Best of
Games

2012

The Art of the Mass Effect Universe


Casey Hudson - 2012
    Featuring concept art and commentary by BioWare on the games' characters, locations, vehicles, weapons, and more, "The Art of the Mass Effect Universe" is the most complete companion available to gaming's most compelling series.

Dungeon Crawl Classics RPG


Joseph Goodman - 2012
    You're an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.

Dungeon World


Sage LaTorra - 2012
    You and your friends will explore a land of magic and danger in the roles of adventurers searching for fame, gold, and glory.Dungeon World rules are easy to learn and always drive the story forward in unexpected ways. A missed roll is never a dead end--failure introduces new complexities and complications. Life as an adventurer is hard and dangerous but its never boring!Designed to be ready for you to hack, remix, and build new content, Dungeon World includes systems for changing everything to suit your group including creating new races, classes, and monsters.To play, you'll need this rulebook, 3-5 players, some polyhedral dice, and 1-4 hours.Explore fantasy adventure roleplaying in a whole new way with Dungeon World!

Monster of the Week


Michael Sands - 2012
    There are monsters out thereAnd you are mean enough, smart enough, crazy enough, or hurt enough, to fight them.Maybe you'll defend your hometown from evil.Maybe you'll take to the road and hunt them down.Maybe you have magic powers to fight with.Maybe your name appears in an ancient prophecy.One thing's for sure.You aren't going back to your old, safe life.Monster of the Week is an action-horror roleplaying game for 3-5 people.

Valve: Handbook for New Employees


Valve - 2012
    A place where incredibly talented individuals are empowered to put their best work into the hands of millions of people, with very little in their way.This book is an abbreviated encapsulation of our guiding principles. As Valve continues to grow, we hope that these principles will serve each new person joining our ranks. If you are new to Valve, welcome. Although the goals in this book are important, it’s really your ideas, talent, and energy that will keep Valve shining in the years ahead. Thanks for being here. Let’s make great things.

Final Fantasy XIII-2: The Complete Official Guide


Piggyback - 2012
    • Every secret, every unlockable, every side-quest, every mini-game, every Achievement and every Trophy revealed and explained in a dedicated Extras chapter. We've also added a story recap and an artwork gallery. • The dedicated Walkthrough charts the critical path through the main narrative. It also provides regular prompts and tips to direct players to side quests and other optional features within the game world. • The Tour Guide chapter includes one section per game location in each time period. This complements the Walkthrough by examining all optional activities offered in the game (side quests, mini-games, puzzles and power-leveling spots). • The Completion Timeline chapter offers a visual and streamlined guide to 100% completion. • The Strategy & Analysis section gives an advanced analysis of the game's key important systems and features. This covers even the most complex topics such as character development in a thorough, yet user-friendly way. • All-encompassing Inventory and Bestiary chapters feature exhaustive lists and tables covering all enemies, weapons, accessories, items and shops.• Carefully designed to avoid unnecessary story spoilers.

Pathfinder Roleplaying Game: Advanced Race Guide


Jason BulmahnJason Nelson - 2012
    If classic races are more your style, go beyond the stereotypes for elves, dwarves, and the other core races with new options and equipment to help you stand out from the crowd.The Pathfinder RPG Advanced Race Guide is a bold new companion to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The 256-page Pathfinder RPG Advanced Race Guide includes:- New rules and options to help you customize all seven of the classic core races, including new racial traits, racial subtypes, and racial archetypes.- 30 exotic races, from mischievous goblins and reptilian kobolds to crow-headed tengus and deadly drow, each with complete rules for use as player characters, plus archetypes, alternate racial traits, and other options for maximum customization.- A complete and balanced system for creating an unlimited number of new races, mixing and matching powers and abilities to form characters and cultures specific to your campaign.- Tons of new race-specific equipment, feats, spells, and magic items for each of the races detailed!... and much, much more!Cover art by Wayne Reynolds

Elder Scrolls V Skyrim Revised & Expanded - Prima Official Game Guide


David Hodgson - 2012
    • All Dawnguard™ and new Side Quest outcomes revealed.• In-depth knowledge on Hearthfire™ house building and adoption.• Exploration and discovery – New game add-on content is completely explored and detailed so you get the best experience possible.  • Improve your character – Find out where all the new quests, best weapons, spells, and skill books can be found with updated maps. • 100% Developer approved - The same reliable production team pours their heart and soul into the next chapter of The Elder Scrolls V: Skyrim®. Covers: Xbox 360®, Playstation®3, PC

Getting Started with Dwarf Fortress: Learn to Play the Most Complex Video Game Ever Made


Peter Tyson - 2012
    The trick is getting started. In this guide, Fortress geek Peter Tyson takes you through the basics of this menacing realm, and helps you overcome the formidable learning curve.The book’s focus is the game’s simulation mode, in which you’re tasked with building a dwarf city. Once you learn how to establish and maintain your very first fortress, you can consult the more advanced chapters on resource management and training a dwarf military. You’ll soon have stories to share from your interactions with the Dwarf Fortress universe.Create your own world, then locate a site for an underground fortressEquip your party of dwarves and have them build workshops and roomsProduce a healthy food supply so your dwarves won’t starve (or go insane)Retain control over a fortress and dozens of dwarves, their children, and their petsExpand your fortress with fortifications, stairs, bridges, and subterranean hallsConstruct fantastic traps, machines, and weapons of mass destruction

Pokemon Black Version 2 & Pokemon White Version 2 Scenario Guide: The Official Pokemon Strategy Guide


Pokémon Company International - 2012
    • A complete walkthrough of the games, including all the new Gyms, Trainers, challenges, and even the post-game surprises! • Tips and tricks for evolving your Pokémon, so you can get the most from your Pokémon at every level! • A guide to becoming a star at the Pokéstar Studios and winning at the Pokémon World Tournament! • All the info you need to master the Medal Rally and to catch all of the Pokémon to complete your Pokédex! • Hints and special information to help you find hidden items, with a location index! • Matchup strategies to help you beat the toughest quartet of Trainers in the game, the Elite Four!

Mass Effect 3 Collector's Edition: Prima Official Game Guide


Fernando Bueno - 2012
    Learn how the team created the Mass Effect universe from Cinematics to Characters, Art, Audio, and more• BONUS Digital Guide Access - With interactive multiplayer maps and video strategy• See Mass Effect 3 like never before - Discover environments and parts of the game you won't see anywhere else. Panoramic views will leave you amazed With this guide you will: • Fight YOUR Way - Multiple approaches to every key battle• Dominate in Multiplayer - Comprehensive maps prepare you for battle and help you survive• Choose the Best Gear - Every weapon and piece of armor revealed, including mods and upgrades• Take Earth Back - Class breakdowns and build recommendations give you the advantage you need against the reapers• Avoid Spoilers - Special callouts strategically placed and text turned upside down at critical story moments ensure your experience won't be spoiled

