Best of
Games

2003

Pokemon Ruby & Sapphire (Prima's Official Strategy Guide)


Elizabeth M. Hollinger - 2003
    Defeat Team Aqua and Team Magma! ·Tips for winning the Pokémon Contests ·Locations to all Secret Bases and Battle Towers ·Thorough Pokédex, featuring Ruby and Sapphire Pokémon, with locations, statistics, and skills ·Strategy to win all 2-on-2 battles and beat all enemy Pokémon Trainers ·Complete walkthrough of the vast new Pokémon world, including all cities, towns, streets, and dungeons ·Detailed moves list ·Tips to capturing, evolving, and customizing your Pokémon ·Detailed charts for Technical and Hidden Machines

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture


David Kushner - 2003
    Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.

Garry Kasparov on My Great Predecessors, Part 1


Garry Kasparov - 2003
    The chessboard is the ultimate mental battleground and the world champions themselves are supreme intellectual gladiators.These magnificent compilations of chess form the basis of the first two parts of Garry Kasparov's definitive history of the World Chess Championship. Garry Kasparov, who is universally acclaimed as the greatest chessplayer ever, subjects the play of his predecessors to a rigorous analysis.Part one features the play of champions Wilhelm Steinitz (1886-1894), Emanuel Lasker (1894-1921), Jose Capablanca (1921-1927) and Alexander Alekhine (1927-1935 and 1937-1946).Part two features the play of champions Max Euwe (1935-1937) Mikhail Botvinnik (1946-1957, 1958-1961 and 1961-1963), Vassily Smyslov (1957-1958) and Mikhail Tal (1960-1961).These books are more than just a compilation of the games of these champions. Kasparov's biographies place them in a fascinating historical, political and cultural context. Kasparov explains how each champion brought his own distinctive style to the chessboard and enriched the theory of the game with new ideas.All these games have been thoroughly reassessed with the aid of modern software technology and the new light this sheds on these classic masterpieces is fascinating.

The Legend of Zelda: The Wind Waker - Prima's Official Strategy Guide


Bryan Stratton - 2003
    Become the hero of a brand-new legend! ·Island-by-island tips for every hidden treasure, sidequest, and minigame ·Detailed dungeon maps with every hidden treasure chest revealed ·Checklists of every optional sidequest ·All the tips and tricks you need to defeat every boss and enemy creature ·Complete info on all weapons and itemsâ��including secret ones like the Magic Armor ·Screenshots of all 134 Nintendo Gallery figurines, with all the tips you need to get them

Monster Manual


Skip Williams - 2003
    Encounter a horde of monsters armed and ready to battle your boldest heroes or fight alongside them. The fully illustrated pages of this book are overrun with all the creatures, statistics, spells, and strategies you need to challenge the heroic characters of any Dungeons & Dragons roleplaying game.Over 200 creeps, critters, and creatures keep players on their toes. From aboleths to zombies, the revised "Monster Manual" holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. The revised "Monster Manual" now contains an adjusted layout that makes monster statistics easier to understand and use. It has 31 new illustrations and a new index, and contains expanded information on monster classes and playing monsters as heroes, along with information on how to take full advantage of the tie-in D&D miniatures line planned for the fall of 2003 from Wizards of the Coast, Inc.

Savage Worlds Explorer's Edition


Shane Lacy Hensley - 2003
    The rules give players plenty of depth to create their characters and keep bookkeeping to a minimum for the Game Master. If you’re looking for a game that’s fast and easy to set up, run, and play, Savage Worlds is for you!Savage Worlds handles pulp action, gritty noir, supers, hard scifi, space opera, horror, and anything you can imagine!

Final Fantasy X-2 Official Strategy Guide


Dan Birlew - 2003
    The guide also features complete abilities lists for all 17 dresspheres and special dresspheres. The abilities and status bonuses for all 60 Garment Grids are also revealed in this detailed section. All-inclusive bestiary uncovers everything gamers need to know about each fiend--strengths, weaknesses, and immunities, plus the items that can be stolen or attained by defeating these enemies. Extensive mini-game coverage and a flowchart that reveals every gameplay decision and its end result, so that players can master 100% of the game! Top notch boss strategy, area maps, accessory and item inventories, and much more!This Signature Series guide also features a special, two-sided poster with expanded coverage of the Alchemist, Lady Luck, and Gun Mage dresspheres.This title is available for sale in the U.S. and Canada only.

