Wednesday, 6 April 2011

Doll houses & accessories: from Choice Dolls Houses UK

There are many kinds of dolls' houses: traditional children's dolls' houses, collectors' dolls' houses, Victorian dolls' houses ... the miniature world of doll houses is not just one- size-fits-all - there is a wide range to choose from, and a lot of information to consider before selecting your dolls' house, such as: Is the dolls' house for a child, and if so how old are they?Is the dolls' house for a grown-up dolls house collector?Are you looking for a modern dolls' house, or something older?Do you want a plastic or wooden dolls' house? At Choice we only sell wooden dolls houses!
Dolls' houses are not just kids' toys: children and adults will all love the quality of our selection. You'll love our price range too - we have a huge range of different dolls' houses and dolls' house kits to suit all ages and budgets. Feel free to look around our website, there is a page for each type of dolls' house or accessory, you're bound to find something you'll like!

As well as dolls' houses, we also sell high-quality dolls' accessories: miniature wooden doll house furniture , as well as toy castles, toy figures, toy soldiers, characters from story books and, of course, family dolls to put in your dolls' house, all for delivery across the UK. Check our toy figures page or our toys and dolls page for the full range. Our collection of medieval miniature toy figures is specially scaled down to fit into our toy castles - attention to detail is something you should expect from a dolls' house shop!

Our special collectors range of dolls' houses and accessories is designed for the hobby collector. We carefully select every item to ensure our dolls' houses, accessories, kits and toys are of the highest quality and the right price, so browse our range on the collectors' dolls' houses page today - shopping online at Choice Dolls' Houses is simple.

Our collector's dolls' house kits are British made to the highest standards of quality and simple to assemble (really!). Our range is extensive, and includes Georgian dolls' houses, Victorian dolls' houses and cottages, as well as shops. Free information will be given to our customers on the building and decorating of these dolls' houses - you can contact us for help at any time.

Our children's dolls' house kits are all flat packed to keep shipping costs down, but are very easy to assemble. The children's dolls' house kits are all from top manufacturers such as Le Toy Van, Plan Toys, Dolls' House Workshop, Pin Toys, Bigjigs and Marbel. Apart from Plan Toys - whose doll houses are made from a special tactile rubber wood and should not be painted - every dolls' house comes fully decorated. Dolls houses from Pin Toys have only painted rooves and doors.

We compliment our range of dolls' houses with scaled miniature dolls' house furniture, dolls, accessories, and an extensive range of Schleich and Papo figures.

We can offer 48 hour delivery service throughout the UK (if required) on all of our dolls' houses, dolls, accessories, doll house furniture, toys, and figures provided they are in stock with the exception of Scottish Highlands and off shore islands. Feel free to contact us, online or by phone, for more information on our dolls houses and doll house accessories.


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Hungarian property. Properties in Hungary. Hungarian and Slovakian ...


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Wood houses / log cabin prices - price list

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Self catering holiday chalets, near Fort William


East Park, Roy Bridge Inverness-shire PH31 4AG
Tel: 0044 (0) 1397 712370  Fax: 0044 (0)1397 712831

Since 1976 the Matheson Family have welcomed visitors to Na Tighean Beaga, our comfortable self catering bungalows and chalets in Roy Bridge, near Fort William The experience we have gained over the years will ensure a successful and enjoyable holiday for everyone in your family or party.

The Site
Some 300 metres from the village centre, our site is set amid heath and silver birch with views over Glen Spean to the Nevis Mountain Range.

A woodland area of some 15 acres is ideal for an evening stroll or where children can play. There are a variety of wildflowers and plants such as primroses and orchids. Wildlife is also diverse with birds such as chaffinch and buzzards are commonplace and occasionally roe deer can be seen browsing close to the accommodation.

Facilities include a payphone and a laundry. In winter a drying room is available. We look forward to welcoming you in 2008!


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CHILDRENS DOLLS HOUSES CHEAP FURNITURE UK DOLL HOUSE KITS WONHAM ...

COSY DOLLS HOUSES 84 MORTIMER STREET HERNE BAY KENT THE SHOP IS CLOSED ON MONDAYS & WEDNESDAYS AFTER HOURS PLEASE CALL 01227 375099 charlie bearsDOLLS HOUSE HISTORY

Dolls houses and dolls house furnitue domestic articles and resident inhabitants were used ,(both people and animals), have been made for thousands of years. The earliest known dolls houses were found in the Egyptian Tombs of the Old Kingdom, created nearly five thousand years ago. These wooden models of servants, furnishings, boats, livestock and pets placed in the Pyramids almost certainly were made for religious purposes. The earliest known European dolls houses are from the Sixteenth Century. These baby or cabinet dolls houses showed idealized interiors complete with extremely detailed furnishings and accessories (mostly hand made).

