Best of
Games

2018

Dungeons & Dragons Art & Arcana: A Visual History


Michael Witwer - 2018
    It is a seminal RPG (role-playing game) and the inspiration for video games like World of Warcraft and Zelda, fantasy art, and countless other facets of "geek culture." This officially licensed illustrated history provides an unprecedented look at the visual evolution of the game, showing its continued influence on the worlds of pop culture and fantasy. It features more than 700 pieces of artwork--from each edition of the game's core books, supplements, and modules; decades of Dragon and Dungeon magazines; classic advertisements and merchandise; and never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with the game. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.

The Legend of Zelda: Encyclopedia


Nintendo - 2018
    This 320-page book is an exhaustive guide to The Legend of Zelda from the original The Legend of Zelda to Twilight Princess HD.A comprehensive collection of enemies and items, potions to poes, an expansion of the lore touched upon in Hyrule Historia, concept art, screencaps, maps, main characters and how they relate, languages, and much, much more, including an exclusive interview with Series Producer, Eiji Aonuma! This, the last of The Goddess Collection trilogy, which includes Hyrule Historia and Art & Artifacts, is a treasure trove of explanations and information about every aspect of The Legend of Zelda universe!*An exhaustive compendium of everything from the first 30 years of The Legend of Zelda.*An expansion of information from The Legend of Zelda timeline.*Rare development sketches of your favorite characters.*An extensive database of items and enemies.

The Legend of Zelda: Breath of the Wild – The Complete Official Guide – Expanded Edition


Piggyback - 2018
     Reference & Analysis Chapter: contains a farming manual showing how to acquire all items of prime interest efficiently; the best weapons and armor upgrades; the most effective recipes; the most lucrative gemstone mining spots; amiibo; merchants and much more. Expansion Pass Chapters: 34 pages dedicated to “The Master Trials” and “The Champions’ Ballad”. 100% AUTHORITATIVE: all side quests, all shrines of Trials and all information about collectible items fully mapped out; also includes optional challenges, mini-games, unlockables, Easter eggs, and more. At-a-glance Walkthroughs: annotated maps and screenshots show the optimal way through every quest and dungeon. Large map poster: two-sided and fully-annotated – covering the immense game area. Concept art: direct from the development team and beautifully laid out across two sections: 16 pages of concept art from  “The Master Trials” and “The Champions’ Ballad” as well as a 16-page art tour of the main game. Puzzle Master: every single puzzle and riddle unraveled with refined, visual solutions. Expert Combat Strategy: practical, reproducible tactics to crush all enemies and bosses. Comprehensive references: exhaustive appraisals of all items and monsters – including key parameters that are hidden in the game. Premium hardcover: with guide pages printed on superior-quality art paper. EASE OF USE: Instant searches, print navigation systems, extensive 4-page index and detailed map poster give you immediate access to the information you need.

Mordenkainen's Tome of Foes


Wizards of the Coast - 2018
    In his travels to other realms and other planes of existence, he has made many friends, and has risked his life an equal number of times, to amass the knowledge contained herein. In addition to Mordenkainen's musings on the endless wars of the multiverse, the book contains game statistics for dozens of monsters: new demons and devils, several varieties of elves and duergar, and a vast array of other creatures from throughout the planes of existence.

Return of the Lazy Dungeon Master


Michael Shea - 2018
    Return of the Lazy Dungeon Master uses the experiences of thousands of GMs to help us focus on how we prepare our games, how we run our games, and how we think about our games. It includes practical steps for focusing our preparation activities on those things that will bring the biggest impact to our game. Return of the Lazy Dungeon Master builds off of the concepts of the well-received GM's guidebook Lazy Dungeon Master, updating that book with five years of new experiences, new approaches, and new observations of the way people prepare and run RPGs. This new book is a completely self-contained work, which does not require anyone to have previously read The Lazy Dungeon Master. Return of the Lazy Dungeon Master offers a new focused approach for preparing and running our roleplaying games. The book includes an eight-step guide for lightweight game preparation and is focused on how we prepare for our games, how we run our games, and how we think about our games. Prepare what benefits your game.

Destiny Grimoire Anthology, Volume I: Dark Mirror


Bungie Inc. - 2018
    The Destiny Grimoire Anthology weaves tales from multiple sources together for the first time, casting new light on Destiny’s most legendary heroes, infamous villains, and their greatest moments of triumph and tragedy.Each unique volume intends to illuminate a facet of the world, and the complete anthology will confirm and challenge players’ thoughts and assumptions on what it means to be a Guardian, offering new and differing perspectives on the cosmic war that rages between the Traveler and its ancient enemies.

