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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games

The Secrets of San Francisco (Paperback): Chaosium RPG Team The Secrets of San Francisco (Paperback)
Chaosium RPG Team
R637 Discovery Miles 6 370 Ships in 18 - 22 working days

In all of North America there is no more perfect intersection of climate, culture, and colorful history than San Francisco - the culmination of Manifest Destiny, the Golden Gate to the Pacific Ocean, and the treasure house of the wealth of the great California Gold Rush. Purged of her wild, anarchic past by a devastating earthquake and fire at the beginning of the twentieth century, San Francisco has emerged as the most cosmopolitan city on the West Coast. San Francisco is deceptively ancient; its history shrouded in a fog of false domesticity. The Bay Area has known many masters, each leaving a distinctive mark upon the land. As San Francisco blossoms it attracts fugitives and practitioners of unorthodox faiths from across the world. Tales of the region assume mythic proportions as it becomes the most ethnically diverse, and most lawless, place in America. SECRETS OF SAN FRANCISCO provides excellent background for a CALL OF CTHULHU campaign set in the Bay Area of the 1920s. It includes urban geography, civic history and research venues, and mythos lore. Many period photographs are provided and dozens of historical figures are introduced, including several who collaborated and corresponded with Lovecraft. Here are provided descriptions of where San Franciscan's are sent when they break the law, go insane, or pass-beyond. Here are the sights, sounds, and secrets of this place that makes it a unique city."

Mansions of Madness (Paperback, 2nd Revised edition): Chaosium RPG Team Mansions of Madness (Paperback, 2nd Revised edition)
Chaosium RPG Team
R568 Discovery Miles 5 680 Ships in 18 - 22 working days

CALL OF CTHULHU ROLEPLAYING] In dim, forgotten recesses of the world lurk mind-twisting horrors. Through the use of human agents these horrors work to thwart mankind's destiny.
However, not all of these human agents are willing partners. Many times have the monsters resorted to subtlety and intrigue to further their ends, rather than gross displays of sheer destruction.
Andrew Keetling is one such unwilling agent. A sucessful Boston businessman, he has disappeared -- held captive in a mansion of madness.
MANSIONS OF MADNESS is a collection of six independent tales for "Call of Cthulhu." Set in the 1920s and of varying length and complexity, these adventures can be planted into an ongoing campaign as the keeper sees fit. Some can be played in a single night, others will require several evenings to complete. They can readily be used as plot twists, interesting diversions, or red herrings.

This Is Not A Game - A Guide to Alternate Reality Gaming (2nd Digital Edition) (Paperback): Dave Szulborski This Is Not A Game - A Guide to Alternate Reality Gaming (2nd Digital Edition) (Paperback)
Dave Szulborski
R720 Discovery Miles 7 200 Ships in 18 - 22 working days

Imagine a world of mystery and excitement, adventure and fantasy, waiting for you to explore. A world that reacts to your every move, with characters and companies that talk to you, send you messages, and even give you items to help you in your quest. A world so immersive that you can no longer tell where the reality ends and the fiction begins. Welcome to the world of Alternate Reality Gaming. This Is Not A Game: A Guide to Alternate Reality Gaming by Dave Szulborski is the perfect introduction to the unique and exciting world of Alternate Reality Games. Written by the creator of five successful and critically acclaimed ARGs, This Is Not A Game features detailed sections on the theory and history of Alternate Reality Gaming, as well as a "How To Guide" for aspiring game creators. The book also includes Dave's personal reflections on creating some of the most popular ARGs ever developed, and essays on gaming and cooperative writing by award winning authors Ben Mack and Joseph Matheny.

The War of the Spanish Succession - Paper Soldiers for Marlborough's Campaigns in Flanders (Paperback): Peter Dennis The War of the Spanish Succession - Paper Soldiers for Marlborough's Campaigns in Flanders (Paperback)
Peter Dennis
R558 R499 Discovery Miles 4 990 Save R59 (11%) Ships in 9 - 17 working days

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.