Draconomicon: The Book of Dragons


Andy Collins - 2003
    It includes information on playing dragons and dragon-like creatures, how to run a dragon in a fight, and how to both fight dragons and work with them as allies.There are statistics on dragons of every type and at every age category, in addition to examples of lairs, hoards, and dragon minions. There are new rules, feats, spells, prestige classes, magic items, and other materials associated specifically with interaction with dragons including illustrated lairs and rules for creating treasure hoards. The book itself is designed in a prestige format, with heavy use of art throughout and constructed of premium materials.To use this supplement, a Dungeon Master also needs the Player's Handbook, Dungeon Master's Guide, and Monster Manual. A player needs only the Player's Handbook.

The Arthurian Tarot


John Matthews - 2003
    This classic deck is now reprinted with enhanced cards and a booklet specially written for this new edition. The Arthurian Tarot Deck depicts characters and themes from the famous Celto-Arthurian legends, along with the four Hallows of the Quest for spiritual wholeness. * New edition of a classic deck. * Stunning artwork by Miranda Gray, a leading MBS artist. * Caitlín and John Matthews are Arthurian-legend and tarot experts.

Dungeons & Dragons Core Rulebook Gift Set


Jonathan Tweet - 2003
    In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.

Byrne's Complete Book of Pool Shots: 350 Moves Every Player Should Know


Robert Byrne - 2003
    Players of every skill level will find ways to improve their game and get ahead of their opponents with 350 of Byrne's clever and intricately diagrammed moves ??—?? many of which are outlined here for the first time by one of the game's most masterful players and teachers.

The Legend of Zelda: The Wind Waker Official Strategy Guide


Doug W. - 2003
    Strategies are included for finding every heart piece, and there is coverage of every sidequest.

The Fat Man on Game Audio: Tasty Morsels of Sonic Goodness [With CDROM]


George Sanger - 2003
    George "Fatman" Sanger reveals both his soul and talent in this documented journey of what it takes and means to be successful with game audio. Much like big screen movies, audio can leave an audience with either a sense of intense emotion or it can destroy their overall experience. The same is true of games. Audio is a key component of game design but there are a select few who have truly mastered the art and technique of enhancing a game players overall game experience. Read this book and learn from the master. This book will reveal what it takes to be a highly sucessful audio developer. It reveals the unique problems facing the audio developer and then teaches them the most useful, efficient, and direct ways to overcome these problems. This book is unlike any other in that it not only gives readers the know-how on but it also teaches the reader how to add soul and life into their game audio by examining their personal lessons in music, science, politics, philosophy, and other life experiences. This book is an inspiration to all audio developers.

Midnight (Midnight)


Jeffrey Barber - 2003
    Players enter a world where evil rules and darkness has fallen across the land. They must fight for hope and justice in a realm where heroes are condemned and the elder races are hunted to the brink of extinction.

Getting Started with Lego Trains


Jacob McKee - 2003
    LEGO insider, Jacob H. McKee, shares some of his most fascinating and original train designs, while including descriptive articles on basic building techniques, plus high-quality building instructions for several different projects. Veteran LEGO® trains fanatics and curious beginners alike will find this book the easiest way to get started with LEGO® trains.JACOB H. MCKEE is a well-known figure in the LEGO trains community and the LEGO Community Development Manager for North America. Jacob has worked on more than 400 websites and countless community projects, including the official LEGO® Trains website www.lego.com/trains. He has been building LEGO creations since he was a young boy.

Card Play Technique: The Art of Being Lucky


Nico Gardener - 2003
    Not to mention more alarming, entertaining, spectacular, dangerous or farcical. All of which is pretty closely connected with the mode of transport you're dependent on - from stubborn mule to ancient plane. Brian Thacker has been on the look-out for unusual vehicles ever since he travelled down the Ovens River in the Victorian Alps on a rubber inner tube when he was nine years old. Here he writes about his most memorable journeys, including his trip on the Trans Siberian Express, his pub crawl on the London tube, his journey down the east coast of Australia in a truck and a camel safari with a particularly grumpy camel.