The early European dolls houses were each unique, constructed on a custom basis by individual craftsmen. With the advent of the Industrial Revolution, factories began mass producing toys, including dolls houses and miniatures suitable for furnishing them. German companies noted for their dolls houses included Christian Hacker, Moritz Gottschalk, Elastolin, and Moritz Reichel. The list of important English companies includes Siber & Fleming, Evans & Cartwright, and Lines Brothers (which became Tri-ang). By the end of the Nineteenth Century American dolls houses were being made in the United States by The Bliss Manufacturing Company.

Germany was the producer of the most prized dolls houses and doll house miniatures up until The Great War. Notable German miniature companies included Marklin, Rock and Garner and others. Their products were not only avidly collected in Central Europe, but regularly exported to Britain and North America. Germany's involvement in WWI seriously impeded both production and export. New manufacturers in other countries arose.

The Toy Furniture Shop of Providence, Rhode Island (The TynieToy Company) made authentic replicas of American antique houses and furniture in a uniform scale beginning in about 1917 [3]. Other American companies of the early Twentieth Century were Roger Williams Toys, Tootsietoy, Schoenhut, and the Wisconsin Toy Co. Dolls house dolls and miniatures were also produced in Japan, mostly by copying original German designs.

After WW II dolls houses became mass produced in factories on a much larger scale, and with less detailed craftsmanship, than ever before. By the 1950's the typical dollhouse sold commercially was painted sheet metal filled with plastic furniture. The cost of these dolls houses was low enough to allow the great majority of girls from the developed western countries that were not struggling with rebuilding after WWII to own a dolls house.

The baby houses of the seventeenth and eighteenth centuries, and the toy dollhouses of the nineteenth and early twentieth century rarely had uniform scales, even for the features or contents of any one individual house. Although a number of manufacturers made lines of miniature toy furniture in the Nineteenth Century, these products were not to a strict scale.

There have been several standard scales in dolls houses over the years. Children's toy houses during most of the 20th century were three quarter scale (where 1 foot is represented by 3/4 of an inch), also known as 1:18 (1" equals 18"). Popular brands included Lundby (Sweden) (established in 1947 and still going strong), Renwal, Plasco, Marx, Petite Princess, and T. Cohn (all American) and Caroline's Home, Barton, Dol-Toi and Triang (English). A few nominally 3/4-scale brands may run closer to 1:16 scale. With the exception of Lundby, 3/4-scale furniture was most often made from plastic. Houses were made from a variety of materials, including metal (tin litho), fibreboard, plastic, and wood.

In Germany during the middle part of the 20th century 1/10th scale became popular (based on a metric system where 10 inches is represented by 1 inch). Toylike houses coming out of Germany today remain closer in scale to 1:10 than to 1:12.

In the 1970s, the standard for adult collectors became 1/12th (also called 1" or one inch scale, represented in the U.S. as 1:12). There is also half inch scale or 1/24th (1 foot is represented by 1/2 an inch), quarter inch scale or 1/48th (1 foot is represented by 1/4 of an inch), and "dollhouse for a dollhouse" (1:144). Half-inch scale was popular in Marx dolls houses in the 1950s but only became widely available in "collector" houses after 2002, about the same time that even smaller scales became more popular. These smaller scales are much more common in the U.S. than in Britain.

And finally there is "Playscale" or 1/6th which is proportionate for Barbie and other similar dolls.

Contemporay kit and fully built dolls houses are typically made of plywood or medium density fibreboard. Tab-and-slot kits use a thinner plywood and are held together by a system of tabs and slots (plus glue). These dolls houses are usually light-weight and lower cost but often require siding, shingles, or other exterior treatments to look their best. Kits made from heavier plywood or MDF are held together with nails and glue. In the U.S., most houses have an open back and a fancy front facade, while British dolls houses are more likely to have a hinged front that opens to reveal the rooms. The great majority of contemporary dolls houses are built in one inch scale.


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Bespoke Wooden Summer Houses, Sheds, Kids Wooden Play Areas and ...