Borderlands 2 Limited Edition Strategy Guide


Casey Loe - 2012
    Are you ready?Premium Papercraft - Build five exclusive, collectible papercraft models on high quality paper model stock with web-supported video building instructions from the voice of Claptrap himself.Exclusive Travel Guide -Explore Pandora with the unofficial Pandora Travel Guide sponsored by the Businesses of Pandora. This unique art section focuses on the vast environments ofPandora, while highlighting the ads and billboards that make Pandora feel inhabited.Developer Interviews -Behind-the-scenes interviews with the Borderlands 2 brain-trust: Anthony Burch, Jeramy Cooke, Matt Armstrong, and Raison Varner.Collectible Hard Cover -All the game-tested strategies of our Signature Series packaged in a high-quality hard cover with special art by Scott Kester created specifically for the BradyGames Limited Edition.Crimson Raiders’ Path of Most Resistance - A complete walkthrough of the main story, featuring maps for every area, collectible locations, expert tips from the development team at Gearbox, and an A-to-Z index of all the optional missions.Marcus Munitions Monthly - The massive Borderlands 2 arsenal is described as only Marcus could—with expertise and snark! It’s all here: damage calculators, weapon generation, the specialties of each manufacturer, and choosing the best weapon for your class. Plus, coverage of black market items (SDUs), class mods, relics, and more!Sir Hammerlock’s Almanac of Pandoran Beasts - A bestiary of all creatures, big and bigger, in Pandora. Sir Hammerlock imparts his insights and observations—including a symposium on each species and mob family. Spawning locations, critical hit diagrams, likely drops, and loads of valuable stats!Hyperion’s Most Wanted- A breakdown of all four classes. Get to know each character’s personality and history, as well as the special abilities, skill trees, and possible builds for solo play and co-op roles that will make your Vault Hunter unique.Claptrap’s Secret Vault - A quick reference to all challenges and Achievements/Trophies, along with a customizable heads gallery. Plus secrets!About the game - Borderlands 2 follows the story of four new Vault Hunters as they fight to free Pandora from the clutches of Handsome Jack, the brilliant, charismatic, and utterly despicable CEO of the Hyperion Corporation. Players will fight across the whole of Pandora to stop Jack from awakening an ancient alien evil known only as "the Warrior." Their quest will bring them into contact with some familiar faces from the old game- most notably, the original four Vault Hunters: Roland, Lilith, Brick and Mordecai. They, along with some brand new characters, will help players defeat Jack, destroy the Warrior, and save Pandora.

The Making of Karateka


Jordan Mechner - 2012
    This first volume is a candid account of the personal, creative and technical struggles that led to his breakthrough success with Karateka, which topped bestseller charts in 1985, and planted the seeds of his next game, Prince of Persia.

Night's Black Agents


Kenneth Hite - 2012
    Bush's War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse. Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors E and pray you've got your vampire stories straight.

Monsterhearts


Avery Alder - 2012
    When you play, you explore the terror and confusion that comes both with growing up and feeling like a monster.Based on the Apocalypse World engine, this is a game with emergent story, messy relationships, a structured MC role, and a focus on hard choices.It’s designed to evoke stories like True Blood, Buffy the Vampire Slayer, Ginger Snaps or The Twilight Saga. If you like supernatural romances, or stories of monstrosity and personal horror, or if you just like watching sexy people ruin their lives, then you’ll love this game.

Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design


Chris Solarski - 2012
    It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different.  Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook

Playing the Player


Ed Miller - 2012
    They?re absolutely right. But nine times out of ten, these same players get the peoplepartall wrong. They look for the wrong things. They make thewrongadjustments. And they end up paying for it. In Playing the Player , best-selling author Ed Miller showsyouhow to make the right reads and the devastating adjustmentsthat toppros use to crush their opponents, including: How to get the nits and rocks to let you win pot after pot after pot How to gain the upper hand against tight-aggressive regulars How to use loose players' aggression against them How to systematically profile opponents, spot their weaknesses, and attack Playing The Player will have you thinking about andplayingpoker in a whole new way. You always knew poker was a people game. Now learn exactly howtoplay it.

399 Games, Puzzles Trivia Challenges Specially Designed to Keep Your Brain Young.


Nancy Linde - 2012
    Here are 399 games to stretch, challenge, and push the reader, all of which stimulate the formation of neurons—literally, regrowing the brain.Plus they’re not only good for you, but just plain good—these games are fun. 399 Games, Puzzles & Trivia is a lively mix of challenges, riddles, and brainteasers—all vetted by a neuroscientist who specializes in aging brains and designed to work the six key areas of cognitive function that are vulnerable in normal aging: long-term memory, working memory, executive functioning, attention to detail, multitasking, and processing speed. The games are arranged from easiest to most difficult and are labeled according to which cognitive functions they exercise so they can be mixed and matched into a custom “workout.” In just 15 minutes a day, anyone can improve his brain’s strength, flexibility, and long-term health.

Pokemon Black Version 2 & Pokemon White Version 2 The Official National Pokedex & Guide Volume 2: The Official Pokemon Strategy Guide


Pokémon Company International - 2012
    • The latest, most up-to-date National Pokédex, including newly revealed Pokémon • Tips and strategies on training and battle to help you master the games • Insider info on Pokémon moves and Abilities in the new games • A spectacular full-color Pokémon poster• A password to get a special Gothorita with the Hidden Ability Shadow Tag

Characteristics of Games


George Skaff Elias - 2012
    These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.

Kingdoms of Amalur: Reckoning: The Official Guide


Future Press - 2012
    

Halo 4 - Prima Official Game Guide


David Hodgson - 2012
    • EXCLUSIVE Content – Includes an additional 48 pages of 'Behind-The-Scenes' content, interviews, concept art, and photos from 343 Industries.• EXCLUSIVE Map Cards – 10 War Games specific Dry-Erase Cards with MLG pro tips.• EXCLUSIVE Free Download  – Includes free download for the Cryptum Avatar T-Shirt.• MLG Pro Strategy – Get expert advice for every War Game map and game type from MLG pro Halo players and MLG tournament champions- Michael "Strongside" Cavanaugh, Michael "Flamesword" Chavez, Marcus "Elumnite" Lovejoy, and Brett "Naded" Leonard. • Free Online Updates – Complete the Spartan Ops weekly episodic campaign. Redeem the digital access code provided to learn key strategies, watch gameplay video from the devs, and complete all missions.• Critical Appendix – Details info on Achievements, Emblems, and Multiplayer medals.• Become a Legend – Offers the very best tactics to get you through the campaign with a Heroic walkthrough and Legendary tips.

Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games


Jon Peterson - 2012
    From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.

Game Mechanics: Advanced Game Design


Ernest Adams - 2012
    You'll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you'll practice what you've learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment.In Game Mechanics: Advanced Game Design, you'll learn how to:* Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics--from a library in this book--to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play."I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG"Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!" -- Raph Koster, author of A Theory of Fun for Game Design.