Shadowrun (FPR25000)


FanPro - 2003
    Magic is as real as the mean streets of the mega-sprawls. Corporations call the shots while nailing each other through covert operatives in cutthroat competition. Flesh and machines have merged - the street samurai with his smartguns and impossibly fast reflexes, the decker who can plug his own brain into the worldwide computer network, the rigger who links his mind to his vehicle and takes hairpin turns at fantastic speeds. And you're a part of this wired world, where corporate skyscrapers glitter over the dark shadows they cast. You live in those shadows. You're a shadowrunner - a street operative. You may be human or troll, dwarf or elf. You may throw fireballs, pull out your trusty Uzi or slice through computer security with a program as elegant and deadly as a stiletto. No matter what, you get the job done. You're a shadowrunner - a professional. You don't just survive in the shadows - you thrive there . . .! for now. Shadowrun, Third Edition is a complete rulebook for gamemasters and players. It contains all the rules needed to create characters and ongoing adventures set in the popular Shadowrun universe. Shadowrun, Third Edition updates, revises, expands and clarifies the rules from previous Shadowrun rulebooks. It is compatible with previous versions of Shadowrun and with previously published Shadowrun source material.

Kingdom Hearts Visual Art Collection


Tetsuya Nomura - 2003
    The book contains the original illustrated and computer-generated character and world designs of Tetusya Nomura used for the original Kingdom Hearts video game.

The Tangram Book


Jerry Slocum - 2003
    This accurate history of the classic Chinese art form comes from a tangram museum owner and his research team, who discovered many treasures, such as the tangram sets used by Chinese mathematicians 2,200 years ago to test Pythagorean theorems. Photos show how to arrange tangram-shaped antique dinner tables for a variety of themes such as mountain ranges and celebration costumes. Among the puzzles for you to solve: Paradoxical Pairs that appear to be identical but differ in a hard-to-detect detail.

The Usborne Internet-Linked Complete Book of Chess (Chess Guides)


Fiona Watt - 2003
    Whether you are a complete beginner or a more experienced player, this book is for you. Find out how to lay deadly traps for enemy pieces, plan cunning move combinations, launch effective attacks and form solid defence strategies. Test your new-found skills with over 80 teasing chess puzzles.

Classic Battletech: Field Manual: Mercenaries Revised


FanPro - 2003
    Over sixty of the Inner Sphere's best-known mercenary commands are profiled here including histories, officers, and favorite tactics. Special rules enable you to bring each of these famous outfits to life in your own Classic BattleTech campaigns, while updated rules provide players with detailed instructions for creating and running their own mercenary commands both on and off the field. Compatible with both the Classic BattleTech board game and the Classic BattleTech RPG system, Classic BattleTech Field Manual: Mercenaries, Revised lets you finally prove once and for all if you have what it takes to find fame and fortune as a real mercenary!

Math Wonders To Inspire Teachers And Students


Alfred S. Posamentier - 2003
    Dazzle your students with Peculiar number patterns and properties Clever shortcuts and tricks for avoiding cumbersome mathematic processes Curious problems that reveal problem-solving strategies Algebra problems that shed light on patterns in mathematics and the behavior of numbers Activities and demonstrations that uncover timeless geometric principles Used as attention-getters, motivators, or enrichment activities, these math wonders leave students questioning and exploring further, regardless of their grade level or ability.

The Quiz Book 3: Three Times the Fun!


Brette McWhorter Sember - 2003
    Quiz Book 3 includes 26 all-new quizzes to help girls learn even more about themselves. Content is fun, upbeat but not too old (like Teen and Lizzie books would be). Sample of Quizzes: What do your dreams mean? What is your friendship style? What were your parents like when they were your age? What would you do for a million dollars? Do you mope or cope? Boy Barometer. And More!

