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John Lambshead

    Cet auteur explore les complexités de la nature humaine et des relations avec un style unique, à la fois incisif et poétique. Son œuvre met souvent au jour les motivations cachées des personnages et explore des vérités plus profondes sur l'existence. Par des mots soigneusement choisis et des métaphores réfléchies, il invite les lecteurs dans des mondes à la fois familiers et étonnamment étrangers.

    Into the Hinterlands
    Sci-fi Skirmish Scenarios
    One-Hour Ancient and Medieval Skirmish Wargames
    • One-Hour Ancient and Medieval Skirmish Wargames

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

      • 120pages
      • 5 heures de lecture

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

      Sci-fi Skirmish Scenarios
    • Into the Hinterlands

      • 374pages
      • 14 heures de lecture

      #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