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PART STORY, PART GAME - PURE ADVENTURE! Are YOU brave enough to
take on the monsters and magic of Firetop Mountain...? The powerful
warlock Zagor must be slain - but first you'll need to make it
through the caverns of his mountain stronghold. Many adventurers
before you have taken a wrong turn in the maze and perished at the
hands and claws of the Warlock's gruesome servants... step up,
hero, it's time to fight!
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson Taking refuge in the infamous
House of Hell may be the worst mistake of your life... The dangers
of the torrential storm outside are nothing compared to the
blood-curdling adventures that await you inside, where a den of
demon worshippers are preparing an initiation ceremony tonight ...
will you be one of their sacrifices? ABOUT THE SERIES The
multi-million copy globally bestselling choose-your-own-adventure
series is repackaged and reignited for a brand new generation of
children. All you need is a dice and you can choose which way the
story goes Be careful - the main character can die at any point! 20
million copies sold worldwide in 32 languages Perfect for kids who
love gaming A great way to encourage children away from gaming on
screens and get them back into reading books!
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson You, the hero, must face the
unknown terrors of the Mampang Fortress. Hidden inside the keep is
the Crown of Kings, but beware the monsters and traps waiting for
you... ABOUT THE SERIES The multi-million copy globally bestselling
choose-your-own-adventure series is repackaged and reignited for a
brand new generation of children. All you need is a dice and you
can choose which way the story goes Be careful - the main character
can die at any point! 20 million copies sold worldwide in 32
languages Perfect for kids who love gaming A great way to encourage
children away from gaming on screens and get them back into reading
books!
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson You, the hero, must brave the
city of Khare, where every doorway or alley conceals sudden danger.
You will need all your wits about you to avoid the traps and
survive the unimaginable horrors ahead... ABOUT THE SERIES The
multi-million copy globally bestselling choose-your-own-adventure
series is repackaged and reignited for a brand new generation of
children. All you need is a dice and you can choose which way the
story goes Be careful - the main character can die at any point! 20
million copies sold worldwide in 32 languages Perfect for kids who
love gaming A great way to encourage children away from gaming on
screens and get them back into reading books!
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson YOU, the hero, must search for
the legendary Crown of Kings, hidden in the Shamutanti Hills. Alive
with evil creatures, lawless wanderers and bloodthirsty monsters,
the land is riddled with tricks and traps waiting for you. Will you
be able to cross the hills safely - or will you perish in the
attempt? ABOUT THE SERIES The multi-million copy globally
bestselling choose-your-own-adventure series is repackaged and
reignited for a brand new generation of children. All you need is a
dice and you can choose which way the story goes Be careful - the
main character can die at any point! 20 million copies sold
worldwide in 32 languages Perfect for kids who love gaming A great
way to encourage children away from gaming on screens and get them
back into reading books!
PART STORY, PART GAME - PURE ADVENTURE! Are YOU brave enough to
enter the trap-filled lair of the sorcerer Balthus Dire.? You are a
fearless young wizard, armed with magic spells - the last hope to
defeat the dread warlord Balthus Dire whose sorcery threatens the
land. You must enter his forbidden citadel and take on his
monstrous minions, or perish in the process. step up, hero, it's
time to fight!
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson You, the hero, must beat seven
deadly serpents to the fortress of Mampang and destroy them before
they can warn the Archmage of your mission to find the Crown of
Kings. ABOUT THE SERIES The multi-million copy globally bestselling
choose-your-own-adventure series is repackaged and reignited for a
brand new generation of children. All you need is a dice and you
can choose which way the story goes Be careful - the main character
can die at any point! 20 million copies sold worldwide in 32
languages Perfect for kids who love gaming A great way to encourage
children away from gaming on screens and get them back into reading
books!
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson YOU, the hero, a travel to the
city of Salamonis to make your fortune. But will you join the
Strongarms and travel across Allansia, guarding merchant caravans,
or will you study at the famous Halls of Learning? Will you enter
Bu Fon Fen in search of Cauldronweed, or rid King Salamon's Mine of
the pests that plague it? Will you bring Cardinal Zyn to justice,
or set off in search of the horn of the Black Unicorn? And just who
is the Shivering Man, and what does he have to do with the mystery
of the screaming sky? It is down to YOU to uncover the secrets of
Salamonis! ABOUT THE SERIES The multi-million copy globally
bestselling choose-your-own-adventure series is repackaged and
reignited for a brand new generation of children. All you need is a
dice and you can choose which way the story goes Be careful - the
main character can die at any point! 20 million copies sold
worldwide in 32 languages Perfect for kids who love gaming A great
way to encourage children away from gaming on screens and get them
back into reading books!
