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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
The inspirational story of respected football talent scout, Rui Marques. Instead of continuing on the rather dull career path of an economist, Rui transformed his destiny by winning major Fantasy Football competitions in two different countries, and carving his own unique path into the real world of football. From early childhood Rui developed a great passion for football, yet only years later came to recognise his gift of being able to spot raw sporting talent. After completing an economics degree, Rui entered a Daily Mirror Fantasy Football competition - and won the first prize of GBP75,000. This was followed with another Fantasy first place in Germany, scooping Bild's EURO100,000 prize. As a result he earned his first scouting job at a Portuguese club, but after only two seasons became European scout at Sporting Kansas City, helping his team to win trophies before taking on a challenging new role as European scout with Polish champions Legia Warsaw. The Unknown Champion is the ultimate proof that if we follow our dreams, they can come true.
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!
Inside Bestiary 5 lurk hundreds of new monsters ready for use in the Pathfinder Roleplaying Game. You'll find the death-dealing grim reaper, menacing deep ones, and the ground-shaking wood colossus. Alongside such terrors, there are also allies to be found, such as the whimsical leshi, the inscrutable esoteric dragons, and the powerful aerial servant! Pathfinder Roleplaying Game: Bestiary 5 is the fifth indispensable volume of monsters for use with the Pathfinder Roleplaying Game and serves as a companion to the Pathfinder Roleplaying Game Core Rulebook and Pathfinder Roleplaying Game Bestiary. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium. Pathfinder Roleplaying Game Bestiary 5 includes: * More than 300 different monsters * Creatures that can warp the minds of their victims, including the caller in darkness, thought eater, and the bizarre brain mole * Two new types of creature from beyond, the mysterious manasaputra and the truly vile sahkil, alongside new types of angels, demodands, and devils * Monsters from the stars and beyond, like the insidious grays, twisted mutants, and advanced robots * New familiars, animal companions, and other allies * New templates to help you get more life out of classic monsters * Appendices to help you find the right monster, including lists by Challenge Rating, monster type, and habitat * Expanded universal monster rules to simplify combat * Challenges for every adventure and every level of play * AND MUCH, MUCH MORE!
This is it-the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you'll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: * Determine your character's basic attributes: IQ, DX (dexterity), ST (strength) and HT (health)* Figure out your character's secondary characteristics* Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier)* Optimize your points by using talents* Select your skills based on functional area or the campaign setting* Enhance your character with spells, magic items, magic staves, and powerstones* Strategically purchase equipment for different characters, tech levels, and campaign types* Create and manage a character sheet, write a character background, keep a character log, and more-all with samples* Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There's even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to:* Create your very own GURPS universe for your campaign, whether it's dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type* Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations* Create an electronic combat grid, a battle log, a tactical map, and more-with samples* Do mapping, planning, and plotting* Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That's important whether you're saving a princess or saving the planet...searching for hidden treasure or for secrets to eliminate disease...fighting crime or combating armies of evil robots...casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.
Fires rage throughout the Frozen City as an inhuman army pours out of the cracks between realities. In the distant past, a cabal of city elders sought to save their lives by making a pact with a demon prince... and now the Red King has come to collect what he is owed, claiming Frostgrave as his own. Many have already fled before the Red King's demonic hordes, while others seek to weather the storm, turning their bases into makeshift fortresses. The wizards of Frostgrave must choose - do they stand and fight, or do they abandon this great repository of mystical knowledge to the ravages of unearthly fire? The Red King is the first supplement designed for Frostgrave: Second Edition. In this sprawling, epic campaign, wizards will be pushed to their limits, fighting not only against one another and the perils of the Frozen City, but also against an invading army. As the Red King's power grows, the laws of magic and nature will start to bend. Can the wizards put aside their differences long enough to oppose this common foe, or will greed and mistrust doom them all?
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.
The islands of the Ghost Archipelago are covered in the ruins of ancient civilizations, but there is one group whose culture still thrives and whose power still grows – the Dricheans. Divided into many small kingdoms and city-states that wage near-constant war with snake-men, native tribes, and with each other, the Dricheans are renowned for the gleaming bronze of their weapons and armour, and their martial prowess. Organized and militaristic, these formidable warriors pose a new threat to adventurers exploring the Lost Isles. This supplement for Frostgrave: Ghost Archipelago examines the scattered realms of the Dricheans, presenting players with three new mini-campaigns featuring these bronze-armed warriors. Also included are additional rules for using Drichean Crew and Soldiers as well as guidelines for creating your own Drichean kingdoms.
Take charge of Operation Barbarossa and drive towards Moscow or command the steadfast defenders of the Soviet Union. From the early battles for Leningrad and Sevastopol to the tank clash of Kursk and the bitter urban warfare of Stalingrad, this new theatre supplement for Bolt Action provides players with new scenarios and special rules that give them everything they need to focus their gaming on the Eastern Front.
Cosplay lets you step out of your own skin and into someone else's
shoes (or boots, or paws...). This beginner's guide helps you walk that
walk with confidence in an awesome costume of your own creation.
