|
|
Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
This history of role-playing games such as Dungeons and Dragons
explains their evolution and gives complete definitions and
descriptions for related game products. Arriving on the scene in
1973, such games caught on rapidly and spawned a thriving industry.
These games are regularly played improvisations, with rules that
allow for consistent resolution of action, in which heroic
characters created by the players battle enemies or solve
mysteries. Featuring essays by eighteen top industry designers,
Heroic Worlds explains the evolution of role-playing games and
their influence on other forms of entertainment. The art and jargon
of game design, play, and collection are defined in detail.
A historical supplement for Mythras. Welcome the birth of the Roman
Republic, and follow it through to its murderous end, on a
tumultuous ride through some of its most turbulent history.Mythic
Rome encapsulates the dark and gritty past, allowing players to
take part in the founding of Rome: as a bandit on the Tiber; to
overthrow the tyrannical Seven Kings; conquer the rival Etruscan
city states; watch the city be sacked by Gauls; battle Hannibal
during the Punic Wars; take part in the malevolent Bacchanalian
conspiracy; fight alongside Spartacus or against him; or choose
sides during the civil war between Caesar and Pompey.This
invaluable book contains rules for everything from political
standing to chariot racing, along with comprehensive Roman careers
and guides for the weapons, armour and combat styles of Rome's
legions and her enemies. Also included are obscure supernatural
creatures and new magic systems to reflect the way magic works from
the perspective of the Romans themselves.Continuing the quality and
historical depth of the Design Mechanism's Mythic series, Mythic
Rome stands as one of the best historical roleplaying supplements
of all time, describing in intricate detail every aspect of
everyday Roman life. Indeed, this book is packed with quotations
written during the last days of the Republic, revealing shocking
details of Rome the eternal city... a shining pinnacle of
civilisation built upon a grisly foundation of crime, superstition,
war and treachery.Mythic Rome is not a stand-alone game. You will
need the Mythras rules to make full use of the content.
Will you escape the dangers of Azeroth? Will you escape the dangers
of Azeroth? You have 60 minutes to break free of the chains that
bind and the evils that threaten the World of Warcraft (R)! Play as
honorable members of the Horde and the Alliance and overcome
obstacles before time runs out! Stop the spread of Professor
Putricide's plague of undeath in his bizarre laboratory, dodge
devilsaurs in Un'Goro Crater, and restore order to Karazhan before
the tower collapses! Featuring three different scenarios with three
difficulty levels: easy, medium, and challenging. Will you be
unshackled? Or will time seal your fate?
Set off with your adventuring party to gather 25 days' worth of
gifts from the world of Dungeons & Dragons! Collect dozens of
little treasures inspired by the Forgotten Realms in this official
Dungeons & Dragons countdown calendar. Your party may have all
the weapons they need, but this engaging gift calendar is filled
with dozens of items you'd never think to bring on a quest. With
mini books, stationery, buttons, tech accessories, and more, you
can celebrate your love for the game with this countdown calendar
featuring a monstrous assortment of presents!
There are many tales of the Frozen City, and not all of them tell
of battles between rival wizards. Often, the greatest adventures
are those that pit a wizard and his trusty warband against the
myriad perils found amidst the ruins of Felstad. This new
supplement for Frostgrave presents rules for playing solo and
cooperative games in which the focus shifts from the feuds of
wizards to exploring the city, unlocking its mysteries... and
surviving what is discovered. With guidelines for scaling game
difficulty, dungeon crawls, monster generation, and more, as well
as ten scenarios demonstrating these options, this volume offers
players everything they need to venture alone - or with allies -
into Frostgrave. Why should wizards fight amongst themselves? There
is plenty of treasure for all and the Frozen City is enemy enough!
