posthumanism, as well as within a gameist mode. The book explores a number of case studies of foundational TRPGs. Dungeons and Dragons provides an illustration of pulp-driven fantasy, particularly in the way it harmonizes its many campaign settings into a functional multiverse. It also acts as a supreme example of depth within its archive of official and unofficial published material, stretching back four decades. Warhammer 40k and the Worlds of Darkness present an interesting dialogue between Gothic and science-fantasy elements. The Mythos of HP Lovecraft also features prominently in the book as an example of a realized world that spans the literary and gameist modes. Realized fantasy worlds are becoming ever more popular as a way of experiencing a touch of the magical within modern life. Reworking Northrop Frye's definition of irony, Dread Trident theorizes an ironic understanding of this process and in particular of its embodied forms.
Creating an impromptu, original character every time the heroes meet a contact on a crowded space station or chat with a local on an alien planet can be a challenge, but the Starfinder Deck of Endless NPCs makes it as simple as drawing four cards from the deck. These cards combine to form a unique NPC, each with their own role, motivation, personality trait, and secret agenda! With over 100 million different combinations, you are sure to get an interesting new character to add to your story every time! The Starfinder Deck of Endless NPCs contains the following:
The Dark Age of Britain, from the middle of the 4th century to the end of the 8th, was a time of violence and warfare, when charismatic warlords such as the fabled King Arthur could gather together armies and carve out their own kingdoms. With this new set of wargames rules, players can take on the role of these warlords and command their own armies on the tabletop. Written by the author of the popular Glutter of Ravens rules set, Dux Bellorum is an element-based system, where each base of figures represents 50 fighting men. Each player has a specific number of points with which to construct his force and can choose a Late Roman, Romano-British, Welsh, Saxon, Pictish, Irish, or Sea Raider army, amongst others. The game is then played out following a set of simple, fast-paced rules. A completely self-contained gaming system, Dux Bellorum is perfect for gamers who are looking for a way into fighting Dark Age battles without investing a lot of time or money in larger rulesets.
Often called the "Pulp Era," the years between the two World Wars have seen a tremendous surge in interest among wargamers. A World Aflame captures the adventurous nature of the time period to present a fun, fast-paced set of tabletop miniatures rules that can handle the many diverse conflicts of the period, from the Chinese Civil Wars and the "Great Game" in Central Asia, to the Irish War of Independence and the bitter ideological warfare of the Russian and Spanish Civil Wars. The rules also contain options for the "Very British Civil War." This gaming trend has sprung up in recent years, following a "what-if" scenario that has Edward VIII refusing to abdicate the throne, thrusting the country into civil war in 1938. It is a quirky, fun setting, and one that is surprisingly popular. Written by a life-long wargamer, A World Aflame focuses on the daring-do and heroism of battles fought in the last great era of adventure.
Ready to go beyond the basics? Expand the limits of what's possible with the Pathfinder Advanced Player's Guide! This 272-page Pathfinder Second Edition rulebook contains exciting new rules options for player characters, adding even more depth of choice to your Pathfinder game! Inside you will find brand new ancestries, heritages, and four new classes: the shrewd investigator, the mysterious oracle, the daring swashbuckler, and the hex-slinging witch! The must-have Advanced Player's Guide also includes exciting new options for all your favorite Core Rulebook classes and tons of new backgrounds, general feats, spells, items, and 40 flexible archetypes to customize your play experience even further! This deluxe special edition is bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark. The perfect way to commemorate Pathfinder's new edition! (Cover color and design subject to change.) The Pathfinder Advanced Player's Guide includes: * Four new classes: the investigator, oracle, swashbuckler, and witch! * Five new ancestries and five heritages for any ancestry: celestial aasimars, curious catfolk, hagspawned changelings, vampiric dhampirs, fate-touched duskwalkers, scaled kobolds, fierce orcs, fiendish tieflings, industrious ratfolk, and feathered tengu! * 40 new archetypes including multiclass archetypes for the four new classes, Pathfinder favorites like the cavalier, dragon disciple, shadowdancer, and vigilante, and brand-new archetypes like the familiar master and the shield-bearing iron wall! * New class options for all twelve classes from the Pathfinder Core Rulebook including champions of evil, genie and shadow sorcerers, zen archer monks, rogue masterminds, spellcasting rangers, and more! * Even more exciting new rules, from rare and unique backgrounds to investigative skill feats, from spells and rituals like reincarnate and create demiplane to new items including special wands with unusual effects and exciting potions worthy of a witch's cauldron. |
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