Best of
Games

1987

The Art of the Dragonlance Saga


Margaret Weis - 1987
    This god ascended from his mighty throne one day in early 1983 and announced that he had done a survey. And, according to the survey, people who played the DUNGEONS & DRAGONS® game wanted more dragons." And more dragons they got. The prolific and extraordinarily popular writing duo of Margaret Weis and Tracy Hickman produced a veritable treasure trove of books telling of the heroic exploits and dastardly deeds of the denizens of their fantasy world. The Art of the Dragonlance Saga, long out of print, collects all the art from the novels, calendars, and game products that the God of Marketing created. This is an extremely rich collection, with sketches, paintings, drawings, and studies of beloved characters and settings. It is also full of artist's notes, character development, and explanations of the ways in which the books and the art coevolved. A must-have for Dragonlance fans, The Art of the Dragonlance Saga is also wonderful eye candy for all swords and sorcery fans. --Therese Littleton

The Forgotten Realms: Campaign Set


Ed Greenwood - 1987
    The 96-page player's book contains entries on all known areas, cities, people, and things, presented in alphabetical order. Numerous maps outline the more well-known cities and lands. The 96-page DM's book contains all the information pertinent to running a campaign set in this fantasy world, from how to bring existing characters into the Forgotten Realms to two complete introductory mini-adventures to a listing of known magical texts and the magics contained therein. Four full-color maps show the entire lands and details of the more well-known areas. Adventuring rules specific to the Forgotten Realms have been included.

Dragonlance: Adventures


Tracy Hickman - 1987
    The backgrounds for Knights of Solamnia, the wizards of High Sorcery, tinker gnomes, kender, and much more are detailed along with their AD&D game system rules. The struggle for the fate of Krynn awaits

63 Easy-to-Crochet Pattern Stitches


Darla Sims - 1987
    A Basic Stitch Guide and clear, easy-to-follow instructions are included.

Warhammer 40,000 Rogue Trader


Rick Priestley - 1987
    Set in the grim future of the 41st millennium humanity hangs on the brink of survival beset on all sides by alien, mutant, and heretic. In this future there is only war.

Destiny at Bay: More Magic From Mollo's Menagerie


Victor Mollo - 1987
    Brilliant plays in attack and defence, devil's coups and smothers, squeezes and endplays, scissors and uppercuts, are all seen against a background of human follies and foibles. Psychology and imagination, no less than science and technique, light up the scene. In this, the fifth title in the Menagerie series, you meet again the Rueful Rabbit, luckiest of mortals; Karapet, the unluckiest player since job; and Walter the Walrus, the point-count specialist. With Papa's arrogance, the Toucan's humility, the secretary Bird's pedantry and Molly the Mule's rampant feminism, they make every deal vibrate and sparkle. The Hideous Hog remains all but insufferable as he clashes daily with destiny, and in the final episode confronts the prince of darkness himself.

Graded Go Problems For Beginners Volume Three Intermediate Problems 15 to 8 Kyu


Kano Yoshinori - 1987
    Once he has finished studying these four books he will have mastered the elements of capturing and defending stones, life and death of groups, elementary tactics, the opening and the endgame, ths laying a solid foundation for his future progress in the game.

Star Wars: The Roleplaying Game


Greg Costikyan - 1987
    Experience the drama and epic scope of the greatest space fantasy of all time! Adventure in a universe of epic heroes, fearsome villains, amazing technology and strange aliens. Pilot an X-wing against the Empire's devastating TIE fighters! Trade blaster fire with vicious bounty hunters! Smuggle contraband cargos through Imperial blockades! Learn the ways of the lightsaber-wielding Jedi Knights, and master the powers of the Force!This 176-page rulebook features:• Sophisticated yet simple rules covering all aspects of the Star Wars universe. Completely revised, with a conversion system for first edition materials.• Extensive information on the Star Wars universe, with guidelines on designing your own adventures set during the time of the movies or after the Battle of Endor!• Includes a beginning adventure.• Detailed skill descriptions, with many new skills and special abilities for aliens! • New movement, chase and combat rules covering everything from landspeeders to Imperial Star Destroyers!• 16 full-color pages, with never before published material.