Dark Future - A Cybernetic Sci-Fi Role Playing Game (Paperback): Vincent Venturella Dark Future - A Cybernetic Sci-Fi Role Playing Game (Paperback)
Vincent Venturella
R699 Discovery Miles 6 990 Ships in 18 - 22 working days

Future Lost is a science fiction sourcebook that gives players a chance to step into a possible future where America has fallen and immoral corporations have divided up a once great nation. The cities of the new "corporate-nations" are divided further into large gated communities that shelter the wealthy and powerful behind high tech and heavily armed security. Meanwhile the poor are cast out into "other-cities", lawless ghettos where gangs, crime and violence are a way of life. Future Lost contains 276 pages with 9 classes, 27 prestige classes, as well as new skills and skill uses, feats, original psychic powers, unique equipment, firearms and complete new rules for cybernetic augmentation and cybernetic systems. The book also contains a world description of the powers that be: international corporations, merciless gangs, military research facilities, fanatical religious sects and tyrannical government bodies.

En Garde! - Being in the Main, a Game of the Life and Times of a Gentleman Adventurer and His Several Companions (Paperback,... En Garde! - Being in the Main, a Game of the Life and Times of a Gentleman Adventurer and His Several Companions (Paperback, 4th Revised edition)
Darryl Hany, Frank Chadwick; Edited by Paul Evans
R527 Discovery Miles 5 270 Ships in 18 - 22 working days

Set in the world of the Three Musketeers and Cyrano de Bergerac, En Garde! is one of the original role-playing games. This new edition is faithful to the original game and introduces a new generation to the delights of swashbuckling in seventeenth century Paris.

Horror Rules, the Simply Horrible Roleplaying Game (Paperback): Chris Weedin Horror Rules, the Simply Horrible Roleplaying Game (Paperback)
Chris Weedin
R452 R422 Discovery Miles 4 220 Save R30 (7%) Ships in 18 - 22 working days

A fun, fast paced, easy-to-learn horror-comedy roleplaying game, Horror Rules is a great way to lose your marbles (or your life) and keep your sense of humor! Based on popular horror movies such as Tremors, The Evil Dead and 8-Legged Freaks and packed with all your favorite characters, cliches and cut-ups, it's great for experienced and novice gamers alike. Liven up any party or just kill a few hours with your friends. Even non-gamers will find it a fun read and an excellent addition to any horror collection. The basic rulebook is packed with cool artwork, sample Bad Guys, Character Sheets, a free adventure and 100pgs of scare-your-pants-off fun... everything you need to play and more! With plenty of action, scares and tongue-in-cheek fun, it's guaranteed to make you DIE laughing.

Mystic Battles - Player's Guide (Paperback): G.W. Patton Mystic Battles - Player's Guide (Paperback)
G.W. Patton
R555 Discovery Miles 5 550 Ships in 18 - 22 working days
Pathfinder Gamemastery Guide (P2) (Hardcover): Logan Bonner, Jason Bulmahn, Stephen Radney-Macfarland, Mark Seifter Pathfinder Gamemastery Guide (P2) (Hardcover)
Logan Bonner, Jason Bulmahn, Stephen Radney-Macfarland, Mark Seifter
R1,287 R1,054 Discovery Miles 10 540 Save R233 (18%) Ships in 9 - 17 working days

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!

Keeper's Companion 2 (Paperback): Lynn Willis Keeper's Companion 2 (Paperback)
Lynn Willis
R609 Discovery Miles 6 090 Ships in 18 - 22 working days

CALL OF CTHULHU ROLEPLAYING] New to "Call of Cthulhu"? Or are you a battle-scarred veteran of many campaigns? Here are essential background articles useful to most keepers.
"The History Behind Prohibition" -- a lengthy article bringing anti-alcohol advocates, law enforcement, gangsters, rum-runners, and consumers into focus. Lots of good stories. "The Keeper's Master List of "Call of Cthulhu" Scenarios" -- lists are alphabetical by the following topics: scenario era; creature/maniacs/great old ones; legendary heroes and villains; cults/sects/secret societies; Mythos tomes; fictitious locations; and Mythos books from publishers other than Chaosium.
"Iron: a Survey of Civilian Small Arms Used in the 1890's, 1920's, and the Present." Practicalities of firearms; common malfunctions; new skills Handloading and Gunsmithing. Firearms considered are likely to be encountered or thought especially useful by investigators. Insightful discussions of nine specific rifles, five shotguns, ten handguns, a sniper rifle, and the Thompson submachine gun. Hot load damage values for most weapons, along with comparative ratings for noise, maintenance, powder, reloading per round, more, plus standard stats.