Classic Battletech: Master Rules


FanPro - 2003
    It is not intended to teach new players the game, but rather to serve as a reference work for people who know the game. The introductory game in the BattleTech line is the BattleTech, Fourth Edition boxed set. New players should pick up that product before diving into this one. In addition to presenting the game in a reference-work format, the BMR introduces many special case rules to the game that inexperienced players might find difficult to absorb all at once. The BattleTech Master Rules is not simply a rehash of the old rules. The book has been carefully reworked from previous editions to clarify confusing or contradictory information, and certain key sections, such as damage resolution, have been broken down into step-by-step procedures to make every rule as clear and concise as possible. The BMR also includes additional material to expand and enhance game play. In addition to the rules of BattleTech, this book contains an easy-to-use scenario creation system, the Battle Value system for rating units and balancing forces, and rules for translating the hex-based game of BattleTech into a tabletop miniatures game. These rules supersede all previously published rules, including the BattleTech Manual, the BattleTech Compendium, the BattleTech Compendium: The Rules of Warfare (BTC:RoW), and BattleTech, Fourth Edition. This book does contain a number of rules changes from previous editions. Most of the changes included in these rules are the direct result of player letters and calls asking FASA to clarify and tidy up the rules of BattleTech. In general, most changes made to the rules consist of rephrasing to clear up any confusion or ambiguities. We at FASA feel confident that these are the most complete, clear and concise rules for BattleTech ever presented. For experienced players who do not wish to reread all the rules in order to find what has changed, t

Pokémon® Ruby & Sapphire Official Trainer's Guide


Phillip Marcus - 2003
    Solutions to the new puzzles, rosters for every new trainer, and more! Plus, tips to defeat every trainer and gym leader, coverage of the new Pokemon in each version, and how to catch, breed, and raise them!

Reading Comprehension, Grades 5 - 6


Instructional Fair - 2003
    Lively reading passages present high-interest subjects in a variety of genres, including fiction, nonfiction, and poetry. Accompanying activities reinforce comprehension skills that are essential for fluency and for success on standardized tests. The book includes cross-curricular subject matter that will deepen student knowledge while strengthening their reading skills.

Giant Book of Mensa Mind Challenges


MensaKaren C. Richards - 2003
    A few can be solved relatively quickly, but the hardest may seem nearly impossible to crack. Give your skills a real workout on numerical conundrums, word games, lateral thinking problems, and riddles. Brainteasers, arranged in order of difficulty, train the mind and provide a good time all at once. The most complex bafflers include chess, logic, and spatial puzzles. Here's a small sampler of what's inside!· A farmer has twenty sheep, ten pigs, and ten cows. If we call the pigs cows, how many cows will he have?· Which three boys' names are anagrams of one another? Answers: 1. Ten cows. We can call the pigs cows, but that doesn't make them cows.2. Arnold, Roland, and Ronald.

Fun Projects for You and the Kids: David Stiles


David Stiles - 2003
    Stiles starts with a straightforward discussion of tools, materials, and a guide to joints, and then launches into simple designs for building just about anything a kid or parent might dream up. Included are ideas for clubhouses and a tepee made of branches and canvas, for toy cannons and Huck Finn-style rafts, for swings and rowboats. Also included are plans for indoor projects like piñatas, clay castles, toy bins, trains, and even a scooter and space ship. David Stiles, the king of projects, is like the ultra-handy neighbor every parent needs.

The Temple of Elemental Evil: A Classic Greyhawk Adventure Official Strategy Guide


Michael Lummis - 2003
    Complete character coverage including specifics on every class, race, feat, skill, spell and more. Full explanations of the various party dynamics. Full-color format captures the rich design and style of the game!

Chess Endgame Training


Bernd Rosen - 2003
    As soon as a topic has been introduced and a few basic ideas discussed, you are immediately invited to immerse yourself in the subject by solving a series of relevant positions. The solutions to these positions feature a wealth of practical advice and further discussion of endgame principles and the key theoretical points. All the main types of endgames are covered: pawn endings, minor-piece endings, rook endings and queen endings. Rosen discusses important elements in endgame strategy, such as pawn-structure, passed pawns, space advantage, breakthrough and Zugzwang. Endgames are often highly tactical, and this is reflected throughout this book in exercises that require precise calculation, and in sections devoted to typical tactical themes. There is a wealth of exercises throughout the book.