Beware the Curse of Akharis! When an ancient tomb in the Desert of
Skulls turns out to belong to Akharis, a legendary ruler from a
previous age, you discover some of his followers are trying to
return the evil pharaoh to life. Soon you will have to learn the
true meaning of The Curse of the Mummy! It will take a real hero to
defeat Akharis and win the treasure. Dare you take on the
challenge?
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson YOU, the hero, must track down
three Vapours in order to defeat the feared necromancer Zharradan
Marr. Access the Galleykeep, Marr's flying vessel, to destroy his
portal and his means of entering Allansia - or perish in the
attempt! ABOUT THE SERIES The multi-million copy globally
bestselling choose-your-own-adventure series is repackaged and
reignited for a brand new generation of children. All you need is a
dice and you can choose which way the story goes Be careful - the
main character can die at any point! 20 million copies sold
worldwide in 32 languages Perfect for kids who love gaming A great
way to encourage children away from gaming on screens and get them
back into reading books!
Fighting Fantasy gamebooks have sold over 17 million books
worldwide, in over 30 languages. YOU were the hero in The Warlock
of Firetop Mountain, fighting monsters and foes with a pencil, two
dice and an eraser. And now - YOU ARE THE COLOURIST! Bring your
favourite trolls, dragons and even the Warlock himself to life,
colouring the original emotive illustrations by artist Russ
Nicholson.
Cult of Analytics enables professionals to build an analytics
driven culture into their business or organization. Marketers will
learn how to turn tried and tested tactics into an actionable plan
to change their culture to one that uses web analytics on a day to
day basis. Through use of the fictitious ACME PLC case, Steve
Jackson provides working examples based on real life situations
from the various companies he has worked with, such as Nokia, KONE,
Rovio, Amazon, Expert, IKEA, Vodafone, and EMC. These examples will
give the reader practical techniques for their own business
regardless of size or situation making Cult of Analytics a must
have for any would-be digital marketer. This new edition has been
thoroughly updated, now including examples out of how to get the
best from Google analytics, as well as ways to use social media
data, big data, tag management and advanced persona segmentation to
drive real value in your organisation. It's also been expanded to
include exercises and new cases for students and tutors using the
book as a text.
Cult of Analytics enables professionals to build an analytics
driven culture into their business or organization. Marketers will
learn how to turn tried and tested tactics into an actionable plan
to change their culture to one that uses web analytics on a day to
day basis. Through use of the fictitious ACME PLC case, Steve
Jackson provides working examples based on real life situations
from the various companies he has worked with, such as Nokia, KONE,
Rovio, Amazon, Expert, IKEA, Vodafone, and EMC. These examples will
give the reader practical techniques for their own business
regardless of size or situation making Cult of Analytics a must
have for any would-be digital marketer. This new edition has been
thoroughly updated, now including examples out of how to get the
best from Google analytics, as well as ways to use social media
data, big data, tag management and advanced persona segmentation to
drive real value in your organisation. It's also been expanded to
include exercises and new cases for students and tutors using the
book as a text.
In 2011, New Zealand rugby fans erupted in celebration as the All
Blacks narrowly defeated France to win the Rugby World Cup - the
team's first title since New Zealand hosted the inaugural
tournament in 1987. In the years between these victories, the sport
of rugby has been radically transformed from its amateur roots to a
professional, global entertainment 'product'. This book explores
these developments and focuses initially on the New Zealand Rugby
Union's key deals with Rupert Murdoch's News Corporation and global
sportswear giant Adidas in the 1990s. The new pay-per-view era has
curtailed the traditional 'viewing rights' of rugby fans to have
live, free-to-air access to All Blacks test matches on public
television. Adidas, meanwhile, has relentlessly commodified aspects
of national heritage and indigenous identity in pursuit of local
and global markets while exploiting labour in developing countries.
Escalating merchandise costs and ticket prices have, at the same
time, pushed the sport further out of the reach of ordinary New
Zealanders. All of these issues, however, have not gone
uncontested, and the authors argue that rugby remains a contested
terrain in the face of a new set of limits and pressures in the
global economy.