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An Interview with Jay Little

Why a 3rd edition to WFRP? Why now? "Based on recent trends in the roleplaying market and numerous discussions between Games Workshop and Fantasy Flight Games, we determined the time was right to develop and introduce a new edition, attracting more fans to the Warhammer Fantasy setting made popular by Game Workshop's tabletop miniatures game." Read all about it in this interview with Jay Little, lead designer on Warhammer Fantasy Roleplay 3rd Edition.


How is WFRP3 different from the previous edition?


The new edition uses a completely redesigned ruleset. One of the more exciting and dynamic changes is how actions and tasks are resolved - the core mechanic has changed from a percentile system to a dice pool system.


The new system also takes advantage of a variety of full colour components and player aids to keep key information close at hand and make it easy for GMs and players to reference and manage the information they need during a game session.


We've also made a distinction between Wood Elves and High Elves. They are now their own unique playable races, allowing players to more easily incorporate these two popular races from the tabletop miniatures game into their campaigns.


During the design process, there was a concerted effort to develop the new system using the "toolbox" model - the rules and components provide a number of versatile tools to both GMs and players. They can use these tools to construct their own exciting adventures in the Warhammer Fantasy setting, and choose the proper tool for the task at hand. The rules help provide blueprints on how to use these tools - but creative GMs and players will find a lot of different ways to apply the tools to achieve the results that best suit their group and play style.


How is WFRP different from other fantasy RPGs, setting- and theme-wise?


Warhammer has long had a reputation for being grim, dark, and gritty. While that's certainly the case, there are also elements of dystopian society and dark humour woven into the fabric of the setting.


It's a harsh setting, a dangerous world, and a perilous time. There's an almost tangible sense of stress and tension... and the players' characters are thrust into this crucible, to either forge their own destiny, or crumble under the pressure.


As I am not overly familiar with WFRP history, what are the PCs like? For example, the PCs in D&D are heroes, in Shadowrun they are criminals and in Paranoia- troubleshooters. Is there a common way to describe the PCs in WFRP?


Players can explore the Warhammer Fantasy setting in a variety of ways. Some groups may choose to play the game in a more heroic, high fantasy mode where the characters know they are heroes and act out of altruism, pride, or the need to do what is right and just. Other groups may prefer a grittier, more desperate setting where the characters are only heros by virtue of the fact that the stories revolve around their actions. There is no "right" way or approach - it depends on the type of stories the GM and players want to tell.


What kind of adventures can players expect? What moods prevail in the Empire?


Over the course of their adventures, the player characters may find themselves fighting against daemons, greenskins, beastmen, or other dire threats - but there are a lot of other ways to experience the Warhammer Fantasy setting than violence and combat. Investigating Chaos cults, exploring ancient cairns, tracking down wanted criminals, unraveling mysteries... these are just a few of the challenges and encounters heroes may face.


The heroes may need to engage a local scholar in a test of wits. Or the party may find itself addressing rival barons in an attempt to broker peace between them, or treating with a High Elf ambassador to establish trade arrangements, or perhaps pleading their innocence before a Sigmarite priest... or one of numerous other exciting possible encounters.


Please explain the new dice mechanic.


The new dice pool mechanic is best explained with two of the more recent Designer Diaries I wrote, which discuss the new dice, the symbols, and how they are used to resolve tasks. These Designer Diary can be found on the FFG web site at:


Of Dice and Men - A look at the custom dice and core mechanics of WFRP


Rising to the Challenge - A look at challenges, misfortune, and modifiers in WFRP


Does WFRP have anything in common with Dark Heresy/Rogue Trader, other than the IP source?


The Warhammer 40k Roleplay system, which currently includes Dark Heresy and Rogue Trader, uses a distinct and different game engine from Warhammer Fantasy Roleplay, and will continue to do so. Other than the IP and a shared sense of tension, darkness, and grit, the two roleplay lines are quite distinct.


Does the WFRP core set provide advice, ideas, hooks or other ways to help a GM create a cool adventure/campaign? Please expound.


Absolutely. The core set includes a separate book for Game Masters, the Tome of Adventure. This book contains additional rules and information for the player who will be running the Warhammer Fantasy Roleplay sessions as the GM. It includes suggestions and guidelines on managing long-term campaigns, handling character development, and creating adventures. The book also contains background and statistics for a variety of enemies to pit the players' heroes against, as well as a complete introductory adventure


I understand the core set is limited to 3 player + GM. Why make that limitation? Doesn't it increase the barrier of entry to WFRP3 over and above the 100$ price tag?