Magical Medieval Society


Suzi Yee - 2003
    

Befallen


Owen K.C. Stephens - 2003
    A primal, nameless evil that calls to its own, bringing Norrath's most fiendish villains to its depths — only to rob them of their sanity and add their malevolence to its own growing power. How long will this accursed place throw its shadow over the Commonlands?How long until heroes rise to the challenge of redeeming these once holy grounds?100% compatible with 3rd edition Fantasy role-playing rulesA campaign adventure for the EverQuest Role-Playing Game or any 3rd edition fantasy game with challenges appropriate for characters levels 4 to 15.

Chess Omnibus


Edward G. Winter - 2003
    This is a gem of peasurable, delightful reading.

XIII Official Strategy Guide


Philip Hansen - 2003
    Expert battle tactics to help players master various techniques. Exhaustive coverage of every weapon and item in the game. Multiplayer strategies for Cover Me, Capture the Flag, Deathmatch, and more. Game secrets revealed and more!This product is available for sale worldwide, excluding France, Germany & Japan.

Jack Vance's The Excellent Prismatic Spray 4/5 Double Issue


Ed Greenwood - 2003
    It is indispensable to fans of the Dying Earth and general roleplayer alike. Issue 4/5 is a double issue of the XPS, cunningly disguised as an advenuture supplement,this fine collection of adventure material includes the long-awaited speculative map of the Dying Earth. With contributors such as Robin D Laws and Ed Greenwood (creator of the Forgotten Realms), and articles on vat creatures, mermelants and religion, it is the best XPS yet.

Broken Dreams


Jamais Cascio - 2003
    . .On Earth in 2100, some are reaching for the stars . . . but others struggle just to survive. Much of the home world remains mired in war and intrigue, as powerful corporations and high-tech armies fight over resources, markets, and ideas. Cities on the edge of chaos are battlegrounds for covert operations and high-stakes diplomacy, and the developing nations see themselves falling further and further behind.Nations trapped in poverty, environmental disaster areas, and hellholes run by insane dictators . . . high-tech terrorism, rebellion, and crime, and rules for creating biological and chemical weapons . . . dangerous genetic designs, obsolete cybertechnology, and police state software . . . all part of daily life in Broken Dreams.

Soul Calibur 2 Official Fighter's Guide


Michael Lummis - 2003
    Tips for unlocking all the extra costumes, characters, chapters, weapons, cinemas and more! Detailed strategy to take on all challenges with explanations on which moves can destroy the opposition! This Signature Series guide features extensive game coverage, an exclusive two-sided poster, unlockable collection list, tips on conquering the Weapon Master Mode, character histories, special cover treatment and more! This product is available for sale in North America only.

GURPS WWII: Weird War II


Kenneth Hite - 2003
    Nazi mystic archmages, SS super"human" troops, secret antarctic bases, "foo fighters"—and that's just what the Axis was up to! Now your characters can fight the occult Nazi menace as well. Race for the Ark of the Covenant, steal Nazi tomes and fight the Werewolves in this unique supplement to the GURPS WWII system.

101 Improv Games for Children and Adults: A Smart Fun Book for Ages 5 and Up


Bob Bedore - 2003
    It strengthens our imagination, promotes self-confidence, increases spontaneity, promotes teamwork, and it's magic: it creates something out of nothing.101 IMPROV GAMES FOR CHILDREN AND ADULTS contains the basics: what improv is all about and how to do it, special instructions for how to teach improv to children, plus more advanced training on how to use your voice and body in ways you haven't thought of before. It has helpful hints for creating scenes and environments out of thin air. All this plus 101 games with simple instructions, from easy warm-up games to over-the-top crowd pleasers such as Fairy Tales, Bizarre Games, On Your Toes and Narrative Games.This is the tenth in the Hunter House SmartFun activity books series, and the first one for adults as well as children. The book is a great resource for educators as well as for the professional actor or the layperson working with improv for fun. The book contains lively illustrations and is easy to use.Improv is about creating something out of nothing, but a really good improviser can create something great out of nothing. This book shows you how.

