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Folleto Catálogo De Distrimagen í ÍMiAGGN o Í998 Noíce 3 J u e © o s o e r o l 4'^>^-"-IúPIP.0 GKOLÍBP.Ij L030 8L1aB0 IOVAIÚPIB.O: OSO'JP.A J.iCHAlTBPijirT'j- i2/I/aPKAL1IÚPP PAITBASIa 1;>PaPI1V3- SüES 14CYB1¡PPJPE 16EÜLB lYMBE^^OE Z ÍSIBBPIa IPG. H.L: SALVAJE OES BE 19BPIPIBY, PHEPOíIEPa, PAP AESB, PIPaBaS ¿OPaPHJPBEP ¿IIPYaSOPES ¿¿LíüBaPB chpopigles 23 JU€Q05 oe TABLERO, REVíSTAS 23EJP0BAMES 24AVAL0P KILL 25GHPOPOPIA 26AAPZ0PE 28PAL PAPBHa 29'JPBA, ¿LIO 30 COMÍC. ÍMPORTACÍÓN 30LÍIGJEL aITGEL LIAPBIIT 31GALYI1T & HOBBES, LPA JOIT P^LL, SBÜDIO 54PPEYIE^S 33 JUGOOS oe CARTAS 34 IIaJIG: BG 35SBaP <VAPS 36 COMPLEMENTOS VARfOS 3 6 JLBPa-PPO 37¿3IlLi 38 GAIÚISEBaS 40LAL0S Y Página 2 AGGESOPIOS ¿Qué es un jue§d de rol o de tablero? A diferencia de los juegos de mesa clásicos, en un juego de rol no se necesita tablero. En lugar de mover una ficha cada jugador "da vida" a un personaje ficticio y decide lo que éste va haciendo. Uno de los jugadores debe asumir el papel de Director de Juego (DJ) o Narrador y ha de encargar se de describir al resto los situaciones a los que deben enfrentarse sus personajes. A medida que estos van tomando decisiones se va creando uno historia. Todo lo que un grupo necesita para jugar es un manual básico, lápiz, papel y unos dados. Pora am pliar conocimientos en el juego coda colección dispone de otros libros útiles tanto poro jugadores como paro el DJ: nuevos libros de reglas; libros de ambientocián, poro crear historias en lugares concretos; y aventuras, para DJ's que no dispongan de tiempo pora crear las suyas. Además, para ayudar a recrear situaciones concretas, se pueden usar miniaturas de plomo que existen paro la mayoría de colecciones. Los miniaturas son empleados para dar más realismo al juego de rol, o como eje central en muchos juegos de tablero y wargames. En lo referente o estos últimos disponemos de uno gran variedad de juegos de simulación y temáticos, también bastante distintos a los clásicos Ajedrez o Parchís. Estos tocan temas tan diversos como lo política de la Antigua Roma o del Renacimiento, lo conquista del planeta Dune o el origen de lo civilización. Los wargames, o simulaciones de batallas históricas, suelen ir dedicados o grandes conflictos, como la Segunda Guerra Mundial, las Guerras Napoleónicas o la Secesión Americana. Queremos ayudarte a iniciar una nueva sección en tu establecimiento, abriéndolo o nuevos públi cos, o o mantener el más alto grado de competitividod si ya tienes un espacio dedicado o ello. No dudes en llamarnos. LA FACTORÍA VampircJ En Vampiro te introduces en el rol de una criatura de la no che que se alimenta de los seres humanos para sobrevivir. Do tado de unos poderes sobrenaturales (Disciplinas) que permi ten moverte en la noche al acecho de víctimas, en un mundo de intrigas políticas entre vampiros y encarnizadas luchas contra el resto de criaturas sobrenaturales. Pero sin revelar a los mortales en ningún momento tu auténtica naturaleza, ya que de hacerlo, tu vida como no-muerto no durará mucho. Vampiro: Pantalla del Narra- Vampiro: Manual del Narra Colonia Siniestra. #1403. dor-2" Edición.#1002. Porta dor. #1005. Portada en color, Portada en color, interior da en color, interior b/n. interior b/n. 147 págs. 142 págs b/n. Contiene suplemento con 23 Todo lo que necesitas para tus Ambiente y aventuras en la personajes no jugadores listos partidas de Vampiro: Extensos zona de Nueva Inglaterra, re para utilizar. capítulos para mejorar el arte de gión de la quema de brujas. la Narración. C;h; Sil Vampiro: La Mascarada-2' Edición. #1001. Portada en color, Vampiro: Guía del Jugador. £1 Sabbat: Guía del Jugador. El Sabbat: Manual del Na interior 295 págs b/n. Lo que necesitas para comenzar tu viaje #1003. Portada en color, in #1004. Portada en color, in rrador. #1006. Portada en co en el Mundo de Tinieblas como Vampiro. Adéntrate en la atmós terior 222 págs b/n. terior 176 págs b/n. lor, interior 222 págs b/n. fera de un mundo Gótico Punk habitado por legendarios seres Nuevos Clanes, armas. Méritos Descubre los secretos, los mi Mucha más información acer inmortales, bebedores de Vitae y con grandes poderes. y defectos, que permiten crea tos y las tradiciones de los ma ca del Sabbat y que los jugado ciones de personajes más com lignos entre los malignos. res preferirían no tener que des h pletas. Además, una descrip cubrir. P^B^na. 4 ción de todas las disciplinas. Y A D ü ü a S . PáSffíá 5 GUÍAS Y AYUDAS • Quién es quién: Hijos de la Inqulsición.