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

The Secrets of New York (Paperback): Chaosium RPG Team The Secrets of New York (Paperback)
Chaosium RPG Team
R572 Discovery Miles 5 720 Ships in 18 - 22 working days

CALL OF CTHULHU ROLEPLAYING] SECRETS OF NEW YORK is a compendium of one of the oldest and most popular cities in the new world, and is a supplement for the "Call of Cthulhu" roleplaying game. This volume explores the strange events above and below the streets and avenues that crisscross the world's financial capital during the 1920's. With a plethora of characters to bring the city to life, and a detailed history to build scenarios upon, "Secrets of New York" is an indispensable tool for keepers and players setting adventures in the Big Apple. Included are maps and historical documents and photographs of 1920's New York City, as well as several scenarios that explore the most popular and less savory locales of this grand metropolis.

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
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.

In Deo Veritas - Fast Play Rules for Exciting Seventeenth Century Battles (Paperback): Philip Garton In Deo Veritas - Fast Play Rules for Exciting Seventeenth Century Battles (Paperback)
Philip Garton
R696 R601 Discovery Miles 6 010 Save R95 (14%) Ships in 9 - 17 working days

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.

Pathfinder RPG: Advanced Player's Guide (Special Edition) (P2) (Paperback): Paizo Staff Pathfinder RPG: Advanced Player's Guide (Special Edition) (P2) (Paperback)
Paizo Staff
R1,870 R1,511 Discovery Miles 15 110 Save R359 (19%) Ships in 9 - 17 working days

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.

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.

Eternal Night of Lockwood - Adventure for ZWEIHANDER RPG (Hardcover): James Introcaso Eternal Night of Lockwood - Adventure for ZWEIHANDER RPG (Hardcover)
James Introcaso; Designed by Daniel D Fox; Illustrated by Dejan Mandic, Kyle Latino, Ken Duquet; Edited by …
R1,275 R1,056 Discovery Miles 10 560 Save R219 (17%) Ships in 9 - 17 working days

Eternal Night of Lockwood is an adventure book, filled with intrigue, mystery, and horror, Powered by Zweihander RPG. RAGE AGAINST THE DYING OF THE LIGHT Five days ago, a starless and moonless night fell over the Lockwood forest and pioneer town of Ertol. The sawmills have gone quiet, and the lumberjacks have begun to revolt. The Eternal Night has come, and all of Ertol is in the grips of panic and fear. But where there's darkness, there's opportunity. As citizens of Ertol, you'll find yourselves drawn into a pitch-black web of urban conspiracy and rural horror, spanning the gloom of the six boroughs and into the ancient Lockwood. Will you rise to the occasion as a light in the darkness, or will you succumb to the Eternal Night? This ZWEIHAENDER RPG book is a campaign-length adventure, taking characters from Basic to Advanced Tier. Its adventure can also be broken up into ten individual quests to suit your gaming group's needs. Intended to be used by both players and gamemasters, this book provides a host of new character options, expanded bestiary, and customizable adventure difficulty settings to accommodate higher Tier adventures.

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!

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.

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!

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.

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!

Wargames Terrain and Buildings - The Napoleonic Wars (Paperback): Tony Harwood Wargames Terrain and Buildings - The Napoleonic Wars (Paperback)
Tony Harwood
R444 R408 Discovery Miles 4 080 Save R36 (8%) Ships in 9 - 17 working days

Any miniature wargame is greatly enhanced by realistic and evocative scenery and buildings, but commercial ready-made pieces can be expensive. Building your own can be a cost-effective and very rewarding alternative, another hobby in itself, but it can be hard to know where to start. Wargames Terrain and Buildings is a series of books aimed at giving wargamers the skills, techniques and guidance they need to create their own stunning and practical model buildings. In this volume, master modeller Tony Hardwood shares his years of experience and presents the reader with a wide range of projects for the Napoleonic era. With the aid of step-by-step photographs, he guides the reader through building and finishing each of these models, which are organized in three sections of increasing complexity and encompass a range of scales and different materials. Nine projects are included but the techniques and skills demonstrated along the way, along with valuable advice on tools, construction materials and paints, can be adapted and applied to a much wider range of structures to grace your battlefields.

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