The Four Cities - A Game of Adventure in a Hostile World (Paperback, Illustrated Ed): Jim Price The Four Cities - A Game of Adventure in a Hostile World (Paperback, Illustrated Ed)
Jim Price
R685 Discovery Miles 6 850 Ships in 18 - 22 working days
Wargames Handbook - How to Play and Design Commercial and Professional Wargames (Paperback, 3rd ed.): James F Dunnigan Wargames Handbook - How to Play and Design Commercial and Professional Wargames (Paperback, 3rd ed.)
James F Dunnigan
R599 R559 Discovery Miles 5 590 Save R40 (7%) Ships in 18 - 22 working days
Call of Cthulu - Keeper's Companion (Paperback): Keith Herber, William Dietze, Brian M. Sammons, Zaglanis Call of Cthulu - Keeper's Companion (Paperback)
Keith Herber, William Dietze, Brian M. Sammons, Zaglanis
R663 Discovery Miles 6 630 Ships in 18 - 22 working days

The Call of Cthulhu Keeper's Companion is an invaluable resource for GM's. New material includes advice for new keepers, a lengthy study of Mythos artifacts, a learned discussion of many occultbooks, an up-to-the-moment description of every facet of forensic medicine, a thorough revision and expansion of the game skills (including nearly two dozen new ones), and the augmented text of the Keeper's Compendium, somewhat updated--forbidden books, secret cults, alien races, and mysterious places. Additional short essays and features round out this book-more than 100,000 words! The best-selling Keeper's Compendium appeared in 1993, but has been out of print for more than two years.

Ragnarok: The Abyss (Hardcover): Tim Korklewski Ragnarok: The Abyss (Hardcover)
Tim Korklewski; Illustrated by RU-MOR aRU-MOR
R589 Discovery Miles 5 890 Ships in 10 - 15 working days

Ginnungagap, the Gaping Abyss, was once what separated the realms of Ice and Fire, keeping them in balance and sparing the other realms from their ravages. With the Nine Realms shattered, however, Ginnungagap has been left unguarded and unspeakable horrors now await those who wish to cross it. Ragnarok: The Abyss includes new scenarios for Ragnarok as well as new monsters to vanquish in glorious battle. New mechanics introduce something once barely recognised by war clans - Fear - and present entirely new challenges for them to overcome in the telling of their sagas.

The Art of Battlefield 4 (Hardcover): Martin Robinson The Art of Battlefield 4 (Hardcover)
Martin Robinson 1
R915 R837 Discovery Miles 8 370 Save R78 (9%) Ships in 10 - 15 working days

One of the most popular first-person-shooter franchises of all time, the critically and commercially acclaimed Battlefield series has been the recipient of numerous awards and accolades. 'The Art of Battlefield 4' gives readers an in-depth look at EA's enormously anticipated action-packed game, featuring exclusive concept and development art, as well as detailed creator insights and commentary throughout.

Painting Wargaming Figures: WWII in the Desert (Paperback): Andy Singleton Painting Wargaming Figures: WWII in the Desert (Paperback)
Andy Singleton
R446 R410 Discovery Miles 4 100 Save R36 (8%) Ships in 9 - 17 working days

Andy Singleton has been modelling and painting most of his life and has been a professional commission figure painter for some years now. Here he shares his experience and tips of the trade with those collecting figures for the North African campaigns in WWII. The four main sections of the book cover British, Italian, German and US troops, as well as tips on assembly and painting camouflage uniforms. Each section is divided into three levels of complexity, 'conscript', 'regular' and 'elite', allowing the reader to build up an array of techniques as they gain confidence and experience. The emphasis is on achievable results and practical advice that is applicable to painting units or whole armies for wargaming purposes in a reasonable time frame, not on spectacular individual display pieces. Most of the figures featured in the numerous illustrations are sized either 28mm or 20mm but the techniques described are easily adaptable to smaller sizes and both plastic and metal figures are covered. Andy's clear, step-by-step guidance takes the reader through the process from the initial preparation and assembly of the figure, to finishing and basing.

