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Whether you're a nameless Dark Lord looking to conquer the known world, a Champion of Light holding out against the forces of evil or a Northern barbarian facing claimants to a stolen throne, Dragon Rampant allows you to bring those battles to the tabletop. Developed from the popular Lion Rampant system, Dragon Rampant is a standalone wargame that recreates the great battles of Fantasy fiction. Scenarios, army lists, and full rules for magic and monsters give players the opportunity to command unruly orc warbands, raise armies of the undead, campaign across an antediluvian world as the warchief of a barbarian tribe, or exploit the power of mighty creatures and extraordinary sorcery. An army usually consists of 6–8 units comprised of 6–12 individually based figures. These small units move and fight independently, assuming that they follow your orders rather than just doing their own thing. Command and control is just as important on the battlefield as the power of a troll chieftain or the magic of an archmage.
Now a knight errant, Alanna goes on a quest for a legendary jewel in this fourth and final book in Tamora Pierce’s Margaret A. Edwards Award–winning young adult series—now with a new look! Having achieved her dream of becoming the first female knight errant, Alanna of Trebond finds herself at loose ends. She has already triumphed in countless bloody battles, and her adventures are considered legendary. Perhaps being a knight errant is not all that Alanna needs… But Alanna must push her uncertainty aside when she is tasked with the impossible. She must recover the Dominion Jewel, a legendary gem that has enormous power for good…in the right hands. And Alanna must work fast. Her archenemy, Duke Roger, is back and more formidable than ever, putting Tortall in great danger. As she puts her hard-won skills to use, Alanna discovers through fierce combat and ceaseless searching that she can make a future worthy of her mythic past—both as a warrior and as a woman.
I never saw any regiment in such order, said Wellington before the Battle of Waterloo, it was the most complete and handsome military body I ever looked at. The object of the Duke's admiration was the 23rd Regiment of Foot the famous Royal Welch Fusiliers and this is their story during the tumultuous and bloody period of the wars with France between 1793 and 1815. Based on rare personal memoirs and correspondence and new research, this compelling book offers fresh insight into the evolution of the British Army. Scorned by even its own countrymen in 1793, it was transformed within a generation into a professional force that triumphed over the greatest general and army of the time. The men of the Royal Welch Fusiliers come alive as Graves tracks them across three continents, joining them in major battles and minor skirmishes, surviving shipwrecks and disease. We come to know such fighting men as the intrepid Drummer Richard Bentinck, the eccentric Major Jack Hill, and their beloved commander, Lt-Col. Harvey Ellis, who led his Fusiliers in some of the most famous actions only to fall at the greatest of them all Waterloo. This is a book that will appeal to all those interested in the Napoleonic wars, contemporary tactics and the meaning and the cost of courage.
Recreate the action and drama of 17th Century warfare on your tabletop with The Pikeman's Lament. Start by creating your Officer – is he a natural leader raised from the ranks, the youngest son of a noble family, or an old veteran who has seen too many battles? As you campaign, your Officer will win honour and gain promotion, acquiring traits that may help lead his men to victory. Before each skirmish, your Officer must raise his Company from a wide range of unit options – should he lean towards hard-hitting heavy cavalry or favour solid, defensively minded infantry? Companies are typically formed from 6–8 units, each made up of either 6 or 12 figures, and quick, decisive, and dramatic games are the order of the day. With core mechanics based on Daniel Mersey's popular Lion Rampant rules, The Pikeman's Lament captures the military flavour of the 17th Century, and allows you to recreate skirmishes and raids from conflicts such as the Thirty Years' War, the English Civil Wars, and the Great Northern War.
Science Fiction wargame rules for large skirmishes, based on the popular Rampant system. Xenos Rampant is a setting agnostic, large skirmish, miniature wargame for fighting science fiction battles using 28mm figures. Developed from the popular Lion Rampant ruleset, the core mechanics featured within will be instantly recognisable to those familiar with the other Rampant systems, while still being accessible to new players. Xenos Rampant contains all the rules, army lists, and scenarios required to fight science fiction battles as well as a whole host of subgenres including: post-apocalyptic, weird war, near future. So, whatever your science fiction preference, the rules can cover it – just let your imagination run rampant.