Death on the Reik: The Enemy Within Campaign, Volume 2


Phil Gallagher - 1987
    From Marienburg to Altdorf, great vessels ply its waters. Further south the river is crowded with smaller riverboats and fishing craft. The livelihoods of many are dependant on its bounty - traders, for whom it is a reliable link between markets; fishers, who reap a regular harvest of the creatures beneath its waves; and farmers, whose lands are enriched by the nutrients it carries. But though its waters are wide and clear, strange creatures lurk along its tree-lined banks and somewhere, near one of its quieter backwaters, a great evil festers and grows.For over a century the evil has lain dormant, but now the time foretold by the ancients is at hand. Horror unimaginable has awoken in the very heart of Sigmar's realm, and it is now steadily corrupting all around it. The cancer must be cut out before it is too late - but first, it has to be found...DEATH ON THE REIK features an extended campaign adventure and a special WFRP supplement detailing river life and travel in The Empire, and provides a complete trading system. It forms the third part of THE ENEMY WITHIN campaign and plunges the adventurers into a life and death struggle with the horrors lurking beneath The Empire's placid surface. Death awaits the unwary and foolish, but great rewards lie in store for the cautious and the brave.This boxed set contains: An 88-page Adventure Booklet detailing a variety of locations throughout the Reikland; a 20-page River Life of The Empire booklet including rules for trading and numerous encounters to bring The Empire's waterways to life; 20 pages of atmospheric Player and Gamesmaster handouts to inform and horrify; and an A2 colour plan of a Reikland castle backed by a detailed map of the campaign area.

Victor Mollo's Bridge Club


Victor Mollo - 1987
    Renowned bridge expert Victor Mollo has another card up his sleeve!  Advance technique and simple bridge psychology, closely linked, are the salient features of the many brilliant plays described in Victor Mollo's Bridge Club.

You Need Never Lose at Bridge: Winning Tactics from Victor Mollo's Bridge Club


Victor Mollo - 1987
    Book is in unused condition

The Official Nintendo Player's Guide: A Complete Review of Over 90 Games for Your N.E.S.


Howard Phillips - 1987
    NES Book

City-State Of The Invincible Overlord


E. Gary Gygax - 1987
    

Warhammer City: A Complete Guide to Middenheim, City of the White Wolf


Carl Sargent - 1987
    

Secret Teachings in the Art of Japanese Gardens: Design Principles, Aesthetic Values


David A. Slawson - 1987
    Secret Teachings in the Art of Japanese Gardens explains the fundamental principles of this tradition and describes how those principles may be applied to a much wider range of environments than exists in Japan.In the first section the author draws on his own experience as an apprentice to a master gardener in Kyoto, as well as his considerable knowledge of Japanese classical texts, to present the garden design process in terms of three primary aesthetic considerations:Scenic effects-reproductions of appealing natural landscape forms.Sensory effects-varieties of scale, framing, rhythm, motion, and spatial quality.Cultural effects-the incorporation of allusions to classical literature, poetry, and painting.The final section comprises a complete translation of a classic gardening manual used by Buddhist monks in medieval Japan. Its rules for planting trees and setting rocks still make good design sense today, and the author includes numerous garden descriptions as examples of how ancient masters practiced their craft.This clear, authoritative work, fully illustrated with diagrams and photographs, elucidates much about the Japanese compositional sense. But at the same time it is a plea for a more holistic approach to landscape design-a recognition that a garden should conform to certain natural principles as well as meet the emotional needs of those who view it.

The Second Book of Go: What You Need to Know After You've Learned the Rules


Richard Bozulich - 1987
    We have assumed that the reader understands the terms 'sente' and 'gote', that he knows what a ko is, is able to determine neutral points, and can count the score. Its aim is to give the novice an introduction to each phase of the game and to dispel a number of strategic and tactical misconceptions that often plague beginners and inhibit their progress. Beginners usually overemphasize defense, not realizing that the best way to defend is to attack. By attacking your opponent's stones, you can often defend your weak positions in the process. Understanding this concept from the very beginning of one's go career will clear the way for quick progress up through the kyu ranks. In this context, Chapters Two and Four are the most important and should be of value, especially to players who have been struggling for years to reach expert or dan level.

In Search of Adventure


E. Gary Gygax - 1987
    Threshold, the gateway to mysterious castles, lost temples, deadly caves and caverns. You have heard the stories and legends, now you wish to see for yourself.This product provides a complete campaign adventure that will take beginning characters from 1st all the way to 3rd level and possibly beyond, drawn from the first nine modules of the B-series adventures.

Talons of Night: Standard Module M5


Paul Jaquays - 1987
    This could herald the dawning of an age of peace, unknown in this area for years past.However, things are not progressing as smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnapped - and you are framed!It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place.Let the games begin.

Bridge Maxims: Secrets of Better Play


Audrey Grant - 1987