Best of
Games

1999

Unknown Armies


Greg Stolze - 1999
    Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass! We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the GM wants them to know. But the beats don't stop there: Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns. * New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing. * Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment. * More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen. * Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy). * Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior). * More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues. * New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.

Nobilis


R. Sean Borgstrom - 1999
    Once human, each character has been forever changed, imbued with awesome power and terrible responsibility. Heaven and Hell, angels and devils, the Giants and the Old Gods - in Nobilis, all are united in the Great War against the Excrucians, whose goal is to destroy all Creation - but all are divided by their own plots and ancient rivalries, as well.

Suppressed Transmission: The First Broadcast


Kenneth Hite - 1999
    -- Literally hundreds of ideas for using Secret History and Weird Science in games or fiction.-- A "crossover" title with appeal to anyone interested in conspiracy, coincidence, and untold history.-- The footnotes alone are worth the price of the book.How can Ken Hite be so academic yet so entertaining? We don't know, but we hope he keeps it up for a long, long time.

Beyond the Mountains of Madness: An Epic Campaign & Sourcebook


Charles Engan - 1999
    Lovecraft's novel "At the Mountains of Madness". It is the tale of the Starkweather-Moore Expedition of 1933 which bravely - and foolishly - seeks to finish what the Miskatonic University Antarctic Expedition began three years before. ~ The massive book consists of the following: * The adventure itself, in seventeen chapters * Seven appendices, discussing timelines, Antarctic exploration background, logistics, vehicles and more * Handouts and maps (including a fold-out map of Antarctica)

Final Fantasy Anthology


David Cassady - 1999
    BradyGames Strategy Guide covers Final Fantasy V's Job System, Secrets & Side Quests - PLUS Detailed Walkthrough, Weapons, Armor & Relics. Final Fantasy VI Official Strategy Guide details the Espers & Magic - Character Skill - And Secrets & Side Quests.

Final Fantasy VIII: The Official Strategy Guide


Piggyback - 1999
    Features detailed walkthroughs, maps, weapon stats, sidequest walkthroughs, etc.

Deadlands: Marshal's Guide


Shane Lacy Hensley - 1999
    In 2000, new products allow players to take on the role of operatives for the Agency, wrestle with the curses of lycanthropy and vampirism, and learn the secrets of the latest developments in the New Science.The Marshal's Handbook is the gamemaster's guide to the world of Deadlands: The Weird West. It tells you how to rope those broncos into your adventures and keep 'em on the run from the insidious horrors of the Weird West. It's also got a whole passel o' nasty critters to throw at those do-gooders, all drawn up in color. The Weird West Player's Guide is also required and should be available wherever you bought this book.

Mordheim: A Mighty Tome of Horror and Adventure


Tuomas Pirinen - 1999
    

Deadlands : The Wierd West Player's Guide


Shane Lacy Hensley - 1999
    In 2000, new products allow players to take on the role of operatives for the Agency, wrestle with the curses of lycanthropy and vampirism, and learn the secrets of the latest developments in the New Science.This book contains everything you need to create your own heroic Western warriors. We've included 22 full color archetypes to get you started, as well as a quick tour of the Weird West -- and some clues about how your heroes can best grind the forces of darkness under their cowboy boots! The Marshal's Handbook is also required to play and should be available wherever you bought this book.

Nightmares of Mine (Rolemaster Standard System)


Kenneth Hite - 1999
    

The Art of Metal Gear Solid


Yoji Shinkawa - 1999
    

Problem Solving Through Recreational Mathematics


Bonnie Averbach - 1999
    This book uses problems, puzzles, and games to teach students how to think critically. It emphasizes active participation in problem solving, with emphasis on logic, number and graph theory, games of strategy, and much more. Includes answers to selected problems. Index. 1980 edition.

Pavis & Big Rubble


Greg Stafford - 1999
    An updated and reformatted re-issue of ALL of the information from the two original Chaosium Runequest boxed sets, consolidated and organized together.Compatible with RuneQuest 6th edition!

Drawing Room Deceptions, Or, The Etiquette Of Deception


G.W.R. Hollingworth - 1999
    

One Shots


John Tynes - 1999
    Any one of them can be prepped and run on short notice, perfect for a no-strings-attched night of gaming, a convention one-off, or an in-store demo. No character creation, no lengthy prep, no big campaign commitments - just lock, load, and get ready for a trip to Strangeville, U.S.A.