Waterdeep: Dragon Heist


Wizards of the Coast - 2018
    Thus begins a mad romp through the wards of Waterdeep as you uncover a villainous plot involving some of the city’s most influential figures.A grand urban caper awaits you. Pit your skill and bravado against villains the likes of which you’ve never faced before, and let the dragon hunt begin!

Core Rulebook Gift Set


Wizards of the Coast - 2018
    All rules and reference required to play the world's greatest roleplaying game.The Dungeons & Dragons gift set includes a copy of all three core rulebooks and a Dungeon Master's Screen, everything you need to create and play adventures of your own in the world's greatest roleplaying game.

The WoW Diary: A Journal of Computer Game Development


John Staats - 2018
    It was written by the game's first level designer, John Staats, from notes he took during WoW's creation. The WoW Diary explains why developers do things and debunks popular myths about the games industry. In great detail he covers the what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard's formula for success.

Inside the World of Roblox


Roblox - 2018
    Discover everything there is to know about Roblox!Explore the most popular experiences, meet talented members of the community, check out the coolest items in the Roblox Catalog, and get an exclusive sneak peek behind the curtains at Roblox’s HQ.With insider info from the Roblox team and celebrated game developers, this is the official definitive guide to the world’s largest entertainment platform for play.

Diary of a Roblox Noob: Roblox Bloxburg (Unofficial New Roblox Noob Diaries)


Robloxia Kid - 2018
    But the police are no match for the Bloxburg villain, and they simply cannot crack his code. Here comes our Roblox NOOB! Can Noob, along with his new friends Ruby and Dylan solve the riddles and catch the Riddle Man before he strikes again? It certainly does not seem so! And can you solve the riddles? Read to find out! Perfect for anyone madly in love with Roblox, Diary of a Roblox Noob: Roblox Bloxburg will take you on a thrilling adventure you won’t forget any time soon! Read for FREE!

Final Fantasy Ultimania Archive Volume 1


Yoshitaka Amano - 2018
    Containing a total of over three hundred pages collected in a high-quality hard-cover binding, Final Fantasy Ultimania Archive Volume 1 remains faithful to its original Japanese source material while simultaneously offering unparalleled accessibility for Western readers. No Final Fantasy collection is complete without this beautiful tome of art, lore, and history.

Ironsworn: A Tabletop RPG Of Perilous Quests


Shawn Tomkin - 2018
    You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land.Are you ready to swear iron vows and see them fulfilled—no matter the cost?

Guildmasters' Guide to Ravnica


James Wyatt - 2018
    Bundled against the weather, the cosmopolitan citizens in all their fantastic diversity go about their daily business in bustling markets and shadowy back alleys. Through it all, ten guilds—crime syndicates, scientific institutions, church hierarchies, military forces, judicial courts, buzzing swarms, and rampaging gangs—vie for power, wealth, and influence. These guilds are the foundation of power on Ravnica. They have existed for millennia, and each one has its own identity and civic function, its own diverse collection of races and creatures, and its own distinct subculture. Their history is a web of wars, intrigue, and political machinations as they have vied for control of the plane.

The Game Console: A Photographic History from Atari to Xbox


Evan Amos - 2018
    You'll start your journey with legendary consoles like the Magnavox Odyssey, Atari 2600, Nintendo Entertainment System, and the Commodore 64. The visual nostalgia trip continues with systems from the 1990s and 2000s, and ends on modern consoles like the Xbox One, PlayStation 4, and Wii U.Throughout the book, you'll also discover many consoles you never knew existed, and even find a rare peek at the hardware inside several of history's most iconic video game systems.

Minecraft: Guide to Farming


Mojang AB - 2018
    With insider info and tips from the experts at game-creator Mojang, this is the definitive, fully illustrated guide to farming in Minecraft.Learn the finer points of farming with Minecraft: Guide to Farming, and put theory into practice to create a sustainable flow of resources in Minecraft.

The CRPG Book Project - Expanded Edition


Felipe Pepe - 2018
    The completed ebook was first released as a free PDF in 2018, getting over 160,000 downloads. A deal was then made with Bitmap Books, which published a limited hardcover version of the book in 2019. All of the author’s profits (£20.992 as of January 2022) were donated to Vocação, a Brazilian NGO that helps kids and teenagers from poor areas to get a better education and find employment.In 2022, a new expanded edition was released, now with 160 extra pages, addressing issues with the previous release and expanding it to include games that were never released in English, as well as MMOs, MUDs, RPG Maker titles and more.This expanded edition is freely available for download at the project's website.