HARDCOVER. The Robotic Age is a game where man lives long side
machine. Sentient androids are trying to find their place among
people that, at best, don't trust them and at worst want to destroy
them. Weapon technology is spiraling out of control, killer drones
can be built in a garage, and anyone on the street can have enough
cybernetic enhancements to make them a killing machine. The world
is changing rapidly and no one knows if the new age will be that of
peace, or dominance. Build the android, transhuman, cyborg, or
human character you always wanted and equip them with the weapon of
your dreams, from plasma cannons, to grenade launchers, energy
swords and more. Explore cyberspace, fight for android rights,
travel to mars, or just help prevent the world from descending into
chaos in The Robotic Age.
The Art of Ni no Kuni (TM)II: REVENANT KINGDOM is a lavish
full-color book showcasing the best art from the highly anticipated
roleplaying game. Developed by Level-5 and with collaboration from
legendary Studio Ghibli animator Yoshiyuki Momose, Ni no Kuni
(TM)II: REVENANT KINGDOM is a beautiful, characterful and exciting
game. This book is the ultimate fan resource, showcasing the
development of the amazing characters, monsters, vehicles and
locations from initial concept sketches through to the finished
artworks.
Welcome to Dungeon Academy, where monsters and creatures train for
the dark world that awaits just beyond the Dungeon walls. Something
BIG has come knocking on the gates of Dungeon Academy! The
undefeated Waterdeep Dragons have arrived for the Tourney of Terror
games, which happens every fifty years and features every monster's
favourite sport: Goreball! The Dungeon Academy Flumphs are
outnumbered, outsized, and outmonstered! But our hero, Zelli
Stormclash (a forbidden human, secretly disguised as a minotaur),
is no stranger to impossible odds. Just a few weeks ago, Zelli and
her crew, the Danger Club, came face-to-face with a maniacal
necromancer and his army of undead! If this wasn't enough to raise
scales Zelli's reoccurring nightmare of a dark entity annihilating
her world may be more than just a bad dream. Something sinister is
lurking in the halls of the academy, and only Zelli seems to
notice. But when Zelli uncovers a dark past hidden beneath Dungeon
Academy, she unlocks something that will concern everyone at
school, every dragon at Waterdeep, and everything within the
Forgotten Realms. Get ready for humor, heart, magic, and adventure
as middle graders and beyond learn to embrace who they are, accept
others' differences, and discover the hidden secrets that dwell
deep within themselves, and within Dungeon Academy!
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.
The critically acclaimed, multi-award-winning World War II
deck-building game. June, 1944. Through the D-Day landings, the
Allies have seized a foothold on the beaches of Normandy. Now you
must lead your troops forward as you push deeper into France and
drive the German forces back. You will face intense resistance,
machine gun fire, and mortar bombardment, but a great commander can
turn the situation to their advantage! Undaunted: Normandy is the
best-selling World War II deck-building game, placing you and your
opponent in command of American or German forces fighting through a
series of missions critical to the outcome of the war. Use your
cards to seize the initiative, bolster your forces, or control your
troops on the battlefield. Strong leadership can turn the tide of
battle in your favour, but reckless decisions could prove
catastrophic, as every casualty you take removes a card from your
deck. Take charge amidst the chaos of battle, hold fast in the face
of opposition, and remain undaunted. Players: 2 Ages: 14+ Playing
Time: 45-60 minutes Contents: 108 cards, 18 large map tiles, dice,
tokens, campaign booklet
An expanded edition of the Origins Award-nominated Lion Rampant,
featuring new rules, scenarios, and sample armies. Take to the
battlefield as Richard the Lionheart, Joan of Arc or William
Wallace - or forge your own legend - with Lion Rampant: Second
Edition. From the Dark Ages to the Hundred Years' War, raids,
skirmishes, and clashes between small retinues were a crucial part
of warfare, and these dramatic small-scale battles are at the heart
of this easy-to-learn but tactically rewarding wargame. Lion
Rampant: Second Edition is a new, updated version of the hit Osprey
Wargames series title, and retains the core gameplay while also
incorporating a wealth of new rules and updates from several years'
worth of player feedback and development. Whether they are looking
to recreate historical encounters or tell their own stories, the
varied scenarios, unit types, and sample retinue lists found in
this volume provide everything players need to face each other in
quick, exciting, and, above all, fun tabletop battles.