Pokemon Black Version 2 and Pokemon White Version 2: Volume 1: The Official Pokemon Unova Strategy Guide


The Pokemon Company - 2012
    

Expert Heads Up No Limit Hold'em, Volume1: Optimal and Exploitative Strategies


Will Tipton - 2012
    They suggest that poker is actually rather easy and that anyone with five minutes to spare can quickly gain expertise in the game. But you know that these claims simply aren’t true.To achieve mastery of poker is not easy – it requires a great deal of deep thinking. Expert Heads Up No Limit Hold ‘em is a unique and remarkable book, providing a clear framework with which to analyse the game. The author Will Tipton, a PhD candidate at Cornell University, demonstrates how decision trees can be used to model complex poker decisions. Starting with simple preflop-only situations, he moves on to consider deeper concepts such as balance, the analysis of ranges, and the theory behind optimal bet sizing.Why study Heads Up No Limit? Because a deep understanding of this format is crucial for the modern poker player. It’s a very exciting game in its own right, but it’s also critical for the final stages of tournament or sit’n’go play. If you find yourself playing for first prize, you will be playing heads up for a great deal of money. Perfecting your play will give you the edge to maximise your expectation whether you are competing for the big money or grinding out your profit in heads up cash games or SNGs. Expert Heads Up No Limit Hold ‘em will give you that edge by: * helping you identify and maximally exploit opponents’ tendencies* giving you a clear explanation of the practical application of theoretical ideas* developing your intuition about game theory so that you can apply its lessons directly at the tables

Tactics Time! 1001 Chess Tactics from the Games of Everyday Chess Players


Tim Brennan - 2012
    Although it is great to play games for entertainment, many chess players want to take their game to the next level. But that is not that easy. Just playing might improve your chess proficiency, but it does not improve your problem solving skills, as that requires different thinking processes. To develop those processes, you need strategies developed by chess experts.Here is your Chance!Meet Tim and Anthea.They know what it takes to bring chess to the next level, as they have done that for themselves. How? Through the use of chess tactics. And NOW... it is your turn!Let Tim and Anthea assist you in improving your chess game by using their specially developed Chess Tactics ebook. This is not just another tactics books, as Tim and Anthea have perfected their ebook by learning from the mistakes other chess authors made. The great part of Tactics Time! 1001 Chess Tactics from the Games of Everyday Chess Players is that:it is error FREE and double checked!it contains original tactics 100% new;it consists of tactics from real chess players.Many chess books have cool problems and patterns that really are rare and unrealistic, and not needed. Although these are fun to play, they are not really the best way to improve your chess game. That is why this book is different as Tim and Anthea want you to focus on getting good at playing patterns that happen all the time.But that is not all. Tim and Anthea have chosen to make their ebook very easy to read, leaving out unnecessary information or page fillers. You will see one chess problem per page, with the solution presented to you on the next page. No more need to skip back and forth through the whole book to find that brain wrecking solution.If the following applies to you...You want to improve your game to win;You want to enjoy chess tactics from real games;You are frustrated with other chess tactics books;You have a busy life and are looking for a quick and proven way to improve;You enjoy chess and want to teach chess tactics to others,...then Tactics Time! 1001 Chess Tactics is definitely the right chess book for you.Buy Tactics Time! 1001 Chess Tactics from the Games of Everyday Chess Players today to improve your chess game one tactic at a time.

Mayhem in the Morra


Marc Esserman - 2012
    The Morra Gambit is a popular weapon at club level, but can it be effective at grandmaster level? Marc Esserman believes so and he has 2700-rated scalps to back up his view.Esserman is the world’s leading expert on the Morra Gambit and he shares all his secrets and many novelties in a lively witty style. The Morra leads to exciting gambit play, so some players decline the offer with 3...Nf6 – Esserman also shows how White can attack this cautious defense.Don’t be afraid of the Sicilian – unleash Mayhem in the Morra!

The Wargaming Compendium


Henry Hyde - 2012
    Packed with color photographs, maps and diagrams, the book is a visual treat, but one built on the solid foundations of a highly literate and engaging text that does not 'dumb down' the hobby. Every aspect is explained clearly and in a way that both informs and entertains, with plenty of personality, gentle humor and a lightness of touch. The contents include a brief history of the development of wargaming, choice of periods from ancients to sci-fi, the question of scale (not only of miniatures, but the size of game from the smallest skirmishes to epic battles), terrain, buying and painting miniatures, creating scenarios for wargames, running a campaign, solo wargaming and so on. It also incorporates simple wargaming rules covering all periods of history as well as fantasy and science fiction gaming. These rules will have optional mechanisms allowing them to be used for very small games with just a few figures, or much bigger games with several regiments or brigades on each side.

Warhammer 40,000: Rulebook


Adam Troke - 2012
    No respite. No forgiveness.There is only WAR!In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever. It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill. With 452 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.

Fable: Reaver


Peter David - 2012
    In the first eBook short story, there are high stakes on the high seas as the always cunning Reaver takes on a ruthless pirate king.   Captain Dread has made a deal with the port cities: They pay him for protection, and he doesn’t raid them. It’s a neat and tidy arrangement, all agree, except for one man, Reaver, the daring outlaw blessed with eternal youth, who refuses to cede his hometown of Bloodstone. After Reaver sends back one too many heads in a duffel bag, Dread decides to take matters into his own hands. To his surprise, Reaver surrenders willingly. But Dread’s new prisoner is no coward. It’s all part of Reaver’s unbelievably bold—and bloody—plan, which ultimately pits pirate against pirate in an explosive showdown that will live forever in the legendary world of Fable™.   © 2012 Microsoft Corporation. All Rights Reserved. Microsoft, Fable, Lionhead, the Lionhead logo, Xbox, and the Xbox logo are trademarks of the Microsoft group of companies.

Winning Poker Tournaments One Hand at a Time Volume III


Eric 'Rizen' Lynch - 2012
    Volume 2 showed you how to get from the money down to the final table. Now, Pearljammer, Apestyles and Rizen players whose collective stats include more than 2,000 final tables made, over 300 major wins, and more than $10,000,000 in cashes return in Volume III to analyze 50 new hands from major online tournaments.50 HANDS THREE GREAT POKER MINDSYou get to sweat the best as they walk you through key hands deep in actual tournaments. Through their analysis, you'll learn all the different factors that a professional poker pro might consider while playing a hand.The authors are not only consistent winners, but powerful teachers as well. Step by step, they reveal their decision-making processes, and you learn from their different perspectives and playing style.

Bolt Action: World War II Wargames Rules: World War II Wargaming Rules


Alessio Cavatore - 2012
    Written by veteran game designers Alessio Cavatore and Rick Priestley, Bolt Action provides all the rules needed to bring the great battles of World War II to your tabletop.  Players get to decide which of the major or minor World War II powers they would like to represent, and then construct their armies from the lists provided. Army options are almost limitless, allowing you to build the kind of army that most appeals to your style of play, from heavily armored tank forces to lightly armed, but highly skilled. The choice is yours. Created as a joint project between Warlord Games, the premiere historical miniatures company, and Osprey Publishing, the leading independent military history publisher, Bolt Action is sure to be the most popular new wargame on the market.

World of Warcraft: Mists of Pandaria Limited Edition Guide


Brady Games - 2012
    With a beautiful collector's cover and including an exclusive pair of custom-made Mists of Pandaria chopsticks, this is a must have for all World of Warfare fans. The in-depth art section features official artwork from the game, showcasing the new continent, race and an excerpt from the upcoming novel, World of Warcraft:Tides of War.From the beginner-friendly introduction, assisting new players on their way to greatness; to maps of each part of Pandaria, every gamer finds themselves fully prepared. There is extensive information on every one of the 11 classes and 13 races in the game, including brand new character class, the Monk, and playable race, Pandaren. World of Warcraft Mists of Pandaria Limited Edition Guide fully prepares you for battle with tips and tricks on player-versus-player fights and world dungeons, as well as how to navigate new gameplay, including Pet Battles, Scenarios and Challenge Mode. You will also learn about updates made to guilds and achievements, so you won't miss a thing in the Mists of Pandaria.Going to level 90 for the first time, World of Warcraft Mists of Pandaria Limited Edition Guide will help you do it in style.