Exploitative Play in Live Poker: How to Manipulate your Opponents into Making Mistakes


Alexander Fitzgerald - 2018
    Nevertheless, there are numerous situations where even very experienced players behave in predictable ways. These deeply-ingrained habits lead them to make mistakes. The problem is that these situations won’t often arise at the table by chance – you have to make them happen. Exploitative Play in Live Poker is a ground-breaking work that teaches you how to create the circumstances where your opponents will be likely to blunder and how to exploit them when they do. To achieve this you will need to put to one side starting hand charts, balance and GTO (Game Theory Optimal) play. Instead you will incorporate new concepts that may well place you outside your comfort zone. However, your style will now be forcing the other players at the table outside of their comfort zone and, unlike you, they won’t know how to adapt. Learn how to: * Counter the auto-continuation-bettor * Develop a powerful donk-betting strategy * Use the overbet, the check-raise and the three-barrel effectively * As well as being a highly successful player, Alex Fitzgerald runs a poker consultancy that serves more than 1,000 professional poker players in 60 countries. As part of this work, he has very likely trawled through more hand history databases than anyone else. This gives him a unique insight into how players really play, especially when placed under pressure and forced into unfamiliar situations.

We Need to Weaken the Mixture


Guy Martin - 2018
    Maybe I'm wearing everything out, but I believe the body is a fantastic thing and it will repair itself and I'll go again. If it's running too rich, I don't stop what I'm doing, just weaken the mixture and carry on.'Since we last heard from him, Guy Martin has restored a 1983 Williams F1 car then raced Jenson Button in it; helped to build a WWI tank; ridden with Putin's favourite biker gang the Night Wolves; competed on the classic endurance circuit; stood on top of one of Chernobyl's nuclear reactors and taken part in his last ever Isle of Man TT.Then there's the stuff he really can't wait to get out of bed for: 12-hour shifts for a local haulage firm and taytie farming in his new John Deere tractor.Besides all this, he's saved his local pub from closure and become a dad.But let him tell you his own stories, in his own words:'You're getting it from the horse's mouth. No filter. I hope you enjoy it.'

Strongholds & Followers


Matthew Colville - 2018
    Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.

Red Dead Redemption 2: The Complete Official Guide Collector's Edition


Piggyback - 2018
    Red Dead Redemption 2 Complete Official Guide Collector's EditionYour essential companion to the furthest corners of the deepest and most detailed Rockstar world yet, the Red Dead Redemption 2 Complete Official Guide Collector's Edition is packed with information about every aspect of Rockstar Games’ epic tale of outlaw life in America's unforgiving heartland.Published by Piggyback and available for pre-order now!The premium hardcover Collector’s Edition is printed on superior quality art paper, and also includes an exclusive character art gallery. Packed with essential information about every mission, character and feature of this vast and detailed world, the Collector's Edition includes an at-a-glance walkthrough, dedicated maps chapter, comprehensive reference sections, and an all-encompassing index.

Waterdeep: Dungeon of the Mad Mage


Wizards of the Coast - 2018
    At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern.• The follow up to Waterdeep: Dragon Heist, Dungeon of the Mad Mage takes adventurers deep into one of D&D's biggest dungeons. Each of Undermountain's twenty-three levels is an adventure setting unto itself, and the book includes a map for each one.• Waterdeep, known as the City of Splendors, is one of D&D’s most iconic locations. Also the setting for the board game Lords of Waterdeeep, it’s the jewel of the Sword Coast—a sprawling melting pot held together by firm laws and swift justice. • Dungeon of the Mad Mage is the second of two Dungeons & Dragons books set in Waterdeep. It picks up where the first, Dragon Heist, leaves off, taking characters of 5th level or higher all the way to 20th level.• In D&D, you and your friends coauthor you own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination. • Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.

Creature Codex


Wolfgang Baur - 2018
    Pick up the Creature Codex and surprise your players with monsters they won't be expecting!Compatible with the 5th Edition of the world's first roleplaying game!

Forbidden Lands Player's Handbook


Tomas Härenstam - 2018
    Discover lost tombs, fight horrifying monsters, wander the wilderness and build your own stronghold to defend. Forbidden Lands is a legacy game, in which your actions will permanently change the game map, turning it into a living chronicle of your adventures. The unique rules for exploration, survival, base building and campaign in the game play can easily be ported to any other game world.The tabletop RPG Forbidden Lands was named one of the most anticipated RPGs of 2018 by EN World. The crowdfunding campaign raised over a quarter of a million dollars and was the third most successful RPG Kickstarter in the world 2017.With art by the internationally acclaimed artists Simon Stålenhag and Nils Gulliksson, lore by fantasy author Erik Granström, scenarios by esteemed game writers Patrick Stuart, Ben Milton and Chris McDowall and game design by Free League that created the award-winning RPGs Mutant: Year Zero, Coriolis: The Third Horizon, Symbaroum and Tales from the Loop.