Command & Conquer Generals: Zero Hour (Prima's Official Strategy Guide)


Steve Honeywell - 2003
    Can you defeat the greatest military minds in modern warfare? ·Walkthrough and maps of all 15 new Command & Conquer Generals: Zero Hour missions, plus the original Command & Conquer: Generals missions ·Info on new units and structures for American, Chinese, and GLA forces ·Coves all new upgrades and General abilities ·How to build structures at the right time and place ·How to get the most out of your units ·Tactics to defeat every General ·Complete multiplayer strategies

Giant Book Of Challenging Thinking Puzzles


Michael Anthony DiSpezio - 2003
    Oversize book of hundreds of fun puzzles.

Delta Force: Black Hawk Down - Prima's Official Strategy Guide


Michael Knight - 2003
    Lock and Load Soldier! ·Tips for carrying out every objective ·How to handle heavy weapons mounted in Black Hawk helicopters and on Humvees ·Strategies for fighting through urban close-quarter battles and long-range sniper fire ·Become a pro at large-scale multiplayer action ·Crucial walkthroughs for single- and multiplayer missions

Monster Smackdown


Thom Marrion - 2003
    Fortunately for her, there's no shortage of vamps, demons, nasties, and Big Bads wandering around out there. And when the latte hits the fan, knowing an Acathla from a Gorch can save the world. The keys to combating these charmless creatures of nightmare are all here, in vivid detail. Buffy: To make you a vampire, they have to suck your blood and then you have to suck their blood; it's like a whole big sucking thing. -1.1 Welcome to the Hellmouth Hey, nobody said living on the Hellmouth was going to be all sunshine and stylish garb The Monster Smackdown is a supplement for the Buffy the Vampire Slayer roleplaying game. In it, you will find: - An overview covering the nature of the Buffyverse, hellmouths, and hell dimensions, including some never before seen samples - A complete rundown on vampires, including their powers, vulnerabilities, morality, nature, and hangouts .- A similar treatment for demons, with specific on many demonic races.- Details on non-vamp undead, primals, human villains, and various other critters that populate the Buffyverse .- Background and specifics on Buffy's major villains, unique demons, hellgoddesses, and real bad nasties, including a revisit of all the seasonal Big Bad.- Rules, guidelines, and ideas for creating monsters true to the spirit of the Buffyverse, including a list of mix-and-match monster powers.- A complete Episode featuring a major turning point in the Djinn Season.

C++ For Game Programmers (Game Development Series)


Noel Llopis - 2003
    Written to address this issue, C++ for Game Programmers provides practical suggestions for what C++ features to use in game development and why. Many of the misconceptions of C++ are clarified, and programmers learn the most effective methods for using the language to create games. This is primarily a book about ideas and concepts: it is not just a source of C++ code to use in your game project. Instead, C++ for Game Programmers covers how things work from a game-development perspective, and provides practical rules to follow. It points out the most effective C++ practices and steers developers away from the potentially dangerous ones. It describes common C++ techniques to solve specific problems faced by most developers, and focuses on techniques that have been proven in real games. Additionally, specific new technologies such as STL are covered in detail, along with the challenges specific to different platforms such as PCs or game consoles. The techniques presented apply to all aspects of game programming, including graphics, physics, and AI. C++ for Game Programmers is the perfect resource for game programmers looking to perfect their C++ skills, and experienced programmers interested in entering the game industry. Graphics, embedded systems, and real-time systems programmers facing the same challenges as game programmers will also benefit from the ideas and techniques covered.

Deliria: Faerie Tales for a New Millennium


Phil Brucato - 2003
    Like the heroes of traditional faerie tales, these men and women are normal folks whose lives suddenly upend, pitching the old rules out the nearest window. And like those traditional heroes, these modern-day Jacks and Beautys must face challenges of body, mind and spirit... or face dark consequences. Deliria is a realm of innocence, challenge and transformation. A place where the tales you tell are yours. A place where hope remains the bravest force, and cleverness brings giants down. Deliria's Prime Codex contains: Roleplaying rules for any venue--tabletop, street theatre, and Internet; A setting that ranges from coffee shops to kingdoms; A realm where broken hearts mean more than broken bones; Lore about faerie tales and the lessons they provide; Many tales about Deliria's domain; Art that strides beyond cliché; And inspirations and affirmations about who we are in our world and what can do to change it.

