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Horus Heresy (card Game)
''Horus Heresy'' is an out-of-print collectible card game originally produced in 2003 by Sabertooth Games. The game is set in the ''Warhammer 40,000'' fictional universe developed by parent company Games Workshop. It attempts to recreate the struggle between the Loyalist forces of the Emperor of Mankind and the Traitor forces of Warmaster Horus, during the civil war known as the Horus Heresy. The game's development and sale by the publisher were discontinued in 2008, following financial difficulties at the parent company. History The original game package (Base Set) was released in 2003. The starter pack included several decks, rulesets for the opposing sides, and a variety of accessories and components. Promotional foil cards were also produced, as well as "story cards" that describe the background. Following the game's English language release, versions in other languages were also sold. Booster packs and other companion products were released in the years that follo ...
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Collectible Card Game
A collectible card game (CCG), also called a trading card game (TCG) among other names, is a type of card game that mixes strategic deck building elements with features of trading cards, introduced with ''Magic: The Gathering'' in 1993. Generally a player may begin playing a CCG with a pre-made starter deck, and then customize their deck with a random assortment of cards acquired through booster packs, or from trading with other players, building up their own library of cards. As a player obtains more cards, they may create new decks from scratch from their library. Players are challenged to construct a deck within limits set by the CCG's rules that will allow them to outlast decks constructed by other players. Games are commonly played between two players, though multiplayer formats are also common. Gameplay in CCG is typically turn-based, with each player starting with a shuffled deck and on their turn, drawing and playing cards to attack the other player and reduce their heal ...
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John Wiley & Sons
John Wiley & Sons, Inc., commonly known as Wiley (), is an American multinational publishing company founded in 1807 that focuses on academic publishing and instructional materials. The company produces books, journals, and encyclopedias, in print and electronically, as well as online products and services, training materials, and educational materials for undergraduate, graduate, and continuing education students. History The company was established in 1807 when Charles Wiley opened a print shop in Manhattan. The company was the publisher of 19th century American literary figures like James Fenimore Cooper, Washington Irving, Herman Melville, and Edgar Allan Poe, as well as of legal, religious, and other non-fiction titles. The firm took its current name in 1865. Wiley later shifted its focus to scientific, technical, and engineering subject areas, abandoning its literary interests. Wiley's son John (born in Flatbush, New York, October 4, 1808; died in East Orange, ...
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Ork (Warhammer 40,000)
In the fictional universe of ''Warhammer 40,000'', the Orks are a race of aliens and a playable army in the tabletop miniatures wargame. Alongside the Space Marines, Orks are one of the most iconic elements of the ''Warhammer 40,000'' universe. Orks revel in violence for its own sake; their entire culture revolves around warfare. They are one of the oldest, most widespread and persistent of the Imperium's enemies and even outnumber the quadrillions strong humanity as a species, making them the most numerous species in the galaxy. Their simplistic personalities, reckless tactics and ramshackle technology make them the comic relief characters of the setting. Tabletop game mechanics The Orks are oriented towards melee combat; their ranged units are rather weak. Most of their units have weak armour and are thus easy to kill, but they are cheap and thus can make up for this weakness with numbers. A favourite strategy has been "the Green Tide": the player fields as many Ork Boyz as ...
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Chaos (Warhammer 40,000)
In Games Workshop's ''Warhammer Fantasy'' and ''Warhammer 40,000'' fictional universes, Chaos refers to parasitic entities which live in a different plane of reality known as '' the Warp'' or ''Immaterium'' in ''Warhammer 40,000'' and as the Realm of Chaos in ''Warhammer Age of Sigmar''. The term can refer to these warp entities and their influence, the servants and worshippers of these entities, or even the parallel universe in which these entities are supposed to reside. The most powerful of these warp entities are those known as the Chaos Gods, also sometimes referred to as the Dark Gods, Ruinous Powers, or the Powers of Chaos. Similarities exist between the Warhammer idea of Chaos and the concept of Chaos from Michael Moorcock's Elric saga, which also influenced D&D's alignment system. Further similarities can be seen with the godlike extradimensional Great Old Ones of horror writer H. P. Lovecraft's stories. Realm of Chaos The first version of ''Realm of Chaos'' is a two ...
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Dark Millennium
''Dark Millennium'' is an out-of-print collectible card game. It's the successor to the Horus Heresy and set in the fictional ''Warhammer 40,000'' universe. The base card set was launched in October 2005 by Sabertooth Games. Storyline Events have conspired to draw members of different races and factions into a remote area of space. Each group has its own set of goals, but they all include eradication of any who would stand in opposition. Drawn to the resource-rich regions of the Pyrus sector are: * The forces of Chaos, championed by the Word Bearers. * A horde or "Waaagh!" of Orks, led by Warboss Garzulk the Faceless. * Shadowy Eldar, manipulating events for their own purposes. * The Emperor's own forces of the Imperium. Gameplay overview Dark Millennium uses the same basic rules as Horus Heresy. A game in the Dark Millennium universe pits two commanders and their respective armadas against each other for control of an important planet within the Pyrus sector. One side is ...
