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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
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 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.
Did you ever want to be a hero? Have you ever dreamed of going on an epic quest to destroy monsters, defeat evil forces and fly on the back of a dragon? This interactive new self-help book puts you, the reader, in a fantasy world where every decision you make and every path you take will influence the outcome of your journey. When the seer Anka spirits you away to the world of Here, you find yourself proclaimed the Chosen One - the hero everyone is relying on to defeat the evil sorceress Mallena before she destroys everything. But you don't feel like a hero, do you? If you choose to accept this quest, you will have an opportunity to learn the skills that you need and put together a crew of loyal friends and companions to help you with your journey. The skills are based on acceptance and commitment therapy (ACT), which has been shown through research to help people overcome depression, anxiety, posttraumatic stress disorder (PTSD), chronic pain, addiction disorders and many other common problems. Your journey will be full of danger, loss and strange creatures, but it will also be full of excitement, adventure and fun, and will let you form life-long bonds of friendship, which no curses can break. This book is your call to adventure, an invitation to be the hero in your own story.
Creating an impromptu, original character every time the heroes meet a contact on a crowded space station or chat with a local on an alien planet can be a challenge, but the Starfinder Deck of Endless NPCs makes it as simple as drawing four cards from the deck. These cards combine to form a unique NPC, each with their own role, motivation, personality trait, and secret agenda! With over 100 million different combinations, you are sure to get an interesting new character to add to your story every time! The Starfinder Deck of Endless NPCs contains the following:
Players: 2-4
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.
Take your game to the next level with the new book from the world's biggest football YouTubers, the F2. We're the F2 and in our brand new book we're going to show you how to take your football skills to the next level. In these pages we turn the spotlight on the greatest players, the biggest teams, and most jaw-dropping moments from across the football world, and teach you the skills and the tekkers it takes to be the best! Want step-overs like Sanchez? Or a piledriver like Ibrahimovic? Or quick-feet like Messi? We show you how. Our book is filled with tips and hacks, as well as the inside track on your favourite stars: Pogba, Suarez, Aguero and the rest. There's even a free app that brings the book to life and shows you how to turbo-charge your tekkers! There's not a moment to lose - open, read, learn, download and get out on the pitch and practise. Love, peace and tekkers.
The Ardennes, 1944. Driven back by the Allies since D-Day, Germany launches a surprise offensive on the Western Front. This assault against the unprepared Allied lines is the opening move in one of the largest battles of World War II. This new Campaign Book for Bolt Action allows players to take command of both armies in this desperate battle, fighting it as they believe it should have been fought. New, linked scenarios, rules, troop types and Theatre Selectors provide plenty of options for novice and veteran players alike.
Outremer: Faith and Blood is a 28mm skirmish wargame featuring small groups of warriors fighting in Outremer during the Crusades. While suitable for one-off skirmish encounters the focus of the game is a structured and progressive campaign setting in which they are able to watch their force grow and develop over a series of scenarios and encounters from a small party of five or so soldiers into a powerful warband a score strong. Character development is key, and a wide range of troop options and factions allows a high degree of individuality and personalisation. Players will also be able to recruit mercenaries and agents such as Hashashin and Varangian survivors to bolster their forces - potent but expensive additions that will add a distinct flavour to each encounter.
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.
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!
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.
It is 1875, and Count Dracula is President of the United States of America. In the wake of the Civil War, with the country struggling to regain its balance, Dracula seized power. The Count's thralls assassinated President Lincoln and his entire administration in a single night and, in the ensuing chaos, their master made his move. Dominating the Senate, he declared himself President-for-Life, and now rules the Union with fear and an iron fist. His vampiric progeny, the Coven of the Red Hand, infest every strata of society, and enforce Dracula's will with ruthless efficiency. Drawn by the shadows gathering across the nation, secretive cults and evil creatures emerge from their lairs to thrive in the darkness of the new regime. Fleeing from the oppression and menace of the East, hordes of pioneers head to the West, hoping for a new life. Dracula's greed, however, knows no bounds, and his reach is long... Dracula's America: Shadows of the West is a skirmish game of gothic horror set in an alternate Old West. Secret wars rage across the country - from bustling boom-towns to the most remote wilderness - as cults and secret societies fight for power and survival. Players will throw their support behind one of these factions, and will lead a Posse in fast-paced, cinematic battles for dominance and survival.
