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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
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!
In the course of a Dungeons & Dragons game, a Dungeon Master
has to make one decision after another in response to player
behaviour-and the better the players, the more unpredictable their
behaviour! It's easy for even an experienced DM to get bogged down
in on-the-spot decision-making or to let combat devolve into a
boring slugfest, with enemies running directly at the player
characters and biting, bashing, and slashing away. In The Monsters
Know What They're Doing, Keith Ammann lightens the DM's burden by
helping you understand your monsters' abilities and develop battle
plans before your fifth edition D&D game session begins. Just
as soldiers don't whip out their field manuals for the first time
when they're already under fire, a DM shouldn't wait until the PCs
have just encountered a dozen bullywugs to figure out how they
advance, fight, and retreat. Easy to read and apply, The Monsters
Know What They're Doing is essential reading for every DM.
This book addresses the ongoing scientific debates regarding video
games and their effects on players. The book features opposing
perspectives and offers point and counterpoint exchanges in which
researchers on both sides of a specific topic make their best case
for their findings and analysis. Chapters cover both positive and
negative effects of video games on players' behavior and cognition,
from contributing to violence and alienation to promoting
therapeutic outcomes for types of cognitive dysfunction. The
contrasting viewpoints model presents respectful scientific debate,
encourages open dialogue, and allows readers to come to informed
conclusions. Key questions addressed include: * Do violent video
games promote violence? * Does video game addiction exist? * Should
parents limit children's use of interactive media? * Do action
video games promote visual attention? * Does sexist content in
video games promote misogyny in real life? * Can video games slow
the progress of dementia? * Are video games socially isolating?
Video Game Influences on Aggression, Cognition, and Attention is a
must-have resource for researchers, clinicians and professionals as
well as graduate students in developmental psychology, social work,
educational policy and politics, criminology/criminal justice,
child and school psychology, sociology, media law, and other
related disciplines.
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.
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.
The North African Campaign has begun. Take control of the British
Army's Long Range Desert Group and operate behind enemy lines or
command the formidable Italian forces opposing them. In this
standalone sequel to Undaunted: Normandy, players will once again
lead their sides through a varied series of missions. As casualties
mount, wounded units leave the players' decks, forcing them to
adapt in the face of changing tactical circumstances. Use your
cards to strengthen your forces, deploy vehicles to advance rapidly
across the battlefield, and seize the initiative as you determine
the outcome of the North African Theatre. Ages: 14+ Players: 2
Playing Time: 45-60 minutes Contents: 88 cards, 22 large map tiles,
4 dice, tokens, campaign booklet
A BRAND-NEW COLORING BOOK FEATURING ICONIC ART FROM THE COMIC BASED
ON THE VIDEO GAME LIFE IS STRANGE. Color your way through the
universe of the award-winning videogame Life is Strange, using
stunning artwork by Claudia Leonardi from the bestselling comic
series. Featuring eighty pages of stylish black and white linework
from the story of Max Caulfield and Chloe Price, complemented by
distinctive doodles from Max's journal. Bring new life to Arcadia
Bay, create fresh t-shirt designs for the cast, and explore
time-twisting new realities at the tips of your pencils and pens!
What color will Chloe's hair be in your timeline?
This new edition of the multi-award-winning fantasy skirmish
wargame offers improved rules based on years of player feedback, a
revised spell list, and a host of brand-new scenarios. It remains
fully compatible with all previously published Frostgrave
supplements, allowing players to revisit past adventures as well as
face new challenges. Choose a wizard from one of ten schools of
magic, and select from a list of eighty spells. Hire a warband
filled with soldiers, from lowly thugs and thieves to mighty
knights and barbarians, then lead your men into the frozen ruins of
the magic city of Frostgrave on the hunt for ancient treasures and
the secrets of lost magic. Be warned - it is a deadly place, filled
with rival wizards, wandering monsters, animated constructs, and
demonic entities. Do you dare enter the Frozen City one more time?
Ireland is awash with would-be kings, power-hungry pretenders, and
self-professed rulers. The provinces are in disarray, and the common
folk are paying the price. The land needs a leader. In Brian Boru,
players will strive to unite Ireland under their domain, securing
control through might, cunning, and matrimony. Join forces to fend off
Viking invaders, build monasteries to extend your influence, and gather
support in towns and villages throughout the land. To become High King
of all Ireland, you will need to navigate a web of shifting alliances,
outmanoeuvre your enemies, and grab history by the reins. Includes
rules in English and German. Number of players: 3-5 Ages: 14+ Play
time: 60-90 minutes Components: Board, 46 cards, 139 tokens, 125 wooden
discs
A tense, economic eurogame for one to four players, charting the rise
and fall of the 12th Century's greatest city.
The ancient city of Merv. A gateway between the East and the West. A
hub of scholarship and trade. The greatest city in the world.
In Merv: The Heart of the Silk Road players are vying to amass power
and wealth in the prosperous city at the centre of the land. Through
careful court intrigue, timely donations to the grand mosque, and
securing favourable trade deals, players attempt to redirect as much of
that prosperity as possible into their own pockets.
Meanwhile, beyond the city walls Mongol hordes approach. If you help
construct the city walls you give up on precious opportunities to build
up your own stature, but leave it unprotected and you will burn with
the city. Every decision is weighty and the consequences of each
misstep are dire. Will you rise to prominence or fade into oblivion?