A fun and practical new approach to wargaming that lets you complete a game in about an hour—includes rule sets and scenarios for most popular periods. One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available games require several hours to set up and see to a conclusion; some can even take a whole day or weekend to complete. Apart from time, lack of space can also keep wargamers from enjoying their favorite pastime. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both problems. Now it is practical to play a satisfying game in around an hour on a normal dining table or living room floor. The book contains 8 all-new sets of very simple rules for various periods—from Ancient to WW2—and thirty stimulating scenarios which can be played using any of them. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening with a friend. Also included are sections on campaigns and solo games.
In order to live, we need air, water, food, shelter…and stories. This book is about Buddhist stories: not about stories to be found in Buddhism, but about the “Buddhism” to be found in some of the classics of contemporary fantasy including the works of J. R. R. Tolkien, Hayao Miyazaki, Michael Ende, Philip Pullman, and Ursula K. LeGuin. Many books are called groundbreaking, but this one is truly unique and sure to appeal to anyone with an interest in fantasy literature. It employs a Buddhist perspective to appreciate some of the major works of modern fantasy--and uses modern fantasy fiction to elucidate Buddhist teachings. In the tradition of David Loy's cutting-edge presentation of a Buddhist social theory in The Great Awakening, this pioneering work of Buddhist literary analysis, renown scholar David Loy and Linda Goodhew offer ways of reading modern fantasy-genre fiction that illuminate both the stories themselves, and the universal qualities of Buddhist teachings. Authors examined include J.R.R. Tolkien, Philip Pullman (of The Amber Spyglass trilogy, from whose works the word "daemon" is borrowed in the title), Ursula K. LeGuin, and the anime movie Princess Mononoke.
When the wise woman Magda Digby is suspected of murder, Owen Archer sets out to prove her innocence in this intricately plotted medieval mystery. May, 1375. Owen Archer returns from London to find York in chaos. While the citizens are living in terror of the pestilence which is spreading throughout the land, a new physician has arrived, whipping up fear and suspicion against traditional healers and midwives. With the backing of the new archbishop, he is especially hostile towards Magda Digby, the wise woman who has helped and healed the people of York for many years. At the same time, Magda is uneasy about the arrival of two long-lost kinsfolk. Though they say they are seeking her help, she senses a hidden agenda. Magda’s troubles deepen when she discovers a body in the river near her home – and finds herself under suspicion of murder. Days later, fire rips through a warehouse in the city. Amongst the charred debris lies the body of a man – not burned, but stabbed in the back. Could there be a connection to the corpse in the river? Determined to prove Magda’s innocence, Owen sets out to find answers – but the more he uncovers, the deeper the mystery becomes . . .
In Chasing the Dragon, New York Times Bestselling writer Denton J. Tipton explores a dark fantasy world ravaged by the rampant abuse of a drug made from the blood of dragons. For fans of The Witcher and Breaking Bad. In Chasing the Dragon, New York Times Bestselling writer Denton J. Tipton and celebrated painter menton3explore a dark fantasy world ravaged by the rampant abuse of a drug made from the blood of dragons. When two young slaves discover a terrible secret that could change the course of the world, will a meek alchemist’s apprentice and a drug-addled concubine survive long outside their cages? For fans of The Witcher and Breaking Bad.
The Dark Age of Britain, from the middle of the 4th century to the end of the 8th, was a time of violence and warfare, when charismatic warlords such as the fabled King Arthur could gather together armies and carve out their own kingdoms. With this new set of wargames rules, players can take on the role of these warlords and command their own armies on the tabletop. Written by the author of the popular Glutter of Ravens rules set, Dux Bellorum is an element-based system, where each base of figures represents 50 fighting men. Each player has a specific number of points with which to construct his force and can choose a Late Roman, Romano-British, Welsh, Saxon, Pictish, Irish, or Sea Raider army, amongst others. The game is then played out following a set of simple, fast-paced rules. A completely self-contained gaming system, Dux Bellorum is perfect for gamers who are looking for a way into fighting Dark Age battles without investing a lot of time or money in larger rulesets.