Welcome to the obsessive world of Fantasy Football, where managers will do anything to succeed. Every Saturday afternoon, 5.8 million people around the world settle down to see how their team will get on. But this isn't the team they support. It's THEIR team. They have spent hour after hour assessing injuries, swapping subs and tweaking formations. Because when the day is done and the scores are in, they want to be able to look in the mirror and say, 'THAT TRIPLE CAPTAIN CALL WAS AN ACT OF GENIUS!' David Wardale - writer for the UK's number one Fantasy Football site, Fantasy Football Scout - meets previous winners to discover how they beat millions to the crown. He reveals the leagues where failure involves outright humiliation and discovers just how low some managers will go to claim a psychological advantage. Along the way, he finds Saudi sheikhs, stats professors, most of Norway and a member of one of the biggest pop bands of all time, all of them united by their unflinching desire for Fantasy Football greatness.
An avid gamer and sharp media critic explains meritocracy's negative contribution to video game culture-and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games' focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games-but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.
As the wars of Napoleon ravage Europe, chaos and fear reign and the darkness that once clung to the shadows has been emboldened. Supernatural creatures - vampires, werewolves, ghouls, and worse take advantage of the havoc, striking out at isolated farms, villages, and even military units. Whether they are pursuing some master plan or simply revelling in their newfound freedom is unknown. Most people dismiss reports of these slaughters as the rantings of madmen or the lies of deserters, but a few know better... The Silver Bayonet is a skirmish wargame of gothic horror set during the Napoleonic Wars. Each player forms an elite band of monster hunters drawn from the ranks of one of the great powers. Riflemen, swordsmen, and engineers fight side-by-side with mystics, occultists, and even those few supernatural creatures that can be controlled or reasoned with enough to make common cause. The game can be played solo, co-operatively, or competitively, with players progressing through a series of interlinked adventures with their soldiers gaining experience and suffering grievous wounds, and their units triumphing... or falling in the face of the shadows. It is a game of action and adventure, where musket and sabre meet tooth and claw.
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.
The first new Dragonlance novel from Margaret Weis and Tracy Hickman in over a decade, and featuring fan-favorite characters from the iconic first two trilogies, Dragonlance Chronicles and Dragonlance Legends--books that brought a generation of readers into the fantasy fold. Destina Rosethorn--as her name implies--believes herself to be very much a favored child of destiny. But when her father dis in the War of the Lance, her carefully-constructed world comes crashing down. Not only does she lost her beloved father, but the legacy he has left her: a wealthy fiance, and rule over the family lands and castle. With nothing left in the world to support her but wits and determination, she hatches a bold plan: to secure the Device of Time Journeying she read about in one of her father's books and prevent her father's death. The last known holder of the Device was one of the Heroes of the Lance: the free-spirited kender, Tasselhoff Burrfoot. BUt when Destina arrives in Solace--home not only to Tas, but to fellow heroes Caramon and Tika Majere--she sets into motion a chain of events more deadly than she had ever anticipated: one that could change not only her personal history, but the fate of the entire world, allowing a previously-defeated evil to once again gain ascendancy.
The Zaharets, the land between the Vori Wastes and the Plains of Aeco, is well-known as the Land of Risings. Dominated by the rising city-states of Ameena Noani and Sentem, facing each other along the great War Road, the Zaharets has always been home to powerful civilizations. Beastmen ruins dot the landscape, a constant reminder of the Kingdom of Sin and the fragility of the Law of Men. Even older are the great ruins of the Hulathi, the legendary sea peoples, and the Hannic mansions sealed beneath the mountains, awaiting those who would seek out the Lost Folk. Scars abound from the wars between ruined Keta in the north and Gerwa in the south. And, far to the east, the legends of Muadah still beckon occultists and Jackals who seek to plunder its corrupted ruins. Inspired by the myths, cultures, and history of the Ancient Near East, and by such ancient texts as the Iliad, the Epic of Gilgamesh, and the Old Testament, Jackals is a Sword & Sorcery roleplaying game set in a Fantasy Bronze Age. With mechanics based on the popular OpenQuest system, the game places players in the role of Jackals - adventurers, explorers, sellswords, and scavengers - and sends them out into the peril-filled land of the Zaharets to make their fortune... or perhaps fulfill a greater destiny...
The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players. Such shifts elicit new scholarly perspectives. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.
In the shifting labyrinth of the Ghost Archipelago, there is one group of islands that can almost always be found; the Islands of Fire. Surrounded by a grey haze of sooty smoke, the islands contain numerous active volcanoes. Despite the constant threat of annihilation, many tribal groups call these islands home, building their villages on the rocky slopes or in the black jungles of gnarled and stunted trees that surround the mountains. In this supplement for Frostgrave: Ghost Archipelago, the Heritors lead their crew to these blighted isles in search of clues to the location of the Crystal Pool. Containing a host of new scenarios, crewmen types, creatures, and treasure, this volume also includes guidelines for building unique tribes to use as adversaries in scenarios or as allies to the Heritors in their quest. |
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