Key aliens and NPCs from Starfinder's Threefold Conspiracy
Adventure Path come alive on your tabletop with The Threefold
Conspiracy Pawn Collection, featuring more than 100 creature pawns
for use with the Starfinder Roleplaying Game or any tabletop
science-fantasy RPG! Printed on sturdy cardstock, each pawn
presents a beautiful full-color image of an alien, NPC, or starship
from The Threefold Conspiracy campaign, including agents of the
mysterious Unseen, strange shapeshifters, uneasy allies, and dozens
of unique creatures. The Threefold Conspiracy Pawn Collection,
together with the creatures and characters from the Starfinder
Alien Archive Pawn Box and Starfinder Core Rulebook Pawn
Collection, provides pawns for nearly every Threefold Conspiracy
encounter. Each cardstock pawn slots into a size-appropriate
plastic base from the Alien Archive Pawn Box, making the pawns easy
to mix with traditional metal or plastic miniatures. From devious
masterminds to shape-shifting infiltrators, find all of the enemies
and allies of The Threefold Conspiracy Adventure Path on these
beautifull illustrated pawns! While creature pawns are broken out
by base size, all starship pawns use medium bases, from the tiniest
fighter to the largest warship. Starfinder The Threefold Conspiracy
Pawn Collection includes: Small Creatures Aerial Devil Autofly
Swarm (4) Bug Furry Friend Experimental Nanobot Mimic (4) Extiomi
Fech "Sparkles" Goba Flying Viper Eel Swarm (4) Gray Abductor (3)
Gray Bounder Gray Engineer (2) Gray Ooze Wrangler Gray Researcher
(6) Gray Surgeon Keji Swarm (4) Memory Muck (2) Needlehawk Host (4)
Oni, Spirit Overseer Gyru Pik Nath Proog Psydrake Robot, Gray
Observer (2) Scouring Swarm (4) Spookfish Swarm (4) Troll Polyp (2)
Zaxo Zernivian Medium Creatures Aanung-An Algiada Iom Arc Moray (2)
Aykins Segrue Azer Spy (3) Barghest Cargo Creep Chop Cycle (3)
Combat Clone (2) Diorama Guard (2) Docksmythe (3) Dormakhabu Eiyol
Marrill Ephecta Erem Esra Fluerasik Enforcer (4) Gamut Bio IT Staff
(2) Gamut Bio Janitor (4) Glacial Borer Gray Shell Guardian Rhino
Hesper Veeldiz Jincheroga Jox Hird Kaniko Breez Kibotu Knight of
Golarion (4) Knight of Golarion Squire Krelo Danesh Kriegakos (3)
Laoe Araae Orderly (4) Lawless One Lozu Pahir Ludvya "Firespitter"
Zyakama Lunabellox Debrie Marduq Char Melta-Man Mersadask Rycast
Modified Swarm Corrovox Molu Umana Dylaska Narla Yalamis Night Hag
Orgot Nalkus Orvir Pike Phryine Callajam Psychic Clone (2) Qub Rel
Nodens Reptoid Host (6) Reptoid Steward (4) Rig Technician (2)
Robot, Incapacitator (2) Sarzael Fallion Shadow Hopper Shez Daiasha
Silverlight Construct Space Pirate, Human (4) Steward Rookie (2)
Steward Constable (2) Steward Worker (3) Tavin Arill The Monitor
Threshwolf Host (2) Thylas Starhammer Torv Graycrag Trostinek Vee
Andano Vora Rinn Wem Wetzelt Xych Vorsen Yona Raito Yox Large
Creatures Barathu Patient (4) Doctor Flo Elmeshra (2) Gamut Bio
Management (2) Garaggakal Polymath Golem, Abysium Hrog Hungerer
from the Dark Jesara Hy Nevintsi Jynma Kunnid Linyf Megalonyxa
Obfuchsia Phixara Protean, Xiritix (2) Quanma Ge Uliyu Replicant
Ooze Troll, Quantum Varigneous Verifier Ki Huge Creatures Barathu
Bruiser Driftlure Lava Strider (2) Xanthos Starships Gray
Collection Saucer Gray Monitor Capsule Gray Mothership Gray
Research Vessel Gray Watcher Pod Reptoid Chameleon Reptoid
Changeling Reptoid Instigator (2) Reptoid Nest Platform Roselight
Oracle Sanjaval Palanquin Shimmering Blade Steward Banshee FA
Frigate
Role-playing games seemed to appear of nowhere in the early 1970s
and have been a quiet but steady presence in American culture ever
since. This new look at the hobby searches for the historical
origins of role-playing games deep in the imaginative worlds of