Soldier / Wheelman Class Guide (Spycraft)


Chad Brunner - 2003
    . . Its failsafe against global domination . . . Honorable warriors of a secret war . . . . . . and our last, best hope for peace. The Spycraft Soldier/Wheelman Class Guide greatly expands the options available for combat- and chase-oriented agents, offering all the material needed to run epic-scale combats or astounding cases under the most unexpected conditions and in the most exotic locations. Contained in this exhaustive volume are rules for building the finest combatants in the world and fielding them against the most awesome technologies available today! This essential Spycraft mechanics expansion includes . . . The Spycraft Vehicle Guide! Requisition any vehicle in existence today and outfit it with all the latest masterwork upgrades, weapons, and gadgets! Thousands of vehicle combinations await you within! Rules for heavy personal ordinance, including fixed cannon emplacements, automated missile racks, tank-killing rocket launchers, vehicle-towed howitzers, and much more! Expanded chase options, including many new maneuvers and rules for vehicular combat (both on or in vehicles), off-roading, aerial dog-fighting, skydiving/freefall, and scuba diving chases, races, expanded vehicle failures, and more! Twelve brand new prestige classes focusing on activities most commonly performed by soldiers and wheelmen, including the high-flying ace, the gear - and vehicle-building armorer, the battlefield grunt, the depth-defying mariner, the combat medic, the armor-specialist slammer, and more! Twenty new department options, including two 'macro-departments' (officer training and military academy training), which allow the agents to personalize their department bonuses! Over 35 new feats, expanding the existing Spycraft feat trees! Over a dozen new skill uses, including new knowledge, mechanics, profession, and vehicle tasks!

Francis Willughby's Book of Games: A Seventeenth-Century Treatise on Sports, Games and Pastimes


Francis Willughby - 2003
    Dating from the 1660s, it was left unfinished when the writer died in 1672 at the age of 36. Nevertheless, Willughby's manuscript, even in its unpolished form is a goldmine of detail providing a snapshot of mid seventeenth century life, language and culture. The manuscript itself lists a wide variety of sports, games and pastimes, including football, hurling, card games, tennis and children's games. As well as providing rules and a description of the various games (often with accompanying sketches to explain particular points) there are numerous fascinating snippets of related information (such as the care of fighting cocks), that bring the subject to life, whilst the section on children's games is particularly poignant. Besides the intrinsic interest of the subject matter, the fact that Willughby embarked on the project from a scientific perspective adds to the value of the book. Willughby had been admitted to the Royal Society in 1661 and for a number of years prior to that had been collaborating with the naturalist John Ray. It is clear that Willughby's Book of Games was highly influenced by his scientific pursuits and was an extension of his natural history work, utilising the same skills of systematic observation, description and classification. Providing not only a word-for word transcription of the Book of Games, this volume also contains a host of interpretative material to complement the original data. As well as a biography of Willughby and a detailed description of his manuscript, a substantial glossary of games and obsolete terms is provided, together with a bibliography of Willughby's literary remains and more general reference works. Taken together, this publication provides an unparalleled resource for scholars of early modern England.

Complete Book of Beginning Chess


Raymond D. Keene - 2003
    From setting up a chessboard and moving the pieces to basic concepts and winning strategies, Complete Book of Beginning Chess is the ideal volume for individuals looking to learn and improve their game. Written by one of the greatest players in the world, this accessible guide is complete with easy-to-understand diagrams, clear explanations, fundamental tactics, tips for playing on the Internet, a brief history of the game, and much more.

True Crime: Streets of L.A. Official Strategy Guide


Brady Games - 2003
    Official Strategy Guide" provides a comprehensive walkthrough to help players learn how to experience every moment of gameplay, from alternate cinematics to alternate missions. Detailed maps to cruise the streets as if players were born and raised in the city of Los Angeles. Upgrades of all kinds--weapons, vehicles, and fighting skills--it's all inside!This Signature Series guide features exclusive extras such as a concept art gallery and actual California Police Dispatch Codes! Plus, a cool 2-sided poster with maps for every Upgrade Location on one side and an Episode Summary showing how to reach every mission on the other, is also included!