Kingdom Hearts 3D: Dream Drop Distance Signature Series Guide


Dan Birlew - 2012
    They are sent into the Sleeping Worlds, where they face new enemies and make new friends in unfamiliar worlds. If they can successfully unlock seven Sleeping Keyholes and return to their world, they will retrieve a great power and be deemed true Keyblade Masters.Complete Walkthrough - Follow this guide to gain knowledge about each Sleeping World, the characters within them, Flowmotion tricks for enemies in specific areas, and tips to achieve 100% completion.Dream Eater Bestiary - Everything you need to know about fighting Nightmares and creating, collecting, and training powerful Spirits to aid you in combat.Comprehensive Appendices - Special information and statistics about Command Attacks, spells, Keyblades, important items, and more!Detailed Maps - Easy-to-use world and area maps for each character’s walkthrough give you the locations of pertinent items, challenges, important events, and Link Portals.

Rimward: The Outer System


Rob BoyleJohn Snead - 2012
    Technology allows the re-shaping of bodies and minds, but also creates opportunities for oppression and puts the capability for mass destruction in the hands of everyone. Other threats lurk in the devastated habitats of the Fall, dangers both familiar and alien. In this harsh setting, the players participate in a cross-faction conspiracy called Firewall that seeks to protect transhumanity from threats both internal and external. Along the way, they may find themselves hunting for prized technology in a gutted habitat falling from orbit, risking the hellish landscapes of a ruined Earth, or following the trail of a terrorist through militarized stations and isolationist habitats. Players may even find themselves stepping through a Pandora Gate, a wormhole to distant stars and the alien secrets beyond....

Pokemon Black & Pokemon White Versions: Official National Pokedex: The Official Pokemon Strategy Guide


Pokémon Company International - 2012
    • Learn where to catch every Pokémon.• Full lists of Learned Attacks and Battle Moves.• Everything you need to know to build a great team of your favorite Pokémon.

Introduction to 3D Game Programming with Directx 11


Frank D. Luna - 2012
    This book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. Full description

The Witcher 2: Assassins of Kings: Prima Official Game Guide


Alicia Ashby - 2012
    • Multiple walkthroughs - each path Geralt can take is covered in its own separate walkthrough • See every ending - detailed chart shows what choices you must make to see each of the different endings• Advanced strategies - learn what it takes to succeed at both the Arena and Dark modes• Labeled maps - never lose your way with maps for each area, showing the locations of key items and quests• Behind the scenes - includes a Q&A with CD Projekt RED, studio photos and concept art section

Pokemon Black Version 2 & Pokemon White Version 2 Collector's Edition Guide: The Official Pokemon Strategy Guide


Pokémon Company International - 2012
    • The Collector’s Edition is hardcover and individually numbered, comes with a removable lenticular and four-color end sheets, and contains special Collector’s Edition-exclusive content: an interview with one of the members of the company behind the design of the games, Junichi Masuda of GAME FREAK, as well as unique art assets.• A complete walkthrough of the games, including all the new Gyms, Trainers, challenges, and even the post-game surprises!• Tips and tricks for evolving your Pokémon, so you can get the most from your Pokémon at every level!• A guide to becoming a star at the Pokéstar Studios and winning at the Pokémon World Tournament!• All the info you need to master the Medal Rally and to catch all of the Pokémon to complete your Pokédex!• Hints and special information to help you find hidden items, with a location index!• Matchup strategies to help you beat the toughest quartet of Trainers in the game, the Elite Four!

Chess is Child's Play: Teaching Techniques that work


Laura Sherman - 2012
    It is written for YOU! Chess is one of the oldest strategy games known to man. Studies show that children who learn chess at an early age gain such valuable life skills as: Problem-solving ability. Improved patience and focus. Enhanced imagination. Greater self-confidence. Chess educators Laura Sherman and Bill Kilpatrick have created an easy, step-by-step method for teaching chess that parents of all skill levels can use to teach children of any age. You don't have to know how to play chess in order to use the system. This book will teach you the game, while showing you how to teach your child to play. You will learn together. Chess makes children smarter. Give your child an advantage in life and teach him or her to play today!"

The Art of Gears of War 3


Ronnie Gramazio - 2012
    The book shows the unseen art that makes Gears of War 3 one of the most anticipated games of the year and talks to the key artists who created the blockbuster game. The Art of Gears of War 3 delves into the process of character and environment concepts with comprehensive galleries of level art, and then shows how those concepts are turned into game art along with character models, storyboards, and marketing art. In addition to the hundred-plus pages of concept art, The Art of Gears of War 3 shares insights from the game's creators, making it an invaluable learning tool for aspiring game artists.

Dragon's Dogma Signature Series Guide


Michael Lummis - 2012
    -EXHAUSTIVE MAPS detail locations of shops, quests, and other important places. -COMPLETE WEAPON, ARMOR, AND ITEM INFORMATION show official stats. -COMPREHENSIVE BESTIARY reveals each foe's strengths and weaknesses, and how to exploit them to maximum effect. -ACHIEVEMENT/TROPHY ROSTERS describe how to earn each reward.

RuneQuest


Pete Nash - 2012
    This book contains a complete toolkit for running a RuneQuest game, including complete rules, five different magic systems (folk, animism, mysticism, sorcery, theism), and a complete bestiary

Making Things See: 3D Vision with Kinect, Processing, Arduino, and Makerbot


Greg Borenstein - 2012
    Through half a dozen meaty projects, you'll learn how to create gestural interfaces for software, use motion capture for easy 3D character animation, 3D scanning for custom fabrication, and many other applications.Perfect for hobbyists, makers, artists, and gamers, Making Things See shows you how to build every project with inexpensive off-the-shelf components, including the open source Processing programming language and the Arduino microcontroller. You'll learn basic skills that will enable you to pursue your own creative applications with Kinect.Create Kinect applications on Mac OS X, Windows, or LinuxTrack people with pose detection and skeletonization, and use blob tracking to detect objectsAnalyze and manipulate point cloudsMake models for design and fabrication, using 3D scanning technologyUse MakerBot, RepRap, or Shapeways to print 3D objectsDelve into motion tracking for animation and gamesBuild a simple robot arm that can imitate your arm movementsDiscover how skilled artists have used Kinect to build fascinating projects

The Heart of the Wild


Francesco Nepitello - 2012
    It expands on the descriptions given in the Loremaster’s Guide, offering new sanctuaries and new perils for the players to discover. Each region is described in detail, listing potential friends and foes, sites of interest and potential adventures.An expanded bestiary contains a host of strange creatures and servants of the Enemy, from the beasts of the forest to the fabled Great Spiders. Variant Cultural Backgrounds like River Hobbits or Wayward Elves offer new options for adventurers, while new Fellowship Phase actions bring the wild to life in your games.Follow the Anduin river down from the chill springs of the Misty Mountains to the southern edge of the Wild! Explore the dread forest of Mirkwood, running from the lonely thickets of the north to the very gates of Dol Guldur! Enter the Heart of the Wild, and defend it against the rising Shadow.

