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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
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.
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.
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!
Whether you are a new Game Master or experienced storyteller, you
can always find new ways to hone your craft. This 256-page
Pathfinder Second Edition rulebook contains a wealth of new
information, tools, and rules systems to add to your game. Inside
you will find handy advice for building your own adventures,
designing towns, and creating vibrant characters alongside rules
systems for dramatic chases, thrilling tournaments, and deadly
duels. This book also includes more 40 pages of sample nonplayer
characters, from the simple town guard to the vile cultist,
presented to make your job as GM that much easier! The Pathfinder
Gamemastery Guide includes: * Rules, advice, and guidelines to
build adventures, campaigns, and the denizens and treasures that
lurk within, from settlements to nations to infinite planes! *
Creative variant rules to customize the rules to make the game your
own, including variant bonus, feat, and magic item progressions,
characters gaining the power of multiple classes at once, and more!
* All sorts of new and variant magic items including intelligent
items, cursed items, artifacts, quirks you can add to items, and a
brand new type of item called a relic that scales with your
character! * A catalog of subsystems to handle unique situations,
from thrilling chases to researching mysteries to vehicle combat to
elaborate duels to sandbox-style "hexploration" and more! Plus, a
universal victory point system to help you design your own
subsystems! * More than 60 new NPCs to use in your game, designed
for maximum usefulness to all Pathfinder campaigns!
The Perfect Journal for Fantasy Games#1 New Release in Dolls, Toys
& Figurines Dice, Dragons, and Beyond is the ideal journal for
lovers of fantasy games. New or seasoned players can boost their
magical gaming experience with this note-keeping gem! Oh, the joys
of RPGs. Whether you're the fantasy world builder (or game master)
or a swashbuckling adventurer in any tabletop role playing game,
you have an important "roll to play," and this journal is the
secret weapon players need to keep organized while on your mystic
quests. Roll the dice and control your destiny. Alongside your
trusty character sheet, this guided journal helps you boost your
creative thinking, keep track of unfolding plots, character
developments, character alignments, and remember where that NPC's
name was or what city that shop was in. While your GM is planning
adventures and customizing your campaign game, you can stay in the
moment and keep up to date in this thoughtfully organized journal.
Inside, you'll find: Prompts to help you establish character
personality traits, morality, strengths, quirks, and much more for
all your fantasy character needs Plenty of blank journal space for
tracking long campaigns, character and dragon lore, your fantasy
lands, and all other important details Dedicated space to help
track details about NPCs, locations, and other party members in
your fictional world If you enjoyed journals like the RPG Character
Journal or The Book of Holding, then you'll love Dice, Dragons, and
Beyond.
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.
Everything a Dungeon Master needs to weave legendary stories for
the world's greatest roleplaying game
The Dungeon Master's Guide provides the inspiration and the
guidance you need to spark your imagination and create worlds of
adventure for your players to explore and enjoy.
Inside you'll find world-building tools, tips and tricks for
creating memorable dungeons and adventures, optional game rules,
hundreds of classic D&D magic items, and much more
- The third of three core rulebooks, this book contains tools a
Dungeon Master needs to provide captivating stories and game
play.
- An excellent resource for new and existing Dungeons Masters to
engage in both adventure and world creation, with rules,
guidelines, and sage advice from the game's experts.
- Created as part of a massive public playtest involving more than
170,000 fans of the game.
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.
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.
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.
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.
In this series, renowned historical illustrator, Peter Dennis
breathes life into the 19th Century paper soldier and invites the
reader to re-fight the wars that surged across Europe as Louis XIV
fought to establish French dominance over its neighbours. Refight
the colour and spectacle of the Wars of Spanish Succession with
French, British and Allied infantry, cavalry and artillery.
A distress beacon from a desolate section of tundra sends the
heroes on a rescue mission in the biting cold. They find a lone
vesk survivor in the wreckage of a starship prowled by a menacing
insectile stowaway: a component of the dreaded Swarm! The heroes
trace the creature's origin to a frozen gas giant in the same
system, where a mutated Swarm colony has begun to awaken from a
strange hibernation. Will the heroes brave the floating organic
lair to stop the Swarm from contacting the greater hive mind?
"Icebound" is a Starfinder Roleplaying Game adventure for four
7th-level characters by Jason Tondro. This adventure continues the
Horizons of the Vast Adventure Path, a six-part, bimonthly campaign
in which the heroes are at the forefront of exploring and charting
a newly discovered world filled with mystery. This volume also
includes a dossier on the Veskarium spy agency known as
Directive-9, technology repurposed from the Swarm, and a selection
of deadly alien threats. Each bi-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!
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.
Covering the fiercely contested US sectors of D-Day, including the
beaches of Omaha and Utah, this new Campaign Book for Bolt Action
allows players to refight the fierce American beach landings, beach
head breakouts, and Airborne assaults. New, linked scenarios,
rules, troop types, and Theatre Selectors provide plenty of options
for both novice and veteran players alike.
Many of today's most commercially successful videogames, from Call
of Duty to Company of Heroes, are war-themed titles that play out
in what are framed as authentic real-world settings inspired by
recent news headlines or drawn from history. While such games are
marketed as authentic representations of war, they often provide a
selective form of realism that eschews problematic, yet salient
aspects of war. In addition, changes in the way Western states wage
and frame actual wars makes contemporary conflicts increasingly
resemble videogames when perceived from the vantage point of
Western audiences. This interdisciplinary volume brings together
scholars from games studies, media and cultural studies, politics
and international relations, and related fields to examine the
complex relationships between military-themed videogames and
real-world conflict, and to consider how videogames might deal with
history, memory, and conflict in alternative ways. It asks: What is
the role of videogames in the formation and negotiation of cultural
memory of past wars? How do game narratives and designs position
the gaming subject in relation to history, war and militarism? And
how far do critical, anti-war/peace games offer an alternative or
challenge to mainstream commercial titles?
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