The Board Game Book - Volume 2 (Hardcover): Owen Duffy The Board Game Book - Volume 2 (Hardcover)
Owen Duffy
R813 Discovery Miles 8 130 Ships in 9 - 17 working days
Wargame: the Spanish Armada 1588 (Paperback): Peter Dennis Wargame: the Spanish Armada 1588 (Paperback)
Peter Dennis; Contributions by Andy Callan
R558 R499 Discovery Miles 4 990 Save R59 (11%) Ships in 9 - 17 working days

In this title in the Battle for Britain series, well-known historical illustrator Peter Dennis takes the battle out to sea, supplying all the artwork needed to create the navies which clashed in the English channel at a moment of supreme danger for the realm. Artwork is also suppled for a printable squared sea surface, coastline and islands. Here, the galleons, Nao and galleasses of the Spanish invader can clash again with the sea dogs of Elizabeth I using simple rules from veteran wargamer Andy Callan. This source book shows you how to copy and make any number of simple and colourful ship cut-out models using traditional skills with glue and scissors. To play the game you will need a tabletop playing surface and a handful of dice.

MAIN GAUCHE Chaos Supplement - Powered by ZWEIHANDER RPG (Hardcover): Daniel D Fox MAIN GAUCHE Chaos Supplement - Powered by ZWEIHANDER RPG (Hardcover)
Daniel D Fox
R1,186 R988 Discovery Miles 9 880 Save R198 (17%) Ships in 9 - 17 working days

CHAOS IS NOT A PIT-IT IS A LADDER. MAIN GAUCHE is a supplement for the ENnie award-winning Best Game & Product of the Year ZWEIHAENDER Grim & Perilous RPG - a gritty, dark fantasy tabletop role-playing game. Using this book, you will be able to: * Add 68 all-new Professions to your grim & perilous game * Build fantastic machines, like the Arkwright Cauldron & Rumblebutler * Easily integrate cinematic, vehicle-based combat into encounters * Use alchemy & Wytch-science to gain deadly abilities * Devote yourself as an occultist to elder Daemons * Learn damning Covenant Magick & wield their horrific manifestations * Make soul-altering pacts for Daemonic Gifts of unfettered power * Build your own unique creatures & NPCs on the fly Using the Powered by ZWEIHAENDER d100 game engine, this book expands your options into the realm of chaos and beyond. MAIN GAUCHE is suited for running low and dark fantasy games, along with Renaissance and medieval-style adventures. You can also use this book to create your own homebrewed worlds, whether inspired by the works of Andrzej Sapkowski's The Witcher, George R.R. Martin's Game of Thrones, Glen Cook's Black Company, Myke Cole's The Sacred Throne, Robert E. Howard's Solomon Kane, Scott Lynch's Gentlemen Bastards or other grimdark-inspired media. With a total of 186 unique Professions and over 300 spells across ZWEIHAENDER and MAIN GAUCHE, you now have countless ways to create your own vision of grim characters ready to embark upon perilous adventures. Embrace the left-handed path of MAIN GAUCHE, where chaos awaits!

Weird of Hali - Roleplaying The Other Side Of The Cthulhu Mythos (Hardcover): John Michael Greer Weird of Hali - Roleplaying The Other Side Of The Cthulhu Mythos (Hardcover)
John Michael Greer
R1,410 Discovery Miles 14 100 Ships in 18 - 22 working days
The Digital Role-Playing Game and Technical Communication - A History of Bethesda, BioWare, and CD Projekt Red (Paperback):... The Digital Role-Playing Game and Technical Communication - A History of Bethesda, BioWare, and CD Projekt Red (Paperback)
Daniel Reardon, David Wright
R1,204 Discovery Miles 12 040 Ships in 18 - 22 working days

With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.