Shadows of Esteren Book 1: Universe


Nelyhann - 2012
    Drawing inspiration from Celtic myths, this universe has a discreetly fantastic side hidden under a bleak, realistic surface. This world is populated with humans who have to cope with tough daily lives, and face a supernatural threat lurking in the dark. With the focus of its adventures being investigation and survival, Shadows of Esteren favor an immersive mood and interactions among the Players. Intended for the Players as well as for the Game Leaders, Book 1 Universe is composed of two parts. The first part describes the world according to its inhabitants' point of view through letters, short stories, testimonies, etc. structured around a detailed table of contents and index, so that a reader may easily get his bearings. The second part contains a complete Game System, as well as six sample Characters, and several player aids for an optimal preparation for the first gaming sessions.

A Song of Ice & Fire Rpg: A Game of Thrones Edition


Robert J. Schwalb - 2012
    Martin's fantasy epic, A Song of Ice and Fire Roleplaying gives you everything you need to play and run games in the Seven Kingdoms using an easy-to-learn system specifically designed to evoke the atmosphere of the bestselling novels and hit TV show! The A Game of Thrones Edition includes the entire contents of the original core rulebook, revised and updated, plus the full-length adventure Peril at King's Landing and a gorgeous new cover by fan-favorite artist Michael Komarck. You and your fellow players take on the roles of key members of a noble house navigating the perilous waters of Westerosi politics and intrigue!

Bolt Action: Armies of Germany


Warwick Kinrade - 2012
    Detailed army lists allow players to construct German armies for any theatre and any year of the war, including the early campaigns in Poland and France, the dusty tank war in the North African desert, the bloody battles on the Eastern Front, and the final defence of Normandy, occupied France and Germany itself. With dozens of different unit types including Fallschirmjager, Waffen-SS, and the dreaded Tiger tank, players can assemble a huge variety of troops with which to battle their opponents.

Diablo III Signature Series Guide


Doug Walsh - 2012
     Exhaustive Bestiary, detailing every monster in the game. In-depth coverage of Heroes to maximize player effectiveness in all five Character Classes. Guide to meeting and leveling up the Blacksmith, Jeweler, and Mystic professions, and how to maximize the relationships and crafting from each Artisan. Presentation of item types, weapons, collectibles, and other loot. Plus: discussion of sets of items, how to get better loot, and manage raw materials. The only official resource to Blizzard's Online Auction House. Bid on and win rare items safely and effectively. Screen shots capture numerous indoor and outdoor areas in new regions of Sanctuary.

Darksiders: The Abomination Vault


Ari Marmell - 2012
    . . but only by unleashing total destruction.   Created in close collaboration with the Darksiders II teams at Vigil and THQ, Darksiders: The Abomination Vault gives an exciting look at the history and world of the Horsemen, shining a new light on the unbreakable bond between War and Death.

The Darkening of Mirkwood


Gareth Ryder-Hanrahan - 2012
    It allows you to tell your own epic saga, following your heroes in their quest as the tale of years unfolds before them.

Capablanca: Move by Move


Cyrus Lakdawala - 2012
    His achievements and seemingly effortless style of play won many admirers, and his legacy includes a treasure of instructive games. Studying Capablanca’s play is a must for any aspiring chess player. For Cyrus Lakdawala, it was a key factor in his chess development and improvement, and in this book he revisits many of his favourite Capablanca games. Lakdawala examines Capablanca’s skills in attack, defence, counter-attack, exploiting imbalances, accumulating advantages and, of course, his legendary endgame play.Move by Move provides an ideal platform to study chess. By continually challenging the reader to answer probing questions throughout the book, the Move by Move format greatly encourages the learning and practising of vital skills just as much as the traditional assimilation of knowledge. Carefully selected questions and answers are designed to keep you actively involved and allow you to monitor your progress as you learn. This is an excellent way to improve your chess skills and knowledge. *Learn from the games of a chess legend*Utilizes an ideal approach to chess study*Important ideas absorbed by continued practice

Disney Epic Mickey 2: The Power of Two: Prima Official Game Guide


Mike Searle - 2012
     • Labeled maps showing all key locations and collectibles. • Every choice you make will have an impact on the world and may even change your abilities in the game. Our guide will show you the outcome of every major decision you face.• Details for every enemy and boss with tips for how to handle each of them. • Cover the Playstation 3, Wii, and XBox 360 versions.

Darksiders II - Prima Official Game Guide


Stephen Stratton - 2012
    Darksiders II Prima Official Game Guide includes:• Launch Exclusive Weapon - Bludgeon your foes with the Fletcher's Crow Hammer, available only via the guide• Explore everything – detailed walkthrough covering Death’s journey through every dungeon and sidequest• Combat details – all of Death's moves, weapons and abilities covered in full detail• Solutions - solve even the most difficult of puzzles• Find your way – labeled maps show the location for every hidden item and objective• This guide covers the following platforms: Xbox 360, PS3, and PC

Reading Poker Tells


Zachary Elwood - 2012
    This is the first book in his poker tells trilogy, following by Verbal Poker Tells (2014) and Exploiting Poker Tells (2017). This book will teach you how professional poker players analyze the facial expressions, body posture, physical gestures, and verbal statements of opponents in a live poker game. More importantly, it will give you a mental framework for thinking about and remembering poker tells by emphasizing how common situations can be similar or can be different (for example, the big difference between a Post-Bet situation and a Waiting-For-Action situation). Reading Poker Tells also contains other tips on general poker psychology, including methods for deceiving and manipulating opponents, and ways to stay "unreadable". Many people have said that the greatest value they got from this book was in being able to eliminate some common tells that they were unknowingly displaying.

Building Imaginary Worlds: The Theory and History of Subcreation


Mark J.P. Wolf - 2012
    Wolf's study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds-which are often transnarrative, transmedial, and transauthorial in nature-are compelling objects of inquiry for Media Studies. Chapters touch on:a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienceda history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer's Odyssey to the presentinternarrative theory examining how narratives set in the same world can interact and relate to one anotheran examination of transmedial growth and adaptation, and what happens when worlds make the jump between mediaan analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation's relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.

Itras By


Ole Peder Giæver - 2012
    The rule system is card based and focuses heavily on freeform and improvisation. Itras by labels itself a “surreal role playing game”. It’s also been called a retro-surreal urban fable.The setting is a city, reminiscent of Western cities in the 20’s and 30’s. In the city center, reality is relatively stable, but the further afield you get, the more it deteriorates, mutates, becomes dream-like. In the setting chapter you’ll find descriptions of dreams which have become real, mad scientists, an outline of a city strictly divided by class, sea elephants, the Machine God who lurks under the city, a gentleman with a monster in his basement, a description of the structural cancer that haunts some of the city’s buildings and much more.There are pulpish elements, horror elements, creepy surreal elements, all together in a strange blend we hope will inspire.

