Enpowering geeks, making millionaires and shaking the net! This is the incredible true story behind the global gaming and business and geek phenomenon.
For some, a game of cards is just a way to pass the time. But for an awkward generation on the cusp of the internet age, it became a way of life.
Generation Decks tells the story of the millions of fans worldwide who fell hopelessly in love with the mould-breaking fantasy card game, Magic: The Gathering. The brainchild of
misfit maths genius Richard Garfield, Magic combined fiendishly complex game play with addictive collectability. When it came out in 1993, it transformed the lives of quiet braniacs who
had longed for a way to connect and to compete. It made millionaires of its creators, who shook up corporate America. And it kick-started the era of professional gaming.
Author Titus Chalk tells the game’s complete story – from its humble origins in a Seattle basement to its continued success in today’s digital age. Prepare to meet Generation Decks, a
community like no other. And to discover Magic: The Gathering, the millennial phenomenon that made it OK to be a gamer.
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Pathfinder Flip-mat Classics: Waterfront Tavern
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Armies of Germany
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Pathfinder Adventure Card Game - Gunslinger Class
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Villain Codex
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Divine Anthology
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A Wargamer’s Guide to 1066 and the Norman Conquest
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Revelations from Heaven
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Inner Sea Temples
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Rogue Stars: Skirmish Wargaming in a Science Fiction Underworld
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Horror Realms
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Polaris The Role Playing Game Character File
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Curse of the Crimson Throne Pawn Collection
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Planes of Power
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The Men Who Would Be Kings: Colonial Wargaming Rules
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Alone Against the Flames: A Solo Adventure for Call of Cthulhu 7th Edition Rules
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Curse of the Crimson Throne
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The Escape Book: Will You Manage to Escape This Book?
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The First World, Realm of the Fey
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Strange Aeons: Black Stars Beckon
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The Pikeman’s Lament: Pike and Shot Wargaming Rules
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