The Art of Magic: The Gathering - Ixalan


James Wyatt - 2018
    Adventure. Discovery. Riches for the taking. This is why I sail.”—Captain Lannery StormDeep in the heart of Ixalan’s verdant jungle lies a treasure beyond imagining. Join the peoples of this plane in their search for an ancient golden city as you explore these pages, lavishly illustrated with the award-winning art of Magic: The Gathering®!Here you can sail with daring pirates and call on the might of earth-shaking dinosaurs. The marooned Planeswalker Jace Beleren will be your guide in his search for the true power of the golden city. A whole world waits to be discovered. Come and join the struggle to claim the greatest treasure of Ixalan!

Minecraft Guide to Enchantments and


Stephanie Milton - 2018
    

Dark Souls III: Design Works


From Software - 2018
    DARK SOULS III: DESIGN WORKS features armor and weapon designs, character concepts, enemies, bosses, environments, DLC artwork, and more!

Stardew Valley: Before the Farmer


Chihiro Sakaida - 2018
    

Masks of Nyarlathotep


Larry DiTillio - 2018
    A dire plan has been enacted. If allowed to come to fruition, it threatens to destroy humanity was we know it. But all is not lost. If a few brave souls can uncover and piece together certain information, they might stand against the darkness and prevent the unspeakable from happening. Facing dark cults, strange lore, hideous monsters, and a host of implacable foes, the investigators embark on a journey of discovery to face the ultimate horror. This is their story and yours to tell. Award Winning Long considered to be one of the finest and most engaging roleplaying campaigns ever written, Masks of Nyarlathotep won Best Roleplaying Adventure by the Academy of Adventure Gaming Arts & Design. This Call of Cthulhu roleplaying classic is a series of linked adventures forming one unforgettable campaign. Beginning in Peru in 1921, an exciting prologue to the campaign introduces the investigators to Jackson Elias, the charming author whose research uncovers a sinister plot. Ultimately, the investigations follow the trail of the mysterious Carlyle Expedition, picking up clues in New York City in 1925 and then moving overseas to England, Egypt, Kenya, Western Australia, and China. With enemies at every turn, the path is fraught with danger. The Stars Are Right! Masks of Nyarlathotep has been comprehensively revised and updated for use with Call of Cthulhu 7th Edition, but may also be run with the Pulp Cthulhu supplement.

Loving A Thug: Chyna & Hosea


Cayla - 2018
    Real love can be picked up and restored at any time. That’s what happens with Hosea and Chyna. Once high school sweethearts, circumstances bring the separated lovers back together. While they’re working on getting back to that old thing, there are a few people lurking in the shadows, plotting to tear them apart. 
 Chief loves his girlfriend of six years, Portia. Like most men, he has to dip outside of his relationship. He’s in love with Portia, but there’s something about Jazzy that has him living a double life. When her roommate finds out about his main chick, she places an ultimatum on the table, but what happens when she doesn’t uphold her end of the deal? 
Kyng loves his snow bunnies, but Neesha has him ready to try a dose of chocolate. She has her own personal issues to deal with though. Her home life is in shambles, and she’s the breadwinner in her relationship with her boyfriend, Dee. Kyng doesn’t want to apply any pressure on her; he just wants to get to know the beautiful waitress he meets at Denny’s after his girlfriend causes a scene. 
 Can these couples stand firm through every storm life throws at them? Or will they crumble and fold when rough times hit in waves?

Rangers of Shadow Deep: A Tabletop Adventure Game


Joseph A. McCullough - 2018
     A kingdom stands on the brink of destruction, as the vast realm called the Shadow Deep slowly swallows everything in its path. As the army fights to contain the tide of evil creatures teeming up out of the black clouds, the kingdom’s best soldiers, the rangers, must venture down into the shadows to gather information, rescue prisoners, and ambush enemy supply lines. It is a desperate fight against overwhelming odds, but every little victory brings another day of hope. Rangers of Shadow Deep is a solo and co-operative tabletop miniatures game, in which players create their ranger, gather companions, and play through a series of missions in their fight to hold back the darkness. If their rangers survive, they will grow in power and ability, and be sent on more difficult, dangerous and intricate assignments.

