Axis & Allies Miniatures Game Expanded Rules Guide


Book Description

The Rules of Engagement Haven’t Changed. They’ve Just Gotten Better. Add more depth and detail to your Axis & Allies Miniatures games with expanded rules that allow you and your opponent to engage in skirmish battles on a whole new level. The Axis & Allies Miniatures Expanded Rules Guide compiles the existing rules system along with expanded rules developed with the feedback and input of avid fans and strategy gamers. Battle Scenarios challenge players on either side of the battlefield, putting tactical skills and strategic planning to the test. Large double-sided battle maps feature highly detailed artwork and allow players to make use of maneuverability and tactical placement of their units. The Expanded Rules Guide Contains: · 48-page rulebook, including new, expanded rules for the Axis & Allies Miniatures Game · 8 Battle Scenarios · 2 full color, double sided, 21” x 30” hex maps · Comprehensive checklist featuring every miniature from all five Axis & Allies Miniatures expansions




Axis and Allies Miniatures: Unit Review and Guidebook


Book Description

This softcover guide book contains detailed card descriptions and complete statistics for all of the units in sets 1-7 (including the new "North Africa" set) of the Axis & Allies(tm) Miniatures collectible game, such as unit cost, attack strength, and special abilities. Unique to this guide are detailed analyses for all units, highly accurate 1:120 scale silhouettes, overall rating, and common attack probabilities. Comprehensive tables of all units allow you to quick identify and choose units by nationality, year, or attack strengths. All card descriptions and special abilities have been updated to reflect the official errata from Wizards of the Coast. Sample pages from the book (in PDF format) may be viewed here; additional pages may be downloaded at www.aamguidebook.comNOTE ON PRICING: this is a hobby for me, and not a for-profit book; I've priced it such that international distribution returns to me about one unit of currency (i.e., US$1, £1, e1, AU$1, CA$1) per book sold. All of the rest of the price goes to Lulu (printing costs) and for global distribution costs (Lulu handles this, too). If you buy it directly from Lulu, I make a little bit more - about 1 beer per book.




Axis & Allies Miniatures North Africa 1940-1943 Map Guide


Book Description

Battles rage across the sands of North Africa Conduct operations in the desert terrain of Tunisia and Egypt with the North Africa 1940-1943 Map Guide. This companion item to the North Africa 1940-1943 expansion will equip players with battle maps, scenarios, and terrain specific rules to conduct battles fought between the Axis & Allied forces in the North African theater. Additionally, each map will offer jungle terrain on its opposite side for use in Pacific theater battle scenarios. Battle scenarios challenge players on either side of the battlefield, putting tactical skills and strategic planning to the test. Large double-sided battle maps feature detailed artwork and allow players to make use of maneuverability and tactical placement of their units. North Africa 1940-1943 Map Guide Contains: - 3 full color, double sided, 21 x 30 hex maps with desert & jungle terrain - 2 North Africa 1940-1943 expansion battle scenarios - North Africa 1940-1943 set list insert




Power Rangers RPG Core Book


Book Description




The Boardgamer Volume 7


Book Description

The Boardgamer magazine was a quarterly magazine devoted primarily, but not exclusively, to the coverage of Avalon Hill / Victory Games titles and to other aspects of the boardgaming hobby. Initially, The Boardgamer’s publication ran concurrently with Avalon Hill’s house magazine, The General, but instead of focusing on new releases, it devoted coverage to those classic, Avalon Hill games which no longer graced the pages of The General. Following the cessation of The General in June 1998, The Boardgamer was the primary periodical dedicated to the titles from AH/VG, until its final issue in 2004. The contents of this volume consists of: Color War In Gangsters - Strategies of Tournament Champions New Optional Rules For Gangsters - Bombs, Shootouts & Cops BOARDGAMER’s Special Panzerblitz Issue - Errata Blackbeard PBeM Series Replay - High Adventure on the Cyber Seas Sailing The Cyber-Seas - Blackbeard PBeM Dreams Of Empire - Freedom In The Galaxy Revisited Poland On A Budget - An Alternate Opening In 4th Edition Third Reich Saratoga Campaign - A Revised 1776 Scenario A New “Young Kid” Is On The Horizon - Conquest 2001 Victory In The Pacific Report War And Peace - Question Box Yom Kipper - A Scenario For Flashpoint: Golan Solving The Polish Problem - Alternative Opening Attacks For Third Reich 4th Ed Common Errors In The Play Of Gunslinger - A Schizophrenic Look The Showdowns Of Gunslinger - Analysis Of Showdown #5: The Ambush What Are Those Indians Doing In My Backyard? - An Analysis Of Gunslinger Showdown #6: The Raid The Australian Strategy - Another Path To IJN Dominance In Victory In The Pacific Atlantic Fleet - Variant For Victory In The Pacific Great Thoroughbreds Of The Past - More Races For Win Place & Show Rules Clarifications For Dune Tokyo Express Clarifications - Question Box A Gunnery Facing Device - For Jutland Insert: Countersheet for Flashpoint: Golan Variant Scenario New Scenarios For Israeli Defense Force - Also Errata For IDF Italy On A Budget - Early Italian Play In 4th Edition Third Reich Third Reich Workshop - A Little Quiz I Joins dah Mob. Whattah I Do Now? - Strategies For Gangsters In The King's Service - An Addition To Down With The King Handicapping The 2002-2003 Caesar Awards - Who Will Wear The Laurels? 2002 Masters - Augusta Course Updated Inserts: Pro Golf Course Booklets for Arrowhead Park, Augusta National, Blackhawk, Eagle Sticks, Jamaica Run, and Muirfield Village Panzerblitz and Panzer Leader - Random Design Your Own Scenario Methodology A Bomber's Moon - And Other Sundry Items, A B-17 Variant 2002 March Madness Sweet Sixteen - Men's and Women's Teams The Quick And The Dead - Six-Player Replay of Gunslinger New Optional Rules - For Fortress Europa Winter War 29 - A Weekend At The Races The Last Campaign - Yorktown - 1781 (An Updated 1776 Scenario) Midwest Open 2002 - Victory In The Pacific Tournament




G.I. Joe RPG Core Book


Book Description

"In the G.I. JOE Roleplaying game, create your own Joe by choosing your military training origin, personal traits, and role within the G.I. Joe organization to become a Real American Hero and save the day! This book contains everything you need to create your own G.I. JOE character and play the game - just add dice, some friends, and your imagination."--Amazon.com.




Rules of Play


Book Description

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.




Military History


Book Description




Total Diplomacy


Book Description

Do you want to win in the game of Risk? Have you always wanted to win against your cousin in the game of Risk? Do you feel frustrated when they gang up on you and you cannot do much about it? Or perhaps you made a reputation for yourself as the greatest Risk player ever, only to lose in the next game and the one after that! Read Total Diplomacy. This book aims to teach you how to beat them all in your own sweet way. But that's not all. Learn how to use diplomacy effectively to get what you want in life. There is a lot to learn from history and its great leaders. You will see how you can apply this knowledge to negotiate more successfully and be in control of people. You will learn the art if influence and persuasion and will be able to apply it immediately to your Risk games. Any complex system can be exploited by its users. This book is not just about Risk or use of strategy in games. It aims to enhance your personal skills too. * The best tactics and strategies to use in Risk* How to learn by example* How to understand a player's psychology* How to debate with people and influence them* When it is wise to break a deal or an alliance* How to control your emotions and exploit others' weaknesses* The best strategies to use if you are playing repeatedly against the same players* How to be deceptive and how to recognise deceptive behaviour* The best online strategies* How to negotiate successfully and make cunning deals