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New books now in stock and available to order:
Breaking Seas, Broken Ships Following Nellie Bly A History of the Vampire in Popular Culture

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£25.00

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£19.99

RRP
£19.99
The Pioneering Life of Mary Wortley Montagu Hitler and his Women Resistance Heroines in Nazi- and Russian-Occupied Austria

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£25.00

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£19.99

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£19.99
The Red Baron The Magician’s Visit The Life and Travels of Isabella Bird

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£19.99

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£12.99

RRP
£19.99

Save 30% off RRPs until Tuesday using voucher code EASTER21

In the spotlight…

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£25.00

The Author Who Outsold Dickens – The Life and Work of W H Ainsworth by Stephen Carver.

William Harrison Ainsworth (1805 – 1882) is probably the most successful 19th Century writer that most people haven’t heard of. Journalist, essayist, poet and, most of all, historical novelist, Ainsworth was a member of the early-Victorian publishing elite, and Charles Dickens’s only serious commercial rival until the late-1840s, his novels Rookwood and Jack Shepherd beginning a fashion for tales of Georgian highwaymen and establishing the legend of Dick Turpin firmly in the National Myth. He was in the Dickens’ circle before it was the Dickens’ circle and counted among his friends the literary lions of his age: men like Charles Lamb, J.G. Lockhart, Leigh Hunt, W.M. Thackeray and, of course, Dickens; the publishers Henry Colburn and Richard Bentley; and the artists Sir John Gilbert, George Cruikshank, and ‘Phiz’ (Hablot K. Browne).

He also owned and edited Bentley’s Miscellany (whose editorship he assumed after Dickens), the New Monthly Magazine, and Ainsworth’s Magazine. In his heyday, Ainsworth commanded a massive audience until a moral panic – the so-called ‘Newgate Controversy’ – about the supposedly pernicious effects on working class youth of the criminal romances on which his reputation was built effectively destroyed his reputation as a serious literary novelist.

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£1.99

Tabletop Wargames: A Designers’ and Writers’ Handbook by Rick Priestley and John Lambshead.

Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers 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 favourite 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 wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame 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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