Life is Strange: Welcome to Arcadia Bay/Welcome to Blackwell Academy


Matt Forbeck - 2018
    This detailed book is a student guide to Blackwell Academy and Arcadia Bay. Overlaid onto the pages is graffiti: notes, doodles, sketches and photographs from the Blackwell students themselves, including contributions from the beloved protagonists Max and Chloe. Life Is Strange 2 is an upcoming episodic graphic adventure video game developed by Dontnod Entertainment and published by Square Enix. It will be the third entry of the Life Is Strange series and the second developed by Dontnod since the original. The five-episode series will begin in September 2018. Author BiographyMatt Forbeck has been a full-time creator of award-winning games and fiction since 1989. He has sixteen novels published to date, including the award-nominated Guild Wars: Ghosts of Ascalon and the critically acclaimed Amortals and Vegas Knights. His latest work includes the Magic: The Gathering comic book and the historical horror novel Carpathia. - Life Is Strange By Matt Forbeck (Hardback)

Call of Cthulhu RPG: Starter Set


Mike Mason - 2018
    Players take on the role of investigators of mysteries, uncovering dark secrets, encountering strange monsters, and thwarting sinister cults. Together, you and your friends create and develop a story in which each of your characters plays a leading role, which could be foiling some dastardly plot or stopping horrors from beyond space and time!

Numenera Discovery


Monte Cook - 2018
    Eight times the people of this Earth, over vast millennia, built their civilizations, reaching heights we cannot even fully imagine now. They spoke to the stars, reshaped the creatures of the world, and mastered form and essence. They built cities and machines that have since crumbled to dust, leaving only their barest remnants.This is the Ninth World. The people of the prior worlds are gone—scattered, disappeared, or transcended. But their works remain, in the places and devices that still contain some germ of their original function. The ignorant call these magic, but the wise know that these are our legacy. They are our future. They are the~NUMENERA~Set a billion years in our future, Numenera is a tabletop roleplaying game about exploration and discovery. The people of the Ninth World suffer through a dark age, an era of isolation and struggle in the shadow of the ancient wonders crafted by civilizations millennia gone. But discovery awaits for those brave enough to seek out the works of the prior worlds. Those who can uncover and master the numenera can unlock the powers and abilities of the ancients, and perhaps bring new light to a struggling world.

Game Angry: How to RPG the Angry Way


Scott Rehm - 2018
    The Angry Game Master is here to explain it all.Game Angry: How to RPG the Angry Way will introduce you to the amazing world of table-top role-playing games. It’ll tell you everything you need to get yourself into the world of RPGs: what to buy, how to play, and how to organize your first game session for your friends. And if you already know all that, Game Angry will help you improve your game mastering skills so you can run the best least worst games you can possibly run. And it’ll explain it all with the no-nonsense, direct teaching style of an Army drill sergeant who graduated from a Catholic school.Whether you’ve never played or run a table-top role-playing game before or you’ve been running games wrong for years, Game Angry can help. As long as you can handle a little attitude.

Dark Souls Remastered Collector's Edition Guide


Future Press - 2018
    We've expanded every part of our original Dark Souls guide to take advantage of many thousands of hours of play since the game's original release. - Dark Souls Remastered Collector's Edition Guide By Future Press (Hardback)

Scum and Villainy


Stras Acimovic - 2018
    Explore the ruins of lost civilizations for fun and profit. Can your motley crew hold it together long enough to strike it big and insure your fame across the sector?Scum and Villainy is a stand-alone RPG based on the Forged in the Dark game engine. In this book, you’ll find:- A clear gameplay structure that puts the focus on the criminal undertakings of the crew. A session of play consists of a job followed by recovery, downtime projects, and advancement.- Ship “character sheets” that allow for XP spends, upgrades, and leveling up alongside your characters.- Crew advancement opportunities to reflect the change from a ragtag group barely flying in the black to a reputed crew that has built a name across the sector.- Forged in the Dark tools to help keep the focus on the action of the job rather than the extensive planning needed to make it happen.- Character and ship types to help create a unique and interesting crew at light speed.May your ship fly true, and may your blasters never jam.

Forbidden Lands Gamemaster's Guide


Tomas Härenstam - 2018
    Discover lost tombs, fight horrifying monsters, wander the wilderness and build your own stronghold to defend. Forbidden Lands is a legacy game, in which your actions will permanently change the game map, turning it into a living chronicle of your adventures. The unique rules for exploration, survival, base building and campaign in the game play can easily be ported to any other game world.The tabletop RPG Forbidden Lands was named one of the most anticipated RPGs of 2018 by EN World. The crowdfunding campaign raised over a quarter of a million dollars and was the third most successful RPG Kickstarter in the world 2017.With art by the internationally acclaimed artists Simon Stålenhag and Nils Gulliksson, lore by fantasy author Erik Granström, scenarios by esteemed game writers Patrick Stuart, Ben Milton and Chris McDowall and game design by Free League that created the award-winning RPGs Mutant: Year Zero, Coriolis: The Third Horizon, Symbaroum and Tales from the Loop.