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Sigil (magic)
A sigil () is a type of symbol used in magic. The term has usually referred to a pictorial signature of a deity or spirit. In modern usage, especially in the context of chaos magic, sigil refers to a symbolic representation of the practitioner's desired outcome. History The use of symbols for magical or cultic purposes has been widespread since at least the Neolithic era. The term ''sigil'' derives from the Latin ''sigillum'' (pl. ''sigilla'' or ''sigils''), meaning "seal." In medieval magic, the term ''sigil'' was commonly used to refer to occult signs which represented various angels and demons which the practitioner might summon. The magical training books called grimoires often listed pages of such sigils. A particularly well-known list is in ''The Lesser Key of Solomon'', in which the sigils of the 72 princes of the hierarchy of hell are given for the magician's use. Such sigils are considered by the gullible to be the equivalent of the true name of the spirit and thus ...
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Wargaming
A wargame is a strategy game in which two or more players command opposing armed forces in a realistic simulation of an armed conflict. Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to study the nature of potential conflicts. Many wargames recreate specific historic battles, and can cover either whole wars, or any campaigns, battles, or lower-level engagements within them. Many simulate land combat, but there are wargames for naval and air combat as well. Generally, activities where the participants actually perform mock combat actions (e.g. friendly warships firing dummy rounds at each other) are not considered wargames. Some writers may refer to a military's field training exercises as "live wargames", but certain institutions such as the US Navy do not accept this.''War Gamer's Handbook'' (US Naval War College), p. 4: "The .S. Naval War College's War Gaming Departmentuses the Perla (1990) definition, which describe ...
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Campaign Setting
A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A ''campaign'' is a series of individual adventures, and a ''campaign setting'' is the world in which such adventures and campaigns take place. Usually a campaign setting is designed for a specific game (such as the '' Forgotten Realms'' setting for '' Dungeons & Dragons'') or a specific genre of game (such as medieval fantasy, or outer space/science fiction adventure). There are numerous campaign settings available both in print and online. In addition to published campaign settings available for purchase, many game masters create their own settings, often referred to as "homebrew" settings or worlds. While obviously connected to game materials, campaign settings are supported also by other media, such as novels and comic books. Examples of major campaign settings include numerous settings within the '' Dungeons & Dragons'', as well others such as '' Battl ...
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Game Mechanics
In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it. There are no accepted definitions of game mechanics. Some competing definitions include the opinion that game mechanics are "systems of interactions between the player and the game", that they "are more than what the player may recognize, they are only those things that impact the play experience", and "In tabletop games and video games, 'game mechanics' are the rules and procedures that guide the player and the game response to the player's moves or actions". All games use mechanics; however, there are different theories as to their ultimate importance to the game. In general, the process and study of game desi ...
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Fluff (fiction)
Fluff may refer to: Fictional characters * Princess Fluff, in L. Frank Baum's Oz books ''Queen Zixi of Ix'' and ''The Road to Oz'' * ''Doc and Fluff: The Dystopian Tale of a Girl and Her Biker'' by Patrick Califia * Fluff, in the radio and internet series '' The Space Gypsy Adventures'' * Louise "Fluff" Phillips, in the 1937 film '' Kid Galahad'', played by Bette Davis Music * Fluff (band), a Swedish punk rock band * ''Fluff'', the third album released by the Swedish music group Atomic Swing * "Fluff", an instrumental song on Black Sabbath's album ''Sabbath Bloody Sabbath'' * Fluff Fest, a vegan hardcore punk festival held annually in Rokycany, Czech Republic Nickname * Mike Cowan (born 1948), golf caddy, formerly for Tiger Woods * Alan Freeman (1927–2006), Australian-born British disc jockey and radio personality * Jim Weaver (left-handed pitcher) (born 1939), American former Major League Baseball pitcher Other uses * Slang for flatulence * A lightweight file manager usi ...
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Booster Pack
In collectible card games, digital collectible card games and collectible miniature wargames, a booster pack is a sealed package of cards or figurines, designed to add to a player's collection. A box of multiple booster packs is referred to as a booster box. Booster packs contain a small number of randomly assorted items (8–15 for cards; 3–8 for figurines). Booster packs are the smaller, cheaper counterparts of starter decks, though many expansion sets are sold only as booster packs. While booster packs are cheaper than starter packs, the ''price per item'' is typically higher. Booster packs are generally priced to serve as good impulse purchases, with prices comparable to a comic book and somewhat lower than those of most magazines, paperback books, and similar items. In many games, there is a fixed distribution based on rarity, while others use truly random assortments. When the distribution is based on rarity, booster packs usually contain one or two rares, depending ...
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Jim Burns
Jim Burns (born 10 April 1948) is a Welsh artist born in Cardiff, Wales. He has been called one of the Grand Masters of the science fiction art world. In 1966 he joined the Royal Air Force, but soon thereafter he left and signed up at the Newport School of Art for a year's foundation course. After that, he went on to complete a 3-year Diploma in Art and Design at Saint Martin's School of Art in London. When he left Saint Martin's in 1972 he had already joined the recently established illustration agency Young Artists. He has been with this agency, later renamed Arena, ever since. He is today a contemporary British science fiction illustrator. His work mostly deals with science fiction with erotic overtones. His paintings are generally intricate photo-realistic works of beautiful women set against advanced machines and spaceships. While his preparatory sketches are more erotically focused, his final works and published book covers have a more academic tone portraying far ...
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