The number of cards, dice, and components included in the core set are designed to easily accommodate a group of four players - one Game Master and three player characters. However, players can certainly still enjoy the Warhammer Fantasy Roleplay experience with a group that has more (or fewer) players.


Some groups may be able to easily manage five or six players using just the core set, depending on their playing style and setup. As with more traditional roleplaying games, players can also freely share components or information with each other to facilitate gameplay - just like they might share a sourcebook or set of dice in other games.


Additional dice and accessories will be available, allowing groups to add more dice or components to their game, if they wish.


What does the party sheet do and how does it enrich/change the play experience from other RPGs?


The party sheet is a way to help make the ties that bind a group of characters together a concrete, mechanical part of the game. It provides a focal point for the group -- each party sheet has a unique name, ability, selection of talent sockets, and a tension meter. These elements allow players to interact with the part in tangible ways -- by sharing talents and abilities with party members, for example.


Also, a group of similar characters with a different party sheet could have a different experience when wandering through a town, for example -- a party of rogues and scoundrels may get a different reception than a diplomatic entourage.


Some of these effects are story-driven and flavour effects. The players and the GM can use the party sheet as another resource to spark their creativity, fuel their story-telling, and help create a fun game experience.


What is the reasoning behind the "Draw 3 careers, choose one" mechanic? It seems to fly in the face of the trend in the last decade or so of RPGs having players choose their classes/careers as well as the rest of character creation being about choice, not randomness.


Previous editions of WFRP relied on random charts and tables for character generation. Allowing choice within a small random set of options created a good compromise between the heavily random approach of earlier editions and more direct player control. Coupled with the creation points, players have a lot of control and options at their disposal to help create a character that appeals to them and will be fun to play.


To me, the ability/need to interpret the result of die rolls to describe the occurrences in the game is reminiscent of "casting the bones" or other types of old future-telling. Was that intentional design? Does the GM book provide advice to the (beginning) GM to use the results on the description of the action?
The Tome of Adventure, the book for Game Masters included in the core set, provides several examples and some advice on how to interpret the dice. The colour-coding system and free-form narrative interpretation of dice results were important parts of the design. Dice used in WFRP offer the objective results (success/failure & magnitude of effect) while also delivering subjective results (the source of the various symbols informing narrative) allowing players to easily add a level of storytelling interpretation and immersion to task resolution if they wish.


"The Enemy Within" is an adventure series for WFRP widely considered to be one of the best adventures ever written (by RPG.net, for example). Have you considered updating and improving on it for the new edition?


We've recently announced the first campaign for the new edition of Warhammer Fantasy Roleplay, titled The Gathering Storm. I can't disclose our plans for future products, other than to say that we're committed to developing Warhammer Fantasy Roleplay and have a lot of exciting projects planned.


Will the use of episodes and acts be pronounced and explicit in The Gathering storm and future published WFRP material?


It's a great design framework for both GMs to use when creating material for their home campaigns and for freelance writers and developers to use to create adventures that are easy to read and prep for a session.


What plans are in place for future development of WFRP?


We've got a lot of really exciting things in store for WFRP. I'm most excited about the opportunity to develop supplements and content featuring areas and aspects of the Warhammer Fantasy setting in a way previous editions were unable to do. For example, I'm currently developing the project outlines for several boxed sets focused on exploring the cultures, motivations, and conflicts between ancient enemies in the setting.


Anything else important or cool that you want to mention about the game?


The graphic design and artwork turned out even better than I could have imagined. The FFG graphic design team did a superb job evoking the mood and atmosphere of the setting through the components and the book layouts. The artists produced exceptional work which really captures the look and feel of the people, places, and things that populate the setting. Players and GMs can get a real sense of the Warhammer Fantasy setting just by looking through the books and components.


When will it be out?


The Warhammer Fantasy Roleplay core set, The Adventurer's Toolkit and the Dice Accessory Packs are all scheduled to be released later this year. (Since the interview, the first two have come out).


Additional Comments


If you haven't already checked out the videos from GenCon, I'd recommend watching them. We videotaped one of the seminars I hosted at the convention, and made it available online.


Also, the official Warhammer Fantasy Roleplay FAQ has additional information, and will be updated regularly to address more questions as they come up. The FAQ can be downloaded from the ">WFRP Support page on the Fantasy Flight Games web site.


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