A Demon Lord's Virtual [Magic Life]: Tutorial Zone


Nathan Valerio - 2018
    Orphaned at the young age of 10, his life is filled with struggles as a Superhuman, a genetically enhanced human. Living a life of poverty in the 23rd century, he could only barely sustain himself with his genetic differences compared to a normal human and survived by gaining money in virtual reality to pay for his food and survival. Now his final break came with a less then popular game [Magic Life] which features a special auto character creation process. During this process, he ends up with the Race Demon Lord and the class of the same name. Follow him as he plays in the virtual world that changed his life as the Demon Lord Akor as he trains in the tutorial zone facing countless choices in his [Magic Life].

Indie Games: From Dream to Delivery


Don L. Daglow - 2018
    from the Creator of the Emmy® Winning Neverwinter Nights™ "Don Daglow has survived 40+ years creating games and always retained his positive attitude. Learn from the master." – Jeff Braun, co-founder of Maxis (Sim City, The Sims) "I was impressed with the organizational wisdom. I wish that I had been able to read this book 30 years ago." -- Chris Crawford, pioneering game designer and Founder of the Game Developers Conference "Indie Games: From Dream to Delivery should be on the desk of everyone who’s considering an indie game company. It builds a bridge between books on game development and 'How to Start Your Own Business' books. Daglow starts with holistic questions that cover not only nuts and bolts issues of your games and your business, but the kind of life you want for you and your team. I wish I could go back in time and hand this book to the leaders of several start-ups I’ve watched crash and burn; it might have made them successful. I’ll be recommending it to all of my students with indie dreams." -- Prof. Stephen Jacobs, School of Interactive Games and Media, Rochester Institute of Technology (RIT) "I realized I wasn’t reading a book filled with answers to your questions. This is a book filled with questions for you to answer. They’re the questions of someone with the passion and diligence to work in this industry for decades, someone who recognizes that games are both a medium of their own and an extension of other creative efforts throughout history... Your game is yours, and it grows from your vision, your passion, and your effort. Nobody can give you the shortcuts or answers to make it the best it can be. But if you know what questions to ask, you can avoid letting choices slip by, and make decisions where and when they count." -- From the Introduction by Rami Ismail, Vlambeer co-founder and global Indie Games leader The only indie games book that asks, "What do you want to do?" before it starts telling you, "Here's what you need to do." Six sets of questions to review and refine your vision, skills and plans Over 500 pages of “lessons learned” from a 3-time Inc. 500™ CEO and award-winning game designer Based on Don Daglow’s top-rated sessions at major games conferences around the world Introduction by indie games pioneer Rami Ismail The only person who can define the path to creating your indie game is you. Indie Games: from Dream to Delivery helps you do just that, by leading you through a guided conversation with yourself. Section by section, you’ll record your answers to carefully chosen questions. Then we’ll use your unique personal responses to build the customized roadmap you need to turn your indie game into reality. Techniques to use, traps to avoid, terminology to understand. And how to fit it all into your life without damaging your relationships or your future. Never started a business? We’ve got it covered. Skip what you already know, dig deeper on things you want to learn. It’s the one book you need to take your indie game from Dream to Delivery.

A Newborn Business: Esports


Zoltan Andrejkovics - 2018
    With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.

Starfinder: Pact Worlds


Jason KeeleyMikko Kallio - 2018
    From the cosmopolitan corridors of Absalom Station to the carnivorous jungles of Castrovel or the floating cloud-cities of the gas giant Bretheda, this hardcover rulebook is your guide to Starfinder's core worlds and civilizations, and the perfect place to launch any adventure.Inside, you'll find:- In-depth gazetteers of the system's 14 major worlds, from high-tech Verces and the draconic empires of Triaxus to the necromantic wastleands of Eox or magical bubble cities floating on the surface of the sun. Each gazetteer features a detailed world map, residents and cultures, settlements and adventure locations, a unique theme to customize characters from that world, and more.- New playable alien races, from undead Eoxians to Castrovellian plant-people.- New starships, from the living vessels of the Xenowardens to sinister Hellknight dreadnoughts.- A codex of themed NPC stat blocks to help Game Masters create vivid encounters.- New archetypes for every class, including the Star Knight, Skyfire Centurion, and Divine Champion.- Tons of new weapons, armors, spells, feats, magic items, technological gadgets, and more to help outfit your adventurers.Cover art by Remko Troost