Number of players: 1-4
Ages: 14+
Play time: 90 - 120 minutes
Components: Board, 25 tiles, 48 cards, 100+ wooden pieces, 100+ tokens
Video Games in Psychotherapy provides the reader with a practical
session-by-session framework for using video games, interactive
media, and gaming metaphors to help make the process of
psychotherapy more engaging for today's youth. Using concepts from
narrative, collaborative, cognitive behavioral, and other
evidenced-based approaches to psychotherapy, the book gives
examples of possible therapist questions, responses, and activities
involving language and concepts that are appealing to young gamers.
Addressing issues with psychophysiological self-regulation, anxiety
disorders, and autism spectrum disorders, among others, this book
uses multiple case examples to demonstrate each idea and is written
in a way that is understandable for all mental health providers,
regardless of their own familiarity with gaming. A review of over
40 popular video games with specific ideas for their use in
psychotherapy is provided, allowing mental health providers to
easily individualize therapy based on client goals and gaming
preferences. Concepts for individual and group psychotherapy using
games and interactive media, ranging from Pac Man to virtual
reality, are also covered. Providing the reader with useful
templates, worksheets, and other therapy resources, this book is a
must-have for mental health providers working with children,
adolescents, and transition-age youth.
Video Games in Psychotherapy provides the reader with a practical
session-by-session framework for using video games, interactive
media, and gaming metaphors to help make the process of
psychotherapy more engaging for today's youth. Using concepts from
narrative, collaborative, cognitive behavioral, and other
evidenced-based approaches to psychotherapy, the book gives
examples of possible therapist questions, responses, and activities
involving language and concepts that are appealing to young gamers.
Addressing issues with psychophysiological self-regulation, anxiety
disorders, and autism spectrum disorders, among others, this book
uses multiple case examples to demonstrate each idea and is written
in a way that is understandable for all mental health providers,
regardless of their own familiarity with gaming. A review of over
40 popular video games with specific ideas for their use in
psychotherapy is provided, allowing mental health providers to
easily individualize therapy based on client goals and gaming
preferences. Concepts for individual and group psychotherapy using
games and interactive media, ranging from Pac Man to virtual
reality, are also covered. Providing the reader with useful
templates, worksheets, and other therapy resources, this book is a
must-have for mental health providers working with children,
adolescents, and transition-age youth.
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.
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.
The Wildside Gaming System is a flexible, innovative,
ultra-realistic role-playing system designed specifically for adult
and experienced gamers. Combining realistic and logical character
development, realistic combat, and accurate historical elements,
the Fantasy Role-Playing Edition is designed especially for Game
Masters who like to create their own settings for swashbuckling
heroics, magic, and adventure in a complex fantasy world.
The Frostgrave Folio is the complete collection of all previously
released Frostgrave mini-ebook supplements in one printed volume.
This includes Hunt for the Golem, a three-scenario campaign in
which the warbands hunt down a rogue golem, Sellsword, which
introduces rules for experience-gaining captains to help lead
warbands, Dark Alchemy, which expands the rules for potions and
potion brewing, and Arcane Locations which gives additional options
for bases and base upgrades. The book also includes a completely
new mini-supplement, The Ravages of Time. Collecting nearly two
years' worth of Frostgrave material, this collection is a necessary
addition to any wizard's library.
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.
Constructing a functional system of magic that helps readers
suspend disbelief is a crucial part of worldbuilding in the fantasy
genres. Yet creating a believable, compelling and original
fictional universe can be daunting. To help inspire writers, this
guide provides an overview of how magic has been understood in
history and used in myth, legend and modern fiction. Different
forms of magic are explored and a broad range of stories-from
Nordic myths to modern novels-are described and referenced.
Discussion explores how magic as a concept shapes, and is shaped
by, fictional worlds and societies.
While many nations flocked to the side of the Allies, others joined
forces with Germany as part of the Axis. This volume is the
definitive guide to the armies of Italy, Hungary, Slovakia, Croatia
and Finland. Refight the Winter War against the Soviets, hold back
the British in North Africa, or help shore up the German offensives
on the Eastern Front with this latest supplement for 'Bolt Action.'
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Cryptid
(Game)
Hal Duncan, Ruth Veevers; Illustrated by Kwanchai Moriya
1
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R1,083
R790
Discovery Miles 7 900
Save R293 (27%)
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Ships in 10 - 15 working days
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In this unique deduction game of honest misdirection you are all
cryptozoologists, trying to be the first to discover definitive proof
of a cryptid in the wilds of North America. Each player will be given a
unique clue – one piece of crucial information about where the creature
lives. When combined, the clues identify a single space on the map –
the creature’s habitat.
Each player’s clue either states an area where the creature can be
found or where it cannot be found, based on the terrain and structures
on the board. During the game, you will ask each other questions with
the aim of guessing each other’s clues. The first player to correctly
use all of the clues to find the habitat wins the game!
The King is dead. The kingdom is divided. Three factions – the
Scottish, the Welsh, and the English – vie for control and, across the
sea, foreign invaders prepare to take advantage of the chaos. Players
must marshal their limited resources to influence this power struggle,
while ensuring that the faction that rises to dominate the realm
favours them above all other claimants to the throne.
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