Great Big Book of Children's Games


Debra Wise - 1999
    And one of your toughest jobs as a parent is finding ways to channel kids' energies that promote healthy development while keeping them entertained. Good news, your job just got a little easier.Great for car trips, rainy days, and even power outages, the Great Big Book of Children's Games is a treasury of games and activities for all occasions, every setting and every mood. You'll find indoor games and outdoor games, party games and solo games, sidewalk games, beach games, ball games and water games. There are games that stimulate young minds and those that promote physical development. You'll find skill-building games and games designed to sharpen individual faculties, card games and word games, and an abundance of pencil-and-paper games. And to help you do your part to keep our highways safe (and your sanity intact), there's an entire section devoted to games to be played while on the road.Fair weather or foul, the Great Big Book of Children's Games helps you keep the peace and banish bad moods with:450 indoor and outdoor games for pre-school to middle-school age kids arranged by age groupGames for every occasion, setting and number of playersSolo games, team games, party games, and family games, many including innovative twists on old favoritesColorful text, 375 illustrations, and amusing game trivia that add to the fun and make the book easy to useDebra Wise is a writer specializing in women's and children's topics, and has written for the New York Times, Cosmopolitan, Glamour, and GQ.Sandy Forrest has designed and illustrated over 40 books and won a Parent's Choice Award for Illustration.

Paul Keres: The Quest For Perfection (New American Batsford Chess Library) (New American Batsford Chess Library)


Paul Keres - 1999
    This volume picks up the story from 1950, when Keres was at the height of his powers, to his death in 1975. Seven times World Champion Candidate Keres offers inspiration and instruction to chess players of all levels with his friendly, honest commentaries, and John Nunn has selected and annotated the finest of Keres' games from 1962-1975. This book charts the development and games of one of the greatest players in chess history, and you can judge for yourself whether it was Keres' open, friendly character or Soviet politics that prevented him from reaching the summit of the chess world.

Dark Matter (Alternity Campaign Setting)


Wolfgang Baur - 1999
    Paranormal occurrences and occult activities are becoming everyday happenings. These events are quickly hidden from public view by various world governments and other organizations who have neither the knowledge nor understanding of their significance. Doorways to other worlds are opening, and it's up to the heroes of the Hoffmann Institute to determine friend from foe, good from evil, and conspiracy from happenstance. The Dark Matter Campaign Setting expands the Alternity game universe by introducing a near-future world full of the paranormal and occult, laced with conspiracies that threaten the entire world. As the beginning of a brand new campaign setting, the Dark Matter game is certain to be in high demand as new customers look for the next great science fiction world.

Priest's Spell Compendium, Volume 1


Jon Pickens - 1999
    This is the official reference book and definitive source for priest spells in the AD&D game.

Find the Right Plan with Anatoly Karpov


Anatoly Karpov - 1999
    Through an orderly process, the attentive student will arrive at not just a plan, but the right plan. And as Karpov himself says, �Finding the right plan is the key to success.” Warmly and accessibly written, the book is an irresistible invitation to absorb a bit of the Karpov magic.

American Mensa Guide to Casino Gambling


Andrew Brisman - 1999
    He thoroughly explains odds, probabilities, and the casino's inherent advantage. He presents an in-depth discussion, imbued with delightful humor, of the many games offered....teaches you to gamble like an educated consumer, and following its advice will make you feel like a winner."--Games.

Crosswords for Kids


Trip Payne - 1999
    Frankenstein's assistant? And can you complete this song title with a three-letter word: "___ to the World"? Ready to take on more clues? Then try your hand at a host of crossword puzzles for hours of challenges and amusement. They're filled with words for things that kids know a lot about--games, food, school, sports, music, geography, and so on. And they vary in degree of difficulty. Some of the clues can be answered with a short word; for others, you'll need to think of two words. If you get stumped, check the back of the book where all of the answers are provided. And speaking of answers, here are the ones to the questions above: ewe; Igor; and Joy. The author lives in Atlanta, GA. 96 pages, 5 3/8 x 8 1/4.

Winning Chess Tactics Strategies


Ted Nottingham - 1999
    These brilliant tactics and techniques will hone and develop young players' skills and give their brains a real workout...while they're having a great time. They'll learn all the chess master's tricks of the trade: how to calculate moves far in advance, with the help of examples from winning games; strategies used by world champions--including Gary Kasparov's "discovered check" and "skewer"; Improving the Pieces to get in the best position to strike; and end game techniques. Along the way, quizzes help players chart their progress. Plus: you get a "certificate" for successfully completing the "course"!

Civil War Days: Discover the Past with Exciting Projects, Games, Activities, and Recipes


David C. King - 1999
    Along the way, they'll show you how to play the games they play and make the toys and crafts they make. Make your own apple pandowdy and whip up a batch of tasty gingerbread. Send top-secret messages in Morse code, gather materials for crafting evergreen wreaths and pinecone turkeys, and sculpt a miniature sheep out of homemade clay dough. Play the exciting African game of mankala--that is, if you have time after making your own potato-print wrapping paper, papier-mache bowl, and marzipan decorations. Civil War Days is filled with interesting historical information and facts about growing up in days gone by. Discover how different--and how similar--life was for American kids in history. Watch for Victorian Days, the next exciting book in the American Kids in History?(TM) series! Also available: Pioneer Days, Colonial Days, and Wild West Days For Children Ages 8 to 1

Heroes of Might and Magic III : Prima's Official Strategy Guide


Tom Ono - 1999
    Complete item, resource, and treasure tablesStrategies for defeating all enemiesEssential town type flowchartsCreature generator production and creature cost chartsIn-depth walkthroughs of all scenarios

Learning to Read and Write: Developmentally Appropriate Practices for Young Children


Susan B. Neuman - 1999
    Experiences commonplace in many homes and early childhood settings--such as adults reading to children--are key in laying the foundation for literacy. Yet these experiences are far from universal. To ensure that all children learn to read and write by the end of third grade, early childhood educators need to know more and do more to promote literacy in effective, developmentally appropriate ways.

