The Art of Warhammer 40,000


Book Description

For over two decades the dark, gothic SF universe of Warhammer 40,000 has fired the imagination of millions of gamers worldwide. The ever-popular Space Marines have become cultural icons within the gaming community, and the tireless work of Games Workshop's art department is celebrated in this book.




Warhammer 40,000


Book Description




Warhammer 40,000


Book Description

Collects Warhammer 40,000: Marneus Calgar (2020) #1-5. The saga of WARHAMMER 40,000 comes to Marvel Comics! In the grim darkness of the far future, there is only war. Marneus Calgar, the legendary Chapter Master of the Ultramarines, leads his elite Space Marines against humanity’s greatest threats in a galaxy engulfed in endless war. Writer Kieron Gillen (UNCANNY X-MEN, JOURNEY INTO MYSTERY, The Wicked + The Divine) spearheads a new publishing initiative with Marneus Calgar’s never-before-told origin story — from his beginnings on Nova Thulium and his campaigns in the Black Crusades, to the unfolding mystery of the Black Altar, as a deadly threat from Calgar’s past re-emerges to threaten the present of the Ultramar system! It’s essential reading for 40K afficionados — and the perfect primer for those new to the universe of WARHAMMER 40,000! Be prepared!




Warhammer 40,000


Book Description

Collects Warhammer 40,000: Sisters Of Battle (2021) #1-5. Survive the grim darkness of the future with the Sisters of Battle! A squad of Adepta Sororitas, led by Canoness Veridyan, arrives on Planet Siscia to retrieve a lost Inquisitorial acolyte and put down a heretical uprising. But as Novitiate Ghita's first mission with her Order gets under way, what should be an easy assignment turns into something much worse when an unknown force deep within a subterranean city rears its ugly head! It's no-holds-barred action, mystery and daemons galore as the all-female military force lets bolters blaze and flamers scorch in this all-new saga! Show your faith and fervor to the Emperor by joining Marvel for the next phase of WARHAMMER comics!




The Art of Peter Bergting


Book Description

Explore the dark, mystical, and mysterious work of Peter Bergting, collected for the first time in a gorgeous hardcover volume with an introduction by award-winning horror writer and longtime collaborator Christopher Golden! Bergting’s repertoire of fantasy, horror, and sci-fi illustrations include comics, magazines, novels, and games, and he’s worked in collaboration with creative giants like Mike Mignola. Award-winning comics artist and illustrator Peter Bergting showcases a body of work nearly 30 years in the making!




The Fundamentals of Tabletop Miniatures Game Design


Book Description

This book presents a much-needed framework for the critical examination of miniatures games and their design. It provides the reader with both a conceptual model for understanding how these games work as well as a toolbox of mechanical approaches to achieving a range of design outcomes and assessing the fit of any given approach within a specific design. Though dating back to the 1820s, tabletop miniatures games have been little explored critically and lack a conceptual vocabulary for their discussion. Active practitioners in the miniature games design community, Glenn Ford and Mike Hutchinson explore what defines these games, proposing the term ‘non-discrete miniatures games’ to encapsulate the essence of these open and immersive hobby gaming experiences. Discarding the term ‘wargame’, they argue against limiting conceptions of these games to direct armed conflict, and champion their diverse narrative potential. The book provides a fresh conceptual framework for miniatures games, abstracting the concepts of positioning and moving markers non-discretely across scale-modelled environments into inclusive and generalised terminology, untethering them from their roots as military simulations and providing the foundations for a fresh consideration of miniatures games design. Written for game designers, and with a foreword by Gav Thorpe, The Fundamentals of Tabletop Miniatures Game Design is a handbook for those that wish to design better miniatures games.