Landscapes for Writers and Game Masters - Building Authentic Natural Terrain into Imagined Worlds (Paperback): Scott Rice-Snow Landscapes for Writers and Game Masters - Building Authentic Natural Terrain into Imagined Worlds (Paperback)
Scott Rice-Snow
R915 Discovery Miles 9 150 Ships in 18 - 22 working days

Landscape science tells fascinating stories, whether in fiction or a role-playing game. Earth's varied terrain provides many examples of scene-specific challenges and resources for story characters, with distinctive land features, compelling locations, and intriguing traits. Landslides, floods, coastal erosion, glacier movement, and volcanism can deliver fresh plot points and alter the social character of an imagined region. Characters traveling different river types encounter very different puzzles, opportunities, and combat environments and the same variety awaits within other classic settings, such as caves, mountains, deserts, shorelines, and volcanic zones. Atypical landscapes such as tundra, karst, and vast glacier surfaces can breathe fresh air into any stories. This handbook is a reference source for creative writing and game world building. It delves deeply into many landscape characteristics that help set the tone, shape character behavior, and drive the plot. Chapters are divided into diverse geographic environments, from rivers and shorelines to caves and volcanoes, and show how knowledge of the terrain can deliver plot points, add veracity, pose key problems, establish conflict, and lead into the next scene. Discover how authors and game masters effectively weave land and terrain into their stories.

Perceforest - Roleplaying in a Land of High Chivalry and Wonder (Hardcover): Mark Shirley Perceforest - Roleplaying in a Land of High Chivalry and Wonder (Hardcover)
Mark Shirley
R1,290 Discovery Miles 12 900 Ships in 18 - 22 working days
So You've Landed in a Fantasy World - How to Survive and Thrive (Paperback): Josiah Lebowitz So You've Landed in a Fantasy World - How to Survive and Thrive (Paperback)
Josiah Lebowitz
R883 Discovery Miles 8 830 Ships in 18 - 22 working days

Today, it seems as if everyone from heroic-yet-angsty teenagers, to giggling schoolgirls, to middle-aged businessmen, to bored moms are finding themselves whisked away to save distant worlds from some kind of unspeakable evil. But how do you prepare for such an amazing adventure? And, more importantly, how do you make it through without getting horribly maimed or killed along the way? Fortunately, this handbook has analyzed the accounts of numerous heroes who have traveled to magical lands and returned to tell the tale in order to create the definitive guide to survival and success no matter where in the fantasyverse your adventures may take you. In these pages, you'll learn how to increase (or, if you prefer, decrease) your chances of successfully being chosen, what types of preparation and training you should undertake beforehand, and how to hit the ground running on arrival and become the legendary hero that you were always destined to be.**Makes no guarantees of destined heroism and cannot be held liable if it turns out that you are instead destined to be eaten by a giant toad.

Frostgrave: Ghost Archipelago - Lost Colossus (Paperback): Joseph A. McCullough Frostgrave: Ghost Archipelago - Lost Colossus (Paperback)
Joseph A. McCullough; Illustrated by Dmitry Burmak, Kate Burmak 1
R289 Discovery Miles 2 890 Ships in 9 - 17 working days

Long ago, the great Colossus of Argantheon stood upon one of the outer islands, its vast, outstretched arm pointing the way to the Crystal Pool, or so the ancient texts claim. Then, during some forgotten war, the Colossus was shattered, and its parts flung across the Archipelago, to lie in forgotten ruin.

In this expansion for Frostgrave: Ghost Archipelago, players lead their warbands through a series of interlinked scenarios in a race to discover the secrets of the Colossus. Along the way, they will encounter new monsters, discover new treasures, and even recruit a few new specialist warriors to their cause. Perhaps, if they are successful, the knowledge they obtain will help point them towards the ultimate treasure!

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