Move First, Think Later: Sense and Nonsense in Improving Your Chess


Willy Hendriks - 2012
    Stick to some rules of thumb and good moves will pop up more or less automatically. But that is not how it works, finds International Master Willy Hendriks. Chess players, both weak and strong, don't first make a plan before looking at candidate moves. Trial and error is a very common and in fact highly effective way to get to the best move. In his journey into the chessplaying mind, Hendriks uses recent scientific insights in the working of our brain. He raises a number of intriguing questions: Can you, too (whether you are talented or not), become a grandmaster? Why does a chess trainer's advice often sound like a horoscope? Can you find strong moves by ticking off a todo list? Is it possible to reach master level without ever making a plan? Presents a wealth of valuable, nononsense training material. In this refreshing, entertaining and highly instructive book, Willy Hendriks shows how you can travel light on the road to chess improvement!"

100 Principles of Game Design


Wendy Despain - 2012
    The best solutions may still require additional steps but there are common principles to many of the approaches that game designers can use for inspiration.Written by a team of instructors at a top games school in the U.S., " Game Design Principles" is the first one-stop reference book for seasoned designers or beginning design students to turn to when the going gets tough, or any time they need a little inspiration to solve a problem.These universal, general design principles are gleaned from fields as disparate as architecture, neuroscience, and marketing, and brought together and presented in ways game designers can apply directly to games. The book focuses on finite, individual principles rather than broader ideas and approaches. Richly designed with infographics, illustrations, and schematics, each principle is easy to understand and memorable."Game Design Principles" is specifically designed to itemize, describe, and explain the principles behind the process of designing video games. You'll carry it with you as an essential guide on your game design adventure.

Puzzlecraft: The Ultimate Guide on How to Construct Every Kind of Puzzle


Mike Selinker - 2012
    "Puzzlecraft" has been a popular series in Games magazine for years, and now all the instructions have been compiled and updated (along with brand-new sample puzzles) to teach you everything you need to know to construct puzzles of all kinds, from crosswords to word searches to sudoku. Guided by Mike Selinker and Thomas Snyder, two pros who really know their stuff, you'll be making puzzles and entertaining your friends in no time.

Edge of the Empire Beginner Game


Daniel Lovat Clark - 2012
    Pre-generated character folios keep rules right at the your fingertips, while custom dice and an exciting narrative gameplay system make every roll into a story. Detailed rules provide for hours of entertainment as you create your own adventures and tell your own tales of a galaxy far, far away!The Star Wars®: Edge of the Empire™ Beginner Game is a complete standalone experience for 3-5 novice roleplayers. It includes:1 32-page Adventure Book, 1 48-page Rulebook, and 1 Introduction Sheet4 Full-Color Character Folios1 Full-Color Double-Sided Foldout Map14 Custom Dice8 Destiny Tokens, 35 Character Tokens, and 5 Vehicle Tokens

Critical Path: How to Review Videogames for a Living


Dan Amrich - 2012
    This includes how to write compelling reviews, how to pitch yourself as a writer, how to tackle some tricky ethical quandaries, and yes, even how to get free games. Based on Dan Amrich’s own experience as a game journalist for more than 15 years, it’s advice that can serve you for your entire career, from press start to game over.

Malifaux Expansion Rulebook: Storm of Shadows


Wyrd Miniatures - 2012
    It introduces the new Ten Thunders faction as well as a new dual-faction mechanic that allows certain Ten Thunders models to also be taken as part of one of the core factions.

Lords of Waterdeep: A Dungeons & Dragons Board Game


NOT A BOOK - 2012
    In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force!Lords of Waterdeep is a Euro-style board game for 2-5 players.Components: Game board Rulebook 5 card stock player mats 121 Intrigue, Quest, and Role cards 130 wooden cubes, pawns, and score pieces Wooden player markers Card stock tiles and tokens representing buildings, gold coins, and victory points

Best Before: Videogames, Supersession and Obsolescence


James Newman - 2012
    However, there is more to the disappearance of videogames than plastic corrosion and bit rot. Best Before examines how the videogames industry's retail, publishing, technology design, advertising and marketing practices actively produce obsolescence, wearing out and retiring old games to make way for the always new, just out of reach, 'coming soon' title and 'next generation' platform.Set against the context of material deterioration and the discursive production of obsolescence, Best Before examines the conceptual and practical challenges faced within the nascent field of game preservation. Understanding videogames as rich, complex and mutable texts and experiences that are supported and sustained by cultures of gameplay and fandom, Best Before considers how - and even whether - we might preserve and present games for future generations.

Guide to Pokemon Legends


Pikachu Press - 2012
    Illustrated title including a a 3 foot removable pop up created from the final spread.From Arceus to Zekrom, you’ll discover dozens of the most renowned Pokémon of all time in the Guide to Pokémon Legends! Their mighty powers and their mysterious backgrounds are all here—and as an added bonus, you’ll find a spectacular pop-up poster of the Legendary Pokémon Kyurem that makes the power of legends leap off the page!

Play These Games: 101 Delightful Diversions Using Everyday Items


Heather Swain - 2012
    Using simple, everyday items found around the house, Play These Games will inspire kids and the young at heart with a spectrum of ingenious games to make and play so they’ll never be bored again! •Gather family photos to create a personalized set of Go Fish cards •Grab loose buttons for button golf, shuffle button, and button hockey •Unleash your inner pinball wizard with a clothespin and cardboard box version of the arcade classic •Get out the hula hoops and brooms for a backyard jousting tournament •Try one of fifteen variations of the classic game of Tag Whether it’s competitive or cooperative, for large groups or duos, the games in this clever guide are fun to create and a blast to play.

Dishonored Signature Series Guide


Brady Games - 2012
    Framed for her murder and driven by revenge, you must become an infamous assassin, known only by the disturbing mask that has become your calling card.Complete Campaign Walkthrough - We lead you step-by-step through the entire game from start to finish—locate every Rune and Bone Charm!Exclusive Maps - Our highly detailed maps pinpoint critical locations in each mission. Every collectible and rat tunnel marked .Comprehensive Overview of Weapons and Powers - Everything you need to know about Corvo’s arsenal of weaponry and supernatural powers.In-Depth Look at the Unique Chaos System - Learn how to utilize the game’s COMPELLING stealth mechanics to cause as little or as much Chaos as you want. See how your decisions affect the world around you!Exclusive Interviews with the Developers! - Hear about the creation process first hand, straight from the Dishonored Development Team!Platform: X360, PS3 & PCGenre: Action

Assassin's Creed: Art ( R )evolution


Debora Ferrari - 2012
    Assassin’s Creed Art (R)evolution is the first art catalogue dedicated solely to a video game that puts history and art at the centre of every move and has thrilled players and critics alike. Since it was first released in 2007, Assassin’s Creed has taken players on a tour of Italian art cities such as Venice, Florence, and Rome and great historic cities such as Jerusalem, Constantinople, and Damascus, setting events between the Middle Ages and the Renaissance. The concept artists have brought timeless masterpieces back to life, such as Leonardo’s machines and Dürer’s Venetian girl. Five years since its first release, the third edition is set in the United States during the Revolutionary War.

Marvel Heroic Roleplaying: Civil War Event Book Premium


Mike Selinker - 2012
    The Event Book details the major decision points during the war and its aftermath, while the Event Supplements add more options, characters, and storylines to expand the Civil War experience.