Western culture. It looks at the earliest fantasy stories from the
nineteenth and twentieth centuries, at the fans--both readers and
writers--who wanted to bring them to life, at the Midwestern
landscape and the middle-class households that were the hobby's
birthplace, and at the struggle to find meaning and identity amidst
cultural conflicts that drove many people into these communities of
play. This book also addresses race, religion, gender, fandom, and
the place these games have within American capitalism. All the
paths of this journey are connected by the very quality that has
made fantasy role-playing so powerful: it binds the limitless
imagination into a "strict" framework of rules. Far from being an
accidental offshoot of marginalized fan communities, role-playing
games' ability to hold contradictions in dynamic, creative tension
made them a necessary and central product of the twentieth century.
In a galaxy torn apart by the Last War, vast pirate fleets roam
from system to system, robbing, extorting, and enslaving. Amidst
this chaos, thousands of independent operators - smugglers, relic
hunters, freedom fighters, and mercenaries - roam the dead stars in
small ships, scratching out a living any way they can. In
Stargrave, players take on the role of one of these independent
operators, choosing from a range of backgrounds each with their own
strengths, weaknesses, and associated powers. Next, players must
hire a crew for their ship, recruiting a lieutenant with a unique
skill-set and a handful of soldiers, mechanics, hackers, and other
specialists. Some captains may even recruit strange alien lifeforms
with abilities no humanoid could ever possess. Once the players'
crews are assembled, they are ready to dive into a campaign. Over a
series of games, their crews will have the chance to carry out a
variety of missions - recovering lost technology, stealing data,
freeing slaves, and fighting back against the pirate fleets. In
time, as the crews gain experience, they will become more powerful
and hire more talented specialists. The more they grow, however,
the more likely it is that a pirate fleet will take note of their
activities and come after them!
This playful, inspirational book invites fantasy lovers and fans of
Dungeons & Dragons to celebrate and incorporate different
elements of this iconic tabletop game in their lives and help them
live their best, geekiest life. Written by Kat Kruger, the Dungeon
Master of the popular Dungeons & Dragons actual play podcast
d20 Dames, you'll learn how to take the skills, knowledge, and
sense of adventure from your D&D campaign to help you better
understand everything from how you interact with the world around
you to facing the random events that life sometimes throws at you.
With advice from classic player classes-like the Fighter, Warlock,
Bard, Monk, or Ranger-and ways to take your experiences as a player
(or a Dungeon Master) and use them in your day-to-day life, How to
Be More D&D also features interactive elements like "Building
Your Character" and "Dungeon Master State of Mind," quizzes like
"What is Your D&D Class," and paired with rich, full-color art
from the world of Dungeons & Dragons. Whether it is building
your real world "character," discovering your ideal class and
strengths, harnessing the three pillars of play for everyday use,
or using roleplaying techniques to your advantage, How to Be More
D&D explores how to enjoy the campaign known as life and is a
perfect gift for any tabletop gamer or D&D fan. Dungeons &
Dragons, D&D, their respective logos, and the dragon ampersand,
are registered trademarks of Wizards of the Coast LLC. (c)2022
Wizards of the Coast. All rights reserved.
|
|