Mathemagician and Pied Puzzler: A Collection in Tribute to Martin Gardner


Elwyn R. Berlekamp - 1999
    Perhaps best known for writing Scientific American's "Mathematical Games" column for years, Gardner used his personal exuberance and fascination with puzzles and magic to entice a wide range of readers into a world of mathematical discovery. This tribute therefore contains pieces as widely varied as Gardner's own interests, ranging from limericks to lengthy treatises, from mathematical journal articles to personal stories. This book makes a charming and unusual addition to any personal library. Selected papers: - The Odyssey of the Figure Eight Puzzle by Stewart Coffin - Block-Packing Jambalaya by Bill Cutler - O'Beirne's Hexiamond by Richard K. Guy - Biblical Ladders by Donald E. Knuth - Three Limericks: On Space, Time and Speed by Tim Rowett.

Kids and Grandparents: An Activity Book


Ann Love - 1999
    Together they can research the family tree, make a birdfeeder, plant a garden or create their own memory book. Regardless of which activity they choose, they will treasure the time they spend together.

Bridge for Beginners: A Complete Course


Zia Mahmood - 1999
    This monumental work is designed to take the student to a level at which he or she can play in a bridge club or tournament with confidence. This book was originally published as three volumes on Bidding, Declarer Play and Defence. It combines the talents of top Canadian bridge teacher Audrey Grant, regarded as the leading tutor in North America, and the charismatic and world-renowned bridge player Zia Mahmud, voted bridge personality of the decade by both International Popular Bridge Monthly and Bridge Today. Zia presented the BBc television series Play Bridge with Zia and his lively and lucid style is ideal to popularise the game for a wide audience.

More Points Schmoints!: Sequel to the 1996 Book of the Year


Marty A. Bergen - 1999
    NEW CONDITION, HARDCOVER WITH NEW DUST JACKET, TIGHT BINDING, COLLECTIBLE AND READY TO SHIP (BXX-618)

Bicycle Official Rules of Card Games


The United States Playing Card Company - 1999
    Complete with a history of playing cards, advice on choosing a card game, and 'bet-you-didn't-know inserts'; this book is a thorough reference for card games. This new edition, with countless illustrations, is designed for ease of use and ready reference. The "Game Sidebar" that appears before each major game allows readers to determine, at a glance, the number of players and cards required, and the degree of skill and complexity for each game. All you need is this book and a deck of Bicycle brand playing cards to enjoy one of America's favorite pastimes!

Gabriel Knight: Blood of the Sacred, Blood of the Damned (Prologue)


Jane Jensen - 1999
    June 1997.Schloss Ritter, Rittersberg, Bavaria.Two years have passed since the “Brutal Beast” case.Gabriel and Grace receive an invitation to visit Prince James of Albany in Paris…

Pokemon Snap


Jason R. Rich - 1999
    As young readers enjoy the fun adventure set on Pokemon Island, they also learn valuable clues, strategies, and techniques for capturing all 150 Pokemon on film. Pi-KAAAA!

How to Become a Pokemon Master: An Unauthorized Guide-Not Endorsed By Nintendo


Hank Schlesinger - 1999
    It's all here. Amaze your friends, astound you parents, and impress your classmates with the valuable expert tips that can turn you into a champion Pokemon player. And you'll get them straight from the source: kids just like you who have played for hours on end and discovered the amazing secrets of this awesome game!Author Hank Schlesinger-an avid video game junkie himself-has interviewed kids who love Pokemon, and thrown in his insights and tips, to create the ultimate Pokemon guide.Learn from the pros-other kids who have aced Pokemon!From raising Pokemon to defeating the most deadly enemies in battle-these are the tips that no serious player can afford to miss. Compete on your own or plug into a friend's Game Boy and share the fun. Either way, you'll want the best hints and strategies-from the best players-for this amazing game of courage, skill...and monsters!With special bonus tips for other game boy games.This book has not been authorized or endorsed by any creator, manufacturer or distributor of Pokemon games of toys, or any creator or producer of the "Pokemon" television show.

Castlevania 64: Prima's Unauthorized Strategy Guide


Elizabeth M. Hollinger - 1999
    Can you kill the undead? - Detailed battle tactics for fighting every creepy castle denizen- including Dracula- Tips and hints for viciously efficient gameplay- In-depth items lists- Walkthroughs for Reinhardt and Carrie

Baldur's Gate: Tales of the Sword Coast; Official Strategies & Secrets


Matthew J. Norton - 1999
    Hardcore fans will find a wealth of statistics and strategies in this guide for all new creatures, objects, and spells.