Dockside Dogs


Paul Fricker - 2012
    They know each other only by their pseudonyms - Mister Black, Mister Red, Mister Green, Mister Purple, Mister Beige, Mister Silver, Mister Grey.The plan is simply to sit tight until midnight when someone will arrive to ferry them - and the loot - across the bay to make a final delivery to the boss. Sounds easy, right?But things take a turn for the weird; strange things happen in and around the warehouse. Things which make the criminals doubt the allegiances of the compatriots, their own sanity, and ultimately the very nature of reality.It is going to be a long wait for the ferryman.Dockside Dogs is a one-shot scenario for Call of Cthulhu. Four to six players take on the roles of the well-dressed criminals, hoping against all odds that they will make it through the night.

Board Games of the World


H.L. Fourie - 2012
    This is a book for all ages, with a straightforward, easy-to-understand explanation of the rules, and ideas for constructing elaborate game boards. Some games have a simple set of rules that can easily be learned by younger children and these games will make interesting projects for the schoolroom.

Fallujah: Iraq 2004


Ambush Alley Games - 2012
    These two battles of Fallujah saw some of the heaviest urban combat faced by regular troops in modern times and, even though much of the civilian populace had fled, the enemy was well-armed, well-prepared and driven by a fanatical resolve. With the scenarios and information presented in Fallujah, the latest Force on Force companion, wargamers will find themselves thrown into the narrow, twisting streets of the city, forced to negotiate IEDs, snipers, barricades, and a multinational insurgent force.

Wordplay and the Discourse of Video Games: Analyzing Words, Design, and Play


Christopher A. Paul - 2012
    Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.

Appsters: A Beginner's Guide to App Entrepreneurship


Bobby Gill - 2012
    You don't need to be a programmer or technical wizard to create a successful app business, Appsters will show you how. Using their first hand experience launching multiple successful mobile apps, along with interviews conducted with other successful app entrepreneurs, Bobby and Jordan give you an easy-to-understand and comprehensive look at everything you need to know to take your idea and turn it into a successful app business. Written for a non-technical audience, Appsters breaks through the technical jargon to give you a plain-spoken, entertaining and end-to-end understanding of app entrepreneurship. From designing engaging user experiences, to choosing the right mobile platform, to effective marketing and promotion, follow along as Bobby and Jordan go step-by-step through the entire process of designing, building and releasing a mobile app for the iPhone from scratch. Appsters is a must have guide for the aspiring app entrepreneur. With Appsters you'll learn: What separates the great money making apps from the rest of the pack. How to design beautiful apps that users will love to use and tell their friends about. How to use paid-downloads, 'freemium' functionality and advertising to monetize your app from day 1. How to manage the app development process from managing off-shore development teams to finding the right engineers to work on your app. The secrets to marketing your app. Learn how successful app entrepreneurs use press releases, web sites, and social media to help their apps go viral and get thousands of downloads within a few weeks.

Expert Heads Up No Limit Hold'em, Volume 1: Optimal and Exploitative Strategies


Will Tipton - 2012
    They suggest that poker is actually rather easy and that anyone with five minutes to spare can quickly gain expertise in the game. But you know that these claims simply aren’t true. To achieve mastery of poker is not easy – it requires a great deal of deep thinking. Expert Heads Up No Limit Hold ‘em is a unique and remarkable book, providing a clear framework with which to analyse the game. The author Will Tipton, a PhD candidate at Cornell University, demonstrates how decision trees can be used to model complex poker decisions. Starting with simple preflop-only situations, he moves on to consider deeper concepts such as balance, the analysis of ranges, and the theory behind optimal bet sizing. Why study Heads Up No Limit? Because a deep understanding of this format is crucial for the modern poker player. It’s a very exciting game in its own right, but it’s also critical for the final stages of tournament or sit’n’go play. If you find yourself playing for first prize, you will be playing heads up for a great deal of money. Perfecting your play will give you the edge to maximise your expectation whether you are competing for the big money or grinding out your profit in heads up cash games or SNGs. Expert Heads Up No Limit Hold ‘em will give you that edge by:*helping you identify and maximally exploit opponents’ tendencies*giving you a clear explanation of the practical application of theoretical ideas*developing your intuition about game theory so that you can apply its lessons directly at the tables

The Lazy Dungeon Master


Michael E. Shea - 2012
    As an experienced dungeon master you've run dozens, if not hundreds of games. You put a lot of work into making your games great. What if there's another way to look at how you prepare your game? What if it turned out you could spend less time, less energy, and have a better game as a result?It's time to unleash the Lazy Dungeon Master.Written in the style of Sly Flourish's Dungeon Master Tips and Running Epic Tier D&D Games, The Lazy Dungeon Master shows a new approach to game preparation, one that takes less time and gives your game the freedom to grow at the table. This book will help dungeon master prepare awesome games for any version of D&D.Based on the real-world experiences of hundreds of dungeon masters and dozens of professional game designers, the Lazy Dungeon Master includes interviews with veteran D&D DMs and a complete toolkit to help you improvise an entire game.Whether you play 1st, 2nd, 3rd, 4th, Pathfinder, or the D&D Next playtest; The Lazy Dungeon Master has tips, techniques, and advice to make preparation easier and help you run a flexible and entertaining game.

Pathfinder Player Companion: Dragon Empires Primer


Tim Hitchcock - 2012
    From the treacherous jungles of naga-ruled Nagajor to the sorcerous kingdom of Dtang Ma, and from the trackless and unforgiving deserts of Shaguang to the wondrous city of Goka, countless opportunities can be found for any character or adventure in amazingly expansive Tian Xia. While the extensive Dragon Empires Gazetteer unveils dozens of the mystical continent’s secrets, the Dragon Empires Primer provides information pertinent to creating characters for campaigns set in this vast and diverse region. This volume of Pathfinder Player Companion provides players and Game Masters alike with all of the setting-specific traits and trappings they need to customize and play characters in the Dragon Empires.Inside this Pathfinder Player Companion, you’ll find:- Overviews of all of Tian Xia’s nations, including important details for players to integrate into their characters’ backstories and new character traits for every region to give characters boons that further tie them to their homelands.- Rules for Tian Xia’s five most prominent races: the shapeshifting kitsune, ophidian nagaji, transmigratory samsarans, avian tengus, and shadowy wayangs.Four new archetypes with distinctly Tian flavors, including the lotus geisha (bard), sword saint (samurai), white-haired witch (witch), and yokai hunter (ranger).- New feats for combative characters that bolster prowess in martial arts and swordplay.- An extensive look at the gods and philosophies of the Dragon Empires, as well as rules for the moon subdomain.- A new bloodline for sorcerers tainted with oni blood, and a new school of magic for wizards who wish to harness the power of the mysterious void.- New rules mechanics for establishing and maintaining one’s honor in the Dragon Empires.Cover art by Craig J. Spearing

Pavis Gateway to Adventure


Greg Stafford - 2012
    Each features major characters, themes, and plotlines for campaigns set in Pavis.Dozens of adventure seeds.Full write-ups for six Gloranthan cults: Pavis, Flintnail, Lanbril, Yelmalio, Zola Fel, and the Seven Mothers.More than thirty maps!Revisit the classic city as you have never seen it before!

