Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop's phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing 'realism' (be it in a historical or a fantasy/sci-fi context) with playability.They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements
"Sinopsis" puede pertenecer a otra edición de este libro.
Rick Priestley is the world's most successful and best known wargame designer. He has created many professional wargames including Warhammer and Warhammer 40K, which together have outsold all other wargames by a huge margin. He is also the author of successful sets of historical wargame rules for several periods, including Black Powder and Hail Caesar.
Dr John Lambshead designed the award-winning computer game, Frederick Forsythe's Fourth Protocol, which was the first icon driven game, was editor of Games & Puzzles and Wargames News, and has written a number of wargaming for Games Workshop. He is now a novelist writing SF&F and is published by Bane Books. He is now working on the officially licensed Dr Who gaming rules.
Dr John Lambshead designed the award-winning computer game, Frederick Forsythe's Fourth Protocol, which was the first icon-driven game, was editor of Games & Puzzles and Wargames News, and has written a number of wargaming rules supplements for Games Workshop. He also wrote the officially licensed Dr Who gaming rules for Warlord Games. He was co-author, with Rick Priestley, of Tabletop Wargames, A Designer and Writers Handbook (Pen & Sword Books, 2016). When not designing games he is a novelist writing SF&F for Bane Books. He lives in Rainham, Kent.
"Sobre este título" puede pertenecer a otra edición de este libro.
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
Condición: New. Nº de ref. del artículo: 26211384-n
Cantidad disponible: 3 disponibles
Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de America
Paperback. Condición: new. Paperback. Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop's phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing 'realism' (be it in a historical or a fantasy/sci-fi context) with playability.They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements. 120 integrated colour illustrations Many tabletop wargamers attempt to write their own rules or modify existing commercial sets, this unique book gives clear, practical advice on how to do either. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Nº de ref. del artículo: 9781783831487
Cantidad disponible: 1 disponibles
Librería: INDOO, Avenel, NJ, Estados Unidos de America
Condición: New. Brand New. Nº de ref. del artículo: 9781783831487
Cantidad disponible: Más de 20 disponibles
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
Condición: As New. Unread book in perfect condition. Nº de ref. del artículo: 26211384
Cantidad disponible: 3 disponibles
Librería: Rarewaves.com USA, London, LONDO, Reino Unido
Paperback. Condición: New. Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop's phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing 'realism' (be it in a historical or a fantasy/sci-fi context) with playability.They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements. Nº de ref. del artículo: LU-9781783831487
Cantidad disponible: 5 disponibles
Librería: Rarewaves USA, OSWEGO, IL, Estados Unidos de America
Paperback. Condición: New. Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop's phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing 'realism' (be it in a historical or a fantasy/sci-fi context) with playability.They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements. Nº de ref. del artículo: LU-9781783831487
Cantidad disponible: 5 disponibles
Librería: PBShop.store UK, Fairford, GLOS, Reino Unido
PAP. Condición: New. New Book. Shipped from UK. Established seller since 2000. Nº de ref. del artículo: GB-9781783831487
Cantidad disponible: 9 disponibles
Librería: Book Bunker USA, Havertown, PA, Estados Unidos de America
Paperback. Condición: New. *Brand new* Ships from USA. Nº de ref. del artículo: 9781783831487
Cantidad disponible: Más de 20 disponibles
Librería: BookAddiction (IOBA, IBooknet), Canterbury, Reino Unido
Softcover. Condición: Near Fine. Estado de la sobrecubierta: N/A. 158pp, some in-text colour illustrations. Pictorial laminated light card covers. 8vo. Light wear to covers. Text block edges just starting to tan; just affecting page margins. Otherwise, internally neat, clean, bright and tight. This copy from the library of the late George R P Gush. Gush was head of history at West Kent College but is perhaps better remembered as a key contributor to the development of early wargaming, and as an active wargamer especially in Renaissance wargames. His Renaissance Armies (1975) has become a classic work on the topic. He founded the Tunbridge Wells Wargames Society in the late 1960s, remaining its chairman until 2007. A regular contributor to various wargaming and modelling magazines, he authored with Andrew Finch A Guide to Wargaming (1980) and the well-regarded Wargames Rules for Fifteenth to Seventeenth Centuries. Nº de ref. del artículo: 036886
Cantidad disponible: 1 disponibles
Librería: Speedyhen LLC, Hialeah, FL, Estados Unidos de America
Condición: NEW. Nº de ref. del artículo: NWUS9781783831487
Cantidad disponible: 18 disponibles