Tabletop Wargames: A Designers' and Writers' Handbook
(eBook)

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Published
Pen and Sword, 2016.
Status
Available Online

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Format
eBook
Language
English
ISBN
9781473890084

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Citations

APA Citation, 7th Edition (style guide)

Rick Priestley., Rick Priestley|AUTHOR., & John Lambshead|AUTHOR. (2016). Tabletop Wargames: A Designers' and Writers' Handbook . Pen and Sword.

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

Rick Priestley, Rick Priestley|AUTHOR and John Lambshead|AUTHOR. 2016. Tabletop Wargames: A Designers' and Writers' Handbook. Pen and Sword.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

Rick Priestley, Rick Priestley|AUTHOR and John Lambshead|AUTHOR. Tabletop Wargames: A Designers' and Writers' Handbook Pen and Sword, 2016.

MLA Citation, 9th Edition (style guide)

Rick Priestley, Rick Priestley|AUTHOR, and John Lambshead|AUTHOR. Tabletop Wargames: A Designers' and Writers' Handbook Pen and Sword, 2016.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

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Grouped Work ID70aca04f-1b70-dd37-b7a8-f310fd6e7809-eng
Full titletabletop wargames a designers and writers handbook
Authorpriestley rick
Grouping Categorybook
Last Update2023-05-19 20:05:19PM
Last Indexed2024-03-27 01:33:24AM

Book Cover Information

Image Sourcehoopla
First LoadedJul 16, 2023
Last UsedFeb 27, 2024

Hoopla Extract Information

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    [synopsis] => Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most war gamers 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 favorite 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 war game designer or tinkerer. Rick and John give excellent advice on deciding what you want from a war game 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
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