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John Lambshead

    Este autor explora las complejidades de la naturaleza humana y las relaciones con un estilo único que es a la vez incisivo y poético. Su obra a menudo desentierra las motivaciones ocultas de los personajes y profundiza en verdades más profundas sobre la existencia. A través de palabras cuidadosamente elegidas y metáforas reflexivas, invita a los lectores a mundos que son a la vez familiares y sorprendentemente ajenos.

    One-Hour Ancient and Medieval Skirmish Wargames
    Lucy's Blade
    Poseidon's Warriors
    Tabletop Wargames: A Designers' and Writers' Handbook
    The Fall of Roman Britain
    One-hour Skirmish Wargames
    • This book synthesizes the latest evidence from historians, archaeologists, climatologists and biologists to arrive at a bold re-assesment of the end of Roman Britain and the coming of the Anglo-Saxons.

      The Fall of Roman Britain
    • Poseidon's Warriors

      • 64 páginas
      • 3 horas de lectura

      With data for ships throughout the period, rules for famous admirals, historical scenarios, a campaign system and a brief historical summary for those who wish to refresh their memory of the era, this title offers everything players need to bring to the tabletop the battles and campaigns of the first great age of naval warfare.

      Poseidon's Warriors
    • Lucy's Blade

      • 576 páginas
      • 21 horas de lectura

      Set against the backdrop of Elizabethan England, the story features Sir Francis Walsingham, a masterful spymaster tasked with securing a husband for his niece, Lucy. However, Lucy's fate takes an unexpected turn as she becomes embroiled in the dangerous world of demons and witchcraft, serving the Queen's Secret Service. This blend of espionage and supernatural elements highlights the tension between duty and personal desire in a richly detailed historical context.

      Lucy's Blade
    • One-Hour Ancient and Medieval Skirmish Wargames

      Fast-Play, Dice-Less Rules for the Age of Swords and Sandals

      • 120 páginas
      • 5 horas de lectura

      This guide offers detailed insights into the world of reenacting Ancient and Medieval wargames, providing enthusiasts with essential strategies, historical context, and practical tips for immersive gameplay. It covers various aspects, including rules, unit formations, and terrain setup, allowing players to create authentic battle scenarios. Ideal for both beginners and seasoned gamers, the book emphasizes the importance of historical accuracy and offers resources for further exploration into this fascinating hobby.

      One-Hour Ancient and Medieval Skirmish Wargames
    • It's All Rugby

      • 207 páginas
      • 8 horas de lectura

      Hunangofiant y cyflwynydd a'r pyndit rygbi poblogaidd Rick O'Shea. Cynrychiolodd ei dad ei wlad, gan chwarae i Gymru a'r Llewod yn y gamp, a chwaraeodd Rick yntau ar lefel ysgol, clwb a choleg. Mae'n hawlio'r hynodrwydd o fod yn fewnwr a newidiodd i chwarae yn safle prop! This is the autobiography of the popular Welsh rugby pundit and presenter, Rick O'Shea. Rick comes from good rugby stock, his father John having played for Wales and the British Lions. He's no stranger to playing the game himself, having played schoolboy, club and Student rugby. He has the unusual distinction of being a scrum half who was converted to play prop!

      It's All Rugby
    • Thirty-six 2-player and two solo scenarios designed for use with any Sci-fi skirmish rules.

      Sci-fi Skirmish Scenarios
    • Into the Hinterlands

      • 374 páginas
      • 14 horas de lectura

      #1 in a new series from a military science fiction master with over 3 million books in print. A young hero comes of age in the crucible of war and galactic struggle. When Allen Allenson, scion of a noble family that has fallen on hard times, gets a mission to roust the power-hungry Terrans from a “wild” star sector where they’re encroaching, he jumps at the chance to show his individual worth, improve his family’s fortunes – and gather enough lucre to make a good marriage. But the wily Terrans are not so easily persuaded by a young colonial they think of as a rube. Worse, Riders, the beings who naturally ply the wilderness between the stars, are playing their own deadly political games – against the Terrans, against the colonials, and against one young greenhorn commander in particular: naÏf young Allen, whom they figure they can manipulate to do their bidding. The one thing nobody has counted on is the fact that Allen, while young and inexperienced, and much to his own amazement, happens to be a hero in the making. About David Drake’s RCN series: “[R]ousing old-fashioned space opera.”-- Publishers Weekly on the “RCN” series. “The fun is in the telling, and Mr. Drake has a strong voice. I want more!” – Philadelphia Weekly Press “[S]pace opera is alive and well. This series is getting better as the author goes along…character development combined with first-rate action and memorable world designs.” – SFReader.com About David Drake: “[P]rose as cold and hard s the metal alloy of a tank…rivals Crane and Remarque…” – Chicago Sun-Times “Drake couldn’t write a bad action scene at gunpoint.”– Booklist

      Into the Hinterlands