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  • - Fast-play Dice-less Rules for Small-unit Actions from Napoleonics to Sci-Fi
    av John Lambshead
    194,-

    Very fast-play rules for squad-level skirmish wargames.

  • av John Lambshead
    196,-

    Thirty-six 2-player and two solo scenarios designed for use with any Sci-fi skirmish rules.

  • av John Lambshead
    180,-

    John LambsheadâEUR(TM)s highly popular One-hour Skirmish Wargames was designed for fights in the gunpowder era but now he is transporting the action back to the age of swords and sandals, of legionaries, hoplites and war elephants. These stand-alone rules (you donâEUR(TM)t need the first book) follow the same principles that made the original popular: streamlined game mechanics that are quick to learn and fast to play, allowing the players to concentrate on making tactical decisions and having fun rather than constantly having to look up and decipher over-complicated rules. Card-driven like the original, no dice are required. Although deceptively simple, the rules capture plenty of period flavour and allow for everything from slingers to chariots and stampeding elephants. There are sample force lists, a points system for building any force across this whole period and a couple of sample scenarios. The author explains his design choices and the logic behind the rules to make it easier for players to tweak them to suit their tastes and their specific armies or sub-period. He describes them as a toolkit, not a set of hard-and-fast tournament rules, and adaptation and customization of the rules is encouraged. Fast and furious fun is the order of the day.

  • av John Lambshead
    293,-

  • av John Lambshead
    171,-

    Rhian, a girl from the Welsh valleys on the run from tragedy and herself, finds a new home in the modern East End of London, where the world's largest financial center spins a web of money and power from glistening towers of chrome and glass.

  • av John Lambshead
    104,-

    Sir Francis Walsingham, Queen Elizabeth's Secretary of State, is the greatest spymaster the world had ever seen. It is his duty to find a suitable husband for his orphaned niece, Lucy--not to let her fight demons and witchcraft for the Queen's Secret Service.

  • av Tanya Huff, John Lambshead & Sarah A. Hoyt
    161,-

    When the werewolf cubs are asleep and the baby vamps are tucked into their coffins, the adults come out to play! Feeling a bit undead and dying to shuffle off your toil and troubles and get it on?

  • - Classical Naval Warfare 480-31 BC
    av John Lambshead
    189,-

    With data for ships throughout the period, rules for famous admirals, historical scenarios, a campaign system and a brief historical summary for those who wish to refresh their memory of the era, this title offers everything players need to bring to the tabletop the battles and campaigns of the first great age of naval warfare.

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