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En Garde! is a small-scale skirmish game based on the successful Ronin rules, in which small groups of warriors fight each other for honour or riches. Rather than just rolling a few dice, the rules allow players to make tactical decisions about how the models that they control will fight – offensively, defensively, or by applying special skills and abilities. En Garde! covers the conflicts of the 16th, 17th and early 18th centuries, when black-powder weapons started to become common in battle but martial prowess still determined the outcome. Play as Border Reivers, Conquistadors, Landsknechts, Aztecs, French Musketeers, Caribbean Pirates and many more, in scenarios that evoke classic engagements of the genre. Simple campaign rules allow multiple scenarios to be played in sequence and permit warbands to develop over time. An appendix is also included to provide brief rules for supernatural creatures of the period – monsters, demons, revenants and witches – and new abilities and equipment to fight them, making En Garde! the perfect ruleset for gamers who want something a bit different from the norm.
En Garde! is a small-scale skirmish game based on the successful Ronin rules, in which small groups of warriors fight each other for honour or riches. Rather than just rolling a few dice, the rules allow players to make tactical decisions about how the models that they control will fight – offensively, defensively, or by applying special skills and abilities. En Garde! covers the conflicts of the 16th, 17th and early 18th centuries, when black-powder weapons started to become common in battle but martial prowess still determined the outcome. Play as Border Reivers, Conquistadors, Landsknechts, Aztecs, French Musketeers, Caribbean Pirates and many more, in scenarios that evoke classic engagements of the genre. Simple campaign rules allow multiple scenarios to be played in sequence and permit warbands to develop over time. An appendix is also included to provide brief rules for supernatural creatures of the period – monsters, demons, revenants and witches – and new abilities and equipment to fight them, making En Garde! the perfect ruleset for gamers who want something a bit different from the norm.
Describes the experiences of fourteen-year-old Katie Walker as she learns about the rules, training, and techniques of fencing.
Set in the world of the Three Musketeers and Cyrano de Bergerac, En Garde! is one of the original role-playing games. This new edition is faithful to the original game and introduces a new generation to the delights of swashbuckling in seventeenth century Paris.
’MECHS AT THE READY… Betrayed by his own House and stripped of his rank, exiled Mechwarrior Justin Allard is given one last chance to save his honor—by risking his life in the gladiatorial arenas of Solaris VII. But his newest Game World opponent—more skilled at 'Mech-to-'Mech combat than any other rival—raises the stakes even higher. It's Philip Capet, former mechwarrior in the Davion military—until he was kicked out by none other than Justin Allard before his own unfortunate fall from grace. Both Justin and Philip face fierce battles, but in the Inner Sphere, where nobles have schemed for centuries to win the ultimate power, those who interfere with the Successor Lords are sometimes called heroes. And sometimes called victims…
Two half-brothers, Justin and Daniel Allard, find themselves on opposite sides of the ongoing battles of the Inner Sphere when Daniel attempts to rescue the kidnapped heir of the Lyran Commonwealth and Justin battles against Prince Hanse Davion
Nancy's friend, George, takes up fencing but something is amiss. Nancy sees blood at George's first meet . . .
"The groundbreaking new study on the early Soviet Union's Higher Art and Technical Studios, known as Vkhutemas, and their pioneering curriculum that has been a source of inspiration for generations of architects, designers, and artists until the present day."--Provided by publisher.
Stripped of his rank, exiled Justin Allard is given one last chance to save his honor--by risking his life in the gladiatorial arenas of Solaris VII. But his newest Game World opponent--more skilled at 'Mech-to-Mech' combat than any other rival--raises the stakes even higher. It's Justin's own half brother, Daniel, lance commander in the dreaded Kell Hounds mercenary battalion. But Daniel has more serious worries than dealing with his estranged and bitter brother. Princess Melissa Steiner, heir apparent of the Lyran Commonwealth, has been hijacked--and the future of the Inner Sphere depends on her fate. Both Daniel and Justin face fierce battles, but in the Inner Sphere, where nobles have schemed for centuries to win the ultimate power, those who interfere with the Successor Lords are sometimes called heroes, and sometimes called victims.
Avant-Garde and Criticism sheds new light on the complex aims, functions, practices and contexts of art-criticism in relation to the European avant-garde. Although many avant-garde works and the avant-gardes of various countries have been analyzed, considerably less attention has been given to the reviews in newspapers and journals on avant-garde literature, art, architecture and film. This volume of Avant-Garde Critical Studies will look at how art critics operated in a strategic way. The strategies of avant-garde criticism are diverse. Art critics, especially when they are artists themselves, attempt to manipulate the cultural climate in their favour. They use their position to legitimize avant-garde concepts and to conquer a place in the cultural field. But they are also markedly influenced by the context in which they operate. The position of fellow-critics and the ideological bias of the papers in which they publish can be as important as the political climate in which their criticism flourishes. The analysis of avant-garde art criticism can also make clear how strategies sometimes fail and involuntarily display non-avant-garde characteristics. On the other hand traditionalist criticism on the avant-garde offers new insights into its status and reception in a given time and place. This volume is of interest for scholars, teachers and students who are interested in the avant-garde of the interbellum-period and work in the field of literature, art, film and architecture.