#1008. Portada en coloi; interior 72 págs b/n. ÜN©\ WHíTE • La Inquisición. #1007. Portada en coloi; interior 124 págs b/n. WOLF • Mundo de Tinieblas 2" Edición. #1701. Portada en color, interior 184 págs b/n. En 1991 White Wolf revo • Cazadores Cazados. # 1201. Portada en color interior 96 págs lucionaba el mundo de los b/n. AGOTADO juegos de rol con lo apari ción de Vampiro : Lo Mas carada. Su creador, Mork AVENTURAS • La Última Cena. #1104. Portada en color; interior 96 págs b/n. Rein-Hagen, definía al El Libro del Clan Vcntnie. Nueva Orleans Nocturno. Elysium. #1202. Portada en Vampiro desde lo perspec #1307, Portada en color, inte #1404. Portada en color, inte color, interior 88 págs b/n. • Corazones Ensangrentados: Diablerie en Britania.#U03. tiva, entonces poco conoci rior 72 págs b/n. MARZO '98 rior 128 págs b/n. ABRIL '98. JUNIO -98. Portada en color; interior 70 págs b/n. do, de Anne Rice, huyendo Información adicional para uno Todo lo que necesitas para di Esta guía te explica como pre • El Despertar: Diablerie en Méjico. #1102. Portada en co de los tópicos cinematográ ficos (ajos, crucifijos, esto de los clanes más poderosos (y rigir tu crónica en e.sta miste parar crónicas con personajes lor, interior 62 págs b/n. más temidos) dentro de la so riosa ciudad, se encuentra a tu milenarios. • Hambre no-Humana. #1101. Portada en color, interior 70 cas,...).- Pero lo más inno vador de su plonteamiento ciedad vampírica disposición es este libro. págs b/n. no era sólo ese acerca miento distinto sino el de M A m i A L E S U R B A N O S sarrollo de juego que pro nT'í'm'irrr • Chicago Nocturno. # 1402. Portada en color; interior 222 ponía, bautizado como Sis págs b/n. AGOTADO temo Narrativo, que ha re volucionado el concepto del • Milwaukee Nocturno. #1401. Portada en color; interior 144 mm género. Hoy, el mundo de págs b/n. Hogen, poblado por cinco universos diferentes: Vam L I B R O S D E C L A N piro, Hombre lobo, Mago, Wraith y Changeling, es el • El Libro del Clan Tremere. #1306. Portada en color; inte rior 72 págs b/n. sistema de juego más reco nocido y nombrado en el • E l L i b r o d e l C l a n To r e a d o r. # 1 3 0 5 . P o r t a d a e n c o l o r, i n t e mundo de los JDR. La Fac- rior 72 págs b/n. torío ha publicado de for • EILibrodeiClanNosferatu.#1304. Portada en colon inte ma escalonada, siguiendo El Libro del Clan Giovanni. Ghouls: Adicción Fatal. El Libro del Clan Tzimisce. rior 72 págs b/n. cuidadosamente el orden #1308. Portada en color, in #1203. Portada en color, inte #1309. Portada en color, in • El Libro del Clan Malkavian.# 1303. Portada en color, in original, ese universo. terior 72 págs b/n. SEP rior 120 págs b/n. NOVIEM terior 72 págs b/n. DICIEM terior 72 págs b/n. T I E M B R E ' 9 H . B R E ' 9 8 . B R E ' 9 8 . El tenebroso clan de nigroman El libro imprescindible sobre Los "genuinos" vampiros de • El Libro del Clan Gangrel. #1302. Portada en color; interior 76 págs b/n. tes explicado en profundidad, una de las clases más importan leyenda, incluyendo a Drácula con nuevas habilidades, disci t e ( y o l v i d a d a s ) d e n t r o d e l pertenecen a este poderoso clan • E I L i b r o d e l C l a n B r u j a h . # 1 3 0 1 . P o r t a d a e n c o l o r, i n t e r i o r plinas. etc. Mundo de Tinieblas. que domina Transilvania. 69 págs h/n. LA FACTORÍA Homfcre Cobo lA FACTORÍA f' UV El Hombre Lobo nace formando parte de una raza ancestral cuyo destino es proteger la Madre Tierra (GAIA) de su des trucción total a manos del Wyrm. Por medio de las (difíciles) ^ PAy r A L L , \ n F i X A R R - M alianzas entre tribus, deberá formar una manada capaz de enfrentarse a las terribles criaturas creadas por la Espiral cuyo único fin es la corrupción del planeta y sus recursos. lUll iffíi liu-/- Hombre Lobo: El Apocalip Rito de Iniciación: #2101. El libro del Wyrm: #2203. sis. Pantalla del Narrador: Portada en color, interior 222 Portada en color, interior 72 #2002. Portada en color, in págs b/n. págs b/n. terior 16 págs b/n. La partida introductoria para ¿Estás cansado de ser de los Todo la información que el na Hombre Lobo. Tu primera expe buenos? Pues intenta ver las rrador necesita para dirigir una riencia dentro con los Garou y tu cosas desde el lado del poder partida del máximo nivel.
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