Dread Trident


Book Description

Dread Trident examines the rise of imaginary worlds in tabletop role-playing games (TRPGs), such as Dungeons and Dragons. With the combination of analog and digital mechanisms, from traditional books to the internet, new ways of engaging the fantastic have become increasingly realized in recent years, and this book seeks an understanding of this phenomenon within the discourses of trans- and posthumanism, as well as within a gameist mode. The book explores a number of case studies of foundational TRPGs. Dungeons and Dragons provides an illustration of pulp-driven fantasy, particularly in the way it harmonizes its many campaign settings into a functional multiverse. It also acts as a supreme example of depth within its archive of official and unofficial published material, stretching back four decades. Warhammer 40k and the Worlds of Darkness present an interesting dialogue between Gothic and science-fantasy elements. The Mythos of HP Lovecraft also features prominently in the book as an example of a realized world that spans the literary and gameist modes. Realized fantasy worlds are becoming ever more popular as a way of experiencing a touch of the magical within modern life. Reworking Northrop Frye's definition of irony, Dread Trident theorizes an ironic understanding of this process and in particular of its embodied forms.




Interrogating the Visual Culture of Trumpism


Book Description

Bringing together scholars from art history, visual studies, and related disciplines, this edited volume asks why Trumpism looks the way it does and what that look means for American—and global—society. Grouped into six categories, the essays in this volume tackle some of the most perplexing—and urgent—aspects of the Trumpist visual project. Two of the most striking aspects of that project are its use of novel commodity forms, including the iconic red baseball caps, as well as its embrace of social media. Trump’s outlandish persona and striking physicality have lent themselves to caricature both from his critics and, perhaps more surprisingly, his supporters. That physicality—as well as his movement’s hearkening back to a (mostly imagined) era of mid-twentieth-century prosperity—has also brought gender and the body into sharp focus. Perhaps second only to the aforementioned red hat is Trumpism’s vigorous use of interventions into public space, including traditional campaign signs as well as flags and other ad hoc visual and architectural materials. Finally, there were the events of January 6, 2021, when many of Trumpism’s most outré visual and cultural preoccupations exploded from the shadows onto television screens across the country. Taken as a whole, the essays in this book examine Trumpist visuality from the seemingly trivial to the starkly horrifying, as well as offering a measured sense of the various resistances and responses that have characterized artistic responses to Trump from the beginning of his prominence. The book will be of interest to scholars working in art history, visual culture, American studies, and cultural and media studies.




You Are The Hero


Book Description

Fighting Fantasy gamebooks have sold over 17 million books worldwide, in over 30 languages. But when Steve Jackson and Ian Livingstone sat down to write The Warlock of Firetop Mountain they had no idea this one book would go on to spawn another eighty or more titles, and have an immeasurable impact on a generation of children growing up in the 1980s. Part history, part celebration, YOU ARE THE HERO chronicles more than three decades of Fighting Fantasy. Written by Jonathan Green (author of seven Fighting Fantasy titles), this mighty tome will appeal to anyone who ever wiled away a washed-out summer holiday with only two dice, a pencil, and an eraser for company. This is a fixed format PDF eBook, with all of the same stunning, full-colour artwork as the hardback and paperback. Best viewed on a colour screen of 7" upwards, as a daily reader to keep your precious hardback safe. “YOU ARE THE HERO is as read-under-the-covers immersive as its subject matter; great characters, amazing stories and a surprise behind every door. 5 stars!" -- SCIFI Now “The most comprehensive history of the Fighting Fantasy phenomenon I've ever seen. With its maps, notes, art and photographs it's not just a celebration but a fascinating resource." -- SFX “How many thousands of heroes did these books create? And how many lost their lives with a bad roll of the dice? A publishing phenomenon, without which computer games wouldn't be what they are today. About time these books were celebrated. Now go to page 45 and face your nemesis." -- Charlie Higson




Feminist War Games?


Book Description

Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the compatibility between feminist values and systems of war through games is a unique way to pose destabilizing questions, solutions, and approaches; to prototype alternative narratives; and to challenge current idealizations and assumptions. Positing that feminist values can be asserted as a critical method of design, as an ideological design influence, and as a lens that determines how designers and players interact with and within arenas of war, the book addresses the persistence and brutality of war and issues surrounding violence in games, whilst also considering the place and purpose of video games in our cultural moment. Feminist War Games? is a timely volume that questions the often-toxic nature of online and gaming cultures. As such, the book will appeal to a broad variety of disciplinary interests, including sociology, education, psychology, literature, history, politics, game studies, digital humanities, media and cultural studies, and gender studies, as well as those interested in playing, or designing, socially engaged games.