Although New Zealand exists as a small (pop. 4.3 million),
peripheral nation in the global economy, it offers a unique site
through which to examine the complex, but uneven, interplay between
global forces and long-standing national traditions and cultural
identities. This book examines the profound impact of globalization
on the national sport of rugby and New Zealand's iconic team, the
All Blacks. Since 1995, the national sport of rugby has undergone
significant change, most notably due to the New Zealand Rugby
Union's lucrative and ongoing corporate partnerships with Rupert
Murdoch's News Corporation and global sportswear giant Adidas. The
authors explore these significant developments and pressures
alongside the resulting tensions and contradictions that have
emerged as the All Blacks, and other aspects of national heritage
and indigenous identity, have been steadily incorporated into a
global promotional culture. Following recent research in cultural
studies, they highlight the intensive, but contested,
commodification of the All Blacks to illuminate the ongoing
transformation of rugby in New Zealand by corporate imperatives and
the imaginations of marketers, most notably through the production
of a complex discourse of corporate nationalism within Adidas's
evolving local and global advertising campaigns.
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
This award-winning card game, designed by Steve Jackson, captures the essence of the dungeon experience... with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm... or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon...
And it's illustrated by John Kovalic! Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.
Other
Part of the Munchkin series.
Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.
There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure.
In May 2010, Steve Jackson Games made the "big announcement." Many rules and cards were changed. See The Great 2010 Munchkin Changeover for details. Of note to Munchkin fans, the Kneepads of Allure card, which had been removed in the 14th printing, was added back to the game but modified to be less powerful.
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling
stories and in many ways the birth of modern gaming, these books
captured the imaginations of a generation of kids - it's great to
think that a new generation are going to be similarly captivated"
bestselling author Charlie Higson YOU, the hero, are the Silver
Crusader, a superhero who protects Titan City. You must battle
criminals the Scarlet Prankster, Dr. Macabre, the Serpent and the
Alchemists and infiltrate a meeting between leaders of evil
organization F.E.A.R. to capture master villain the Titanium
Cyborg. ABOUT THE SERIES The multi-million copy globally
bestselling choose-your-own-adventure series is repackaged and
reignited for a brand new generation of children. All you need is a
dice and you can choose which way the story goes Be careful - the
main character can die at any point! 20 million copies sold
worldwide in 32 languages Perfect for kids who love gaming A great
way to encourage children away from gaming on screens and get them
back into reading books!
One of the most highly regarded Tier One Delta Force operators in American
military history shares his war stories and personal battle with PTSD.
As a senior non-commissioned officer of Delta Force, the most elite and secretive
special operations unit in the U.S. military, Command Sergeant Major Tom Satterly
fought some of this country's most fearsome enemies. Over the course of twenty
years and thousands of missions, he's fought desperately for his life, rescued
hostages, killed and captured terrorist leaders, and seen his friends maimed and killed
around him.
All Secure is in part Tom's journey into a world so dark and dangerous that most
Americans can't contemplate its existence. It recounts what it is like to be on the
front lines with one of America's most highly trained warriors. As action-packed as
any fiction thriller, All Secure is an insider's view of "The Unit."
Tom is a legend even among other Tier One special operators. Yet the enemy that
cost him three marriages, and ruined his health physically and psychologically, existed
in his brain. It nearly led him to kill himself in 2014; but for the lifeline thrown to him
by an extraordinary woman it might have ended there. Instead, they took on
Satterly's most important mission-saving the lives of his brothers and sisters in arms
who are killing themselves at a rate of more than twenty a day.
Told through Satterly's firsthand experiences, it also weaves in the reasons-the
bloodshed, the deaths, the intense moments of sheer terror, the survivor's guilt,
depression, and substance abuse-for his career-long battle against the most insidious
enemy of all: Post Traumatic Stress. With the help of his wife, he learned that by
admitting his weaknesses and faults he sets an example for other combat veterans
struggling to come home.
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Monster
Steve Jackson
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R401
Discovery Miles 4 010
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Ships in 12 - 17 working days
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Games Workshop, Warhammer, White Dwarf, Citadel Miniatures and
Fighting Fantasy are names which trigger powerful memories for
millions of people around the world. The cultural impact of Games
Workshop and Fighting Fantasy has been remarkable. But how did it
all begin? Since starting out in 1975 as a part-time mail-order
business in a modest third-floor flat in West London, Games
Workshop has grown from its humble beginnings to become a FTSE 250
company listed on the London Stock Exchange. From distributing
Dungeons & Dragons, to living in the back of a van, to opening
Games Workshop stores, to creating Fighting Fantasy, to launching
Warhammer, co-founders Ian Livingstone and Steve Jackson tell their
remarkable story for the first time. Dice Men is the fascinating,
never-before-told story of an iconic company which changed the
world of tabletop gaming for ever. It's an insight into the
rollercoaster first year of Games Workshop and the birth of the
industry.
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