This supplement for Dracula's America: Shadows of the West contains a host of new rules and material and offers something for every player. - Two New Factions: The Forsaken, ragged survivors of the 7th Cavalry tormented by a bestial curse, and the Shadow Dragon Tong, crimelords with an agenda as mysterious as the powers wielded by their enforcers. - The Hunting Grounds: Scenarios and encounters that focus on this mythical realm and the power and threats found within it. - Territory: Build and develop your headquarters, and exploit the benefits it offers, but beware your enemies taking the fight to your home turf. - Outlaws, Mercenaries and Bounty Hunters: New campaign options, allowing you to turn to a life of crime, bring in wanted fugitives, or sell your gun to the highest bidder. - New Monsters: The denizens of the Hunting Grounds, in all their terrifying glory. - New Hired Guns: There's all kinds of folk willing to sell their skills, and these new Hired Guns offer a range of tactical options... if you can afford them. - New Gear: Bring a Gatling Gun to a knife fight, or find out why you were always warned about misusing brimstone chalk and vials of ectoplasm. - New Skills: Riding and Leadership skills give you new combat options and help your posse stay in the fight.
A wargaming ruleset for epic pre-WW1 battles in the sky. It's the dawn of the 20th Century and the Great Powers turn to war. Since the development of the air screw, leading to the creation of flying warships, the navies of the world have comprised an ever-growing number of these aerial ironclads. So fire up the turbines, ready the aether drives, and take to the air in Castles in the Sky: A Wargame of Flying Battleships. Featuring all the rules required to fight battles with fleets of flying behemoths. Assemble your fleet from 8 nationalities and fight through a variety of scenarios. With a full campaign system, Castles in the Sky contains everything adventurous aeronautical admirals need to find victory in the skies.
THE ULTIMATE CHRISTMAS GIFT FOR WANNABE SPIES: AN INTERACTIVE PUZZLE BOOK FROM THE CREATOR OF THE BESTSELLING CULT PHENOMENON, JOURNAL 29! In this brain-bending interactive game, you'll solve puzzles on every page, and obtain keys to move forward by submitting answers online. To solve each puzzle, you'll need to think outside the book. You are an agent of CY.P.H.E.R., the secret international agency working on 'unsolvable' code-based cases. Called upon to investigate cryptic clues discovered in the wake of a series of mysterious disappearances, the clock is ticking to crack the codes before it's too late. To escape this book, you must write, draw, search, fold and cut pages, explore virtual escape rooms and think laterally to identify the perpetrator and solve the mystery. All you need to play is a pencil, a pair of scissors, an internet connection, and a curious mind.
In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve "diversity" in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center. Interviewees: Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang
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.
Men of Bronze is a wargame that allows you to play out Classical Greek hoplite battles on the tabletop. Players are Strategoi (generals) leading phalanxes of bronze-clad warriors in pursuit of fame, glory, and the honor of their city-states. To win such prizes, however, you must prove your mettle, display your valor, and bring the other Strategoi to their knees! Designed to recreate small battles or larger skirmishes with 50–80 figures per side, each army will have its own unique mix of rules, advantages, backgrounds, and abilities. Strategoi must understand and appreciate the strengths and weaknesses of their forces in order to win glory on the battlefield. Of course, there's no telling what tricks a rival Strategos might have up their tunic sleeves…
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.
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!
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!
Decouvrez en douceur les regles reputees de Mythras : creation de personnages, fonctionnement du systeme, gestion des combats, exemples de creatures...Mythras Fondamentaux vous offre le necessaire pour jouer rapidement.Lorsque vous serez pret, passez aux regles completes de Mythras.Vous beneficierez alors d'une plethore d'options pour adapter le jeu a vos besoins: des personnages plus etoffes, de nouvelles possibilites de combat, cinq systemes de magie, des dizaines de creatures ainsi que de nombreux conseils et exemples.
In seventeenth century Europe it must have seemed that there was always a conflict somewhere. This century of battles is the inspiration for these wargames rules. Designed for ease of play, In Deo Veritas offers a player experience based on the commander's problems. The rules are designed to create a feel for the uncertainty of battle. Keeping the men going, even when things don't seem too good, is critical for success. Units become progressively disabled as disorder sets in and cohesion begins to suffer. At the heart of the game is a simple Disorder Test. If commanders don't take care to maintain cohesion then their forces could be heading for destruction! In weighing up the scale of your achievements at the end of the game, will you be able to claim a major victory in your dispatches? Just take care to remember that your next battle may not be so successful. Using the smaller scales of 6, 10 or 15mm the usual 6' x 4' table gives a scale battlefield over a mile wide. This is large enough to cover all but the largest engagements. The six historical battle scenarios provide different challenges and give players the insight into the nature of seventeenth century warfare. The Terrain Generator and a system of points allow the players to develop their own scenarios. In battle nothing is certain but generals that practice their skills are more likely to be victorious.
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.
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.
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