Kult: Divinity Lost - Core Rules


Robin LiljenbergPaul Dali - 2018
    Mankind is trapped in an Illusion. We do not see the great citadels of Metropolis towering over our highest skyscrapers. We do not hear the screams from the cellar where hidden stairs take us to Inferno. We do not smell the blood and burnt flesh from those sacrificed to long forgotten Gods. But some of us see glimpses from beyond the veil. We have this strange feeling that something is not right—the ramblings of a madman in the subway seems to carry a hidden message, and our reclusive neighbor doesn’t appear to be completely human. By slowly discovering the truth about our prison, our captors and our hidden pasts, we can finally awaken from our induced sleep and take control of our destiny.KULT: DIVINITY LOST is a reboot of the highly acclaimed and infamous contemporary horror role-playing game “Kult”, originally released a quarter of a century ago, in 1991. This anniversary version of the game features a completely new rule-set, and the setting is updated to present day. Escape your nightmares, strike bargains with demons, and try to stay alive in a world full of pain, torture, and death.

Ni No Kuni - The Wizard's Companion (マジックマスター magic master / 魔法の本 book of magic)


Level-5 - 2018
    While the English version includes spell #52, Mornstar, the Japanese version does not. The English version uses incorrect "old English". There are supposedly two more spells hidden in the game data that weren't written in the book.The Wizards Companion/Magic Master was first written by Horace as a guide for Cassiopeia to study magic with. He added spells such as Ashes of Resurrection to make it fit for royalty, which ultimately lead to the queen's belief that this spell would help everyone (instead, it turned them into zombies).The Wizards Companion/Magic Master contains 7 chapters, listed below. While the English version includes spell #52, Mornstar, the Japanese version does not. The English version uses incorrect "old English". There are supposedly two more spells hidden in the game data that weren't written in the book.★Chapter 1: Magic - A list of runes/spells★Chapter 2: Alchemy - A list of weapons★Chapter 3: Equipment - A list of armour★Chapter 4: Provisions - A list of monster drops and food★Chapter 5: Creatures and Familiars★Chapter 6: The Twelve Tales of Wonder - A story with illustrations★Chapter 7: Regions of the World - with illustrationsThe book came bundled automatically with the Japanese NDS games but was only available by special pre-order for the English PS3 release. It was necessary for playing the NDS game, but the same book is built into the PS3 game.

The Art of Magic: The Gathering: Concepts & Legends


James Wyatt - 2018
    Celebrating the 25th anniversary of Magic, this beautiful collector’s hardcover book features artwork, sketches and commentary showcasing the expansive world that has captivated generations. Includes four double-sided collectible art prints.

Diablo Bestiary - The Book of Adria


Robert Brooks - 2018
    

Games User Research


Anders Drachen - 2018
    Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sureevery element works in concert and supports the game UX.This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX.Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or otherinteractive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain theactionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.

The Secret History of Mac Gaming


Richard Moss - 2018
    It made human–computer interaction friendly, inviting and intuitive.Mac gaming led to much that is now taken for granted by PC gamers and spawned some of the biggest franchises in video game history. It allowed anyone to create games and playful software with ease, and gave indie developers a home for their products.It welcomed strange ideas and encouraged experimentation. It fostered passionate and creative communities who inspired and challenged developers to do better and to follow the Mac mantra ‘think different’.Drawing on archive material and interviews with key figures from the era – and featuring new material from Craig Fryar, Apple’s first Mac games evangelist and the co-creator of hit game Spectre – The Secret History of Mac Gaming is the story of those communities and the game developers who survived and thrived in an ecosystem that was serially ignored by the outside world. It’s a book about people who followed their hearts first and market trends second, showing how clever, quirky, and downright wonderful video games could be.

Educational Game Design Fundamentals: A Journey to Creating Intrinsically Motivating Learning Experiences


George Kalmpourtzis - 2018
    Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers.Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values.Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!

masks of nyarlathotep (call of cthulhu rpg)