Play Hive like a champion


Randy Ingersoll - 2012
    Over 300 diagrammed positions from more than 100 actual games played online between Hive Masters, average players and complete newbies. Written for players of all skill levels, this book starts with the very basics: Hive rules, Bugs, Notation and Common Hive Formations. The book continues with a chapter on Strategy, four chapters covering elementary tactics like The Pin and The Cover, and follows with sixteen advanced chapters including The Shutout, The Squeeze, Counting Bugs and Counting Tempo.It even includes chapters on the popular expansion bugs. Concluding with Beginners' mistakes, Hive openings and Unofficial Expansion Bugs, this book has something for everyone.

Mutants & Masterminds RPG: Emerald City Campaign Setting


Steve Kenson - 2012
    This rich and detailed sourcebook describes a fully realized city that until recently was downright normal.

Albion Triumphant Volume 1 - The Peninsular Campaign


Adrian McWalter - 2012
    Fighting Black Powder battles during the Napoleonic Wars.

Dreadball: The Futuristic Sports Game


Mantic Games - 2012
    Rules/Background for the Mantic Games Dreadball game.

Battlegroup Kursk


Warwick Kinrade - 2012
    Tabletop wargames rules for 15mm & 20mm miniaturesRules for recreating the WW2 engagements on the eastern front, especially those of the Kursk battle.

Ending Attack Techniques 200


Takashi Kaneko - 2012
    For more than 20 years, his books have served as the bibles of shogi endgame techniques in Japan, and have been appreciated by so many players, amateur or professional.It is now translated by the famed Tomohide Kawasaki (Hidetchi), the YouTube Shogi Channel producer and 81Dojo director.This book is recommended by many top-flight professional shogi players.

Warhammer 40,000: Rulebook


Games Workshop - 2012
    No respite. No forgiveness.There is only WAR.In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever. It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill. With 452 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.

Hackmaster Player's Handbook


David S. Kenzer - 2012
    Inside this gorgeous 400-page leathered book you ll find everything needed to fully enjoy HackMaster. This book includes a modern set of rules steeped in old-school roots. A real-time initiative count-up combat system means you will never have to wait for your turn. The realistic, gritty set of combat rules allows for quick resolution of combat with dynamic features such as incapacitating wounds, knocking opponents back and shield breakage. An opposed roll mechanic means every die roll is exciting, and there s always a chance of success no matter how much the odds are stacked against you. The arcane magic system features the use of both spell points and levels, while each of the fourteen different clerics have a unique list of available spells that clearly differentiates these orders. There are ten races and twenty-four character classes to choose from and additional rules for honor, luck points, and quirks and flaws make HackMaster unique! HackMaster is a game of difficult choices and the decision to excel in one area means you forgo other opportunities. You ll never have enough points to do everything you want, but the building point system, combined with quirks and flaws, ensures that no two characters will ever be alike!

Commented Games by Lee Sedol I


Lee Sedol - 2012
    

Marvel Heroic Roleplaying: Annihilation Event Book Premium


Margaret Weis Productions - 2012
    The Event Book includes rules to scale up the game to cosmic level, with heroes such as Nova, Drax, Gamora, and the Heralds of Galactus, plus all major decision points and interstellar locations needed to become a part of the action. Essential Editions are full-color, case-bound hardcovers and include a full Marvel Heroic Roleplaying campaign, with character rosters, locations, and expanded rules. Premium Editions are full-color prestige hardcovers and include all the Essentials Edition content plus the Operations Manual and additional resources.

God Game Black


Gareth Ryder-Hanrahan - 2012
    The Sleeper stirs in his pyramid. The clock ticks towards midnight. Time to go to work. GOD GAME BLACK ushers in the apocalypse for your Laundry Files games. The stars are coming right, and there's no more room for error. In conjunction with the latest novel in the Laundry Files series, THE APOCALYPSE CODEX, this book opens up terrifying new vistas of a world plunging towards apocalypse. Inside, you'll find: * External Assets - the people (and things) that don't quite fit on any org chart, but are on the front line of this secret war * Updated personnel rosters for key characters, and rules on updating your game * The inner workings of the Black Chamber, the US Government's own occult intelligence agency * The horrors of the Sleeper's Pyramid, and the Laundry's watch on the Wall of Pain * Three new adventures that run parallel to the events of THE APOCALYPSE CODEX. GOD GAME BLACK. We can't afford to lose.

The Sims 3 Supernatural: Prima Official Game Guide


Catherine Browne - 2012
    • Explore Moonlight Falls - All new collectible maps for Moonlight Falls, the new Supernatural township!• Master the all new Alchemy Skill - Every alchemy recipe so you never waste a single valuable ingredient!.• Become a Supernatural - Master guides for all-new supernatural Sim lifestyles: Vampires, Werewolves, Fairies, and more!• Discover Hidden Skills - Explore hidden skills like Fairy Magic and Broom Riding!• Covers the PC and MAC versions!

Family Fun Night-A Year's Worth of Activities to do with your Child


Jodie Andrefski - 2012
    Nonfiction - Advice/How-to - Parenting/Families

Donald Featherstone's Complete Wargaming Revised Edition


John Curry - 2012
    Full of passion, inspiration, practicality, it suggests ideas, improvements, and anecdotes that jump from the pages of the substantial and beautifully illustrated work. There are entertaining and practical main chapters, shorter features, and scores of snippets, with tips and anecdotes ... a great depth of writing and illustration to harness the enthusiasm of newcomers to the hobby and sharpen that of old hands. Details, new methods, and general stimulation come across in a variety of enterprising ways. All the obvious ingredients are here such as each period and battle is described as a significant example of the art of warfare and development of tactics through the ages. This book has been extensively revised. The History of Wargaming Project is edited by John Curry. It aims to present the very best wargaming books and rules to a modern audience.

The Caro-Kann: Move by Move


Cyrus Lakdawala - 2012
    Cyrus Lakdawala examines the popular Caro-Kann Defence, constructs an opening repertoire for Black and provides answers to all the key questions.

Cybertext Poetics: The Critical Landscape of New Media Literary Theory


Markku Eskelinen - 2012
    The book first integrates theories of print and digital literature within a more comprehensive theory capable of coming to terms with the ever-widening media varieties of literary expression, and then expands narratology far beyond its current confines resulting in multiple new possibilities for both interactive and non-interactive narratives. By focusing on a cultural mode of expression that is formally, cognitively, affectively, socially, aesthetically, ethically and rhetorically different from narratives and stories, Cybertext Poetics constructs a ludological basis for comparative game studies, shows the importance of game studies to the understanding of digital media, and argues for a plurality of transmedial ecologies.

BDKR1: The Unofficial Living Greyhawk Bandit Kingdoms Summary (Bandit Kingdoms Reference)


Casey Brown - 2012
    For the first time ever, these narrative threads are woven into one cohesive tapestry. For those who helped shape these events, this comprehensive resource memorializes their struggles against Iuz’s oppressive rule. For others, this compilation provides both a glimpse into Oerth’s most chaotic and deadly region, and ideas for use in home campaigns set in the Bandit Kingdoms.

Ctrl-Alt-Play: Essays on Control in Video Gaming


Matthew Wysocki - 2012
    On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games--including Grand Theft Auto IV, Call of Duty: Black Ops, and Dragon Age: Origins--consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding their growing impact.