Larry DiTillio, Lynn Willis, Mike Mason, Lynne Hardy, Paul Fricker, Scott Dorward - 2018
    Additional material looks at the dark god Nyarlathotep, his cults, and his role in the campaign. Guidance is also provided on running the campaign, including considerations of historical depictions, pulp or standard play styles, and lethality level (just how much danger should the investigators’ face). Rounding things out is plenty of advice on creating investigators for the campaign, replacement characters, and ten ready-to-play investigators for those wishing to dive straight into the adventure.PC ImagesSearch for PyramidComplete with a Brand New Chapter...Set in Peru, this new scenario takes place in 1921 and provides an exciting introductory prologue to the campaign, where the investigators meet Jackson Elias, the industrious and charming author, whose researches lead into the globe-spanning mystery. Embarking on an expedition to find a lost South American pyramid, the investigators come face to face with ancient horrors that foreshadow the task ahead.Map of Peru... and Even More!And for an added bonus, a Grand Conclusion chapter helps the Keeper to determine just how successful the players have been in tackling the dark schemes of Nyarlathotep’s cults, as well as discussing ways to extend the campaign in a variety of ways.Each chapter has been tirelessly crossed-referenced to help those running the campaign to keep track of the many locations, characters, player handouts, and items thrown up by the players’ investigation. With new appendices collecting spells, tomes, and artifacts, running the campaign is easiest it has ever been.We have added Detailed New Appendices!Running Masks of Nyarlathotep has never been easier thanks to these extensive appendices:Travel – detailing travel times across the world, means of transport, rest and recuperation for traveling investigators, travel events, and also guidance for investigators wishing to learn new skills and improve existing ones.Spells – collects campaign-important spells together for handy reference, with over 30 spells detailed. Including Call the Black Sphinx, the Seal of Nephren-Ka, and the Ward of Anubis, to name but a few.Tomes – during their investigations the investigators may come across a wide range of Mythos tomes, each bulging with forgotten and dark wisdom. This appendix gathers all of the tomes encountered in the campaign, with over 20 detailed listings, each providing background the tome, the lore within, and relevance to the campaign’s plot, be it the dreaded Necronomicon or the abhorred Black Tome.Artifacts – just as there are numerous tomes to be discovered, there are also plenty of strange artifacts to be found (some useful, some deadly). Here, fifteen artifacts are gathered, from the Mask of Hayama to the Headdress of Eyes, from the Adornments of Nitocris to the very strange Device of Rods, Wheels, and Mirrors. This Massive PDF Package Includes:Masks of Nyarlathotep Book - 666-page PDF Omnibus of both volumes6-page Keeper Screen you can print out to fit over your existing Call of Cthulhu Keeper's Screen12-page NPC Portraits pack with 105 portraits85-page Keeper Reference Booklet96-page Handout Booklet with Maps and Pre-generated CharactersHigh-resolution images of the amazing covers by Sam Lamont and Rhys Pugh10 Pre-Generated Characters with Character and Background Sheets What are you waiting for? Go Save the World!What the Critics Said About Past Editions (just some of the many amazing reviews we have gotten)"...a milestone for Call of Cthulhu and for RPG campaigns. It expanded our ideas of what roleplaying game adventures could be and raised the standards for the industry and the RPG art form."—The New York Review of Science Fiction"...the holy grail of horror, and in my opinion the best, most frightening, atmospheric, awesomely realized campaign for any game."—Dennis Detwiller (Delta Green)"...widely considered one of the best RPG adventures ever made" —GizmodoWhat the Critics Say About the New Edition"The long and short of it is this: the new version of Masks of Nyarlathotep is an extraordinarily well produced product in every way that you look at it. Not only is it gorgeously laid out and illustrated, but the content is going to make for some truly epic campaigns... However, beneath the bling is a solid and epic campaign clawing and writhing to escape into your players brains. It is full of fantastic stories and despite its at times, almost comically complicated webs of clues, I think it will be a delight to run. So much thought has gone into making sure the GM's job is as easy as possible."—YSDC."For something which had already established itself early on as an rpg classic, Chaosium have gone and ratcheted-up this one to 11."—Whispers from the Ghooric Zone."...this new edition of Masks will set the bar for roleplaying campaigns for some time to come... the new Masks of Nyarlathotep is everything that fans of Call of Cthulhu would want from an update of one of the most compelling RPG campaigns ever written. For players it will be a defining experience of what an RPG can be, offering an immersive, multi-faceted adventure into the heart of both cosmic and human darkness. For Keepers, the book is meticulously researched and provides all the resources and tips for running this holy grail of campaigns."—Games Vs Play."The Greatest Roleplaying Campaign Ever? If Masks of Nyarlathotep is the campaign by which all other Call of Cthulhu campaigns are measured, then Masks of Nyarlathotep: Dark Schemes Herald the End of the World just raised the bar."—Reviews from R'lyeh."Should you get Masks?... This will be an adventure you and your RPG friends will be talking about 20-30 years after the event. If you played Masks years ago and want to play it again, yes. The best commercially available RPG scenario has got better."—British Fantasy Society."The fifth edition design team of Mike Mason, Lynne Hardy, Paul Fricker, and Scott Dorward has managed to the unexpected; they have released an edition of Masks of Nyarlathotep that actually improves upon the original. This is the same thrilling--and often terrifying--Masks that you know and love, but in every measurable way it surpasses any iteration before it. It looks better, reads better, and with massive amounts of support for the Keeper, runs better. If you play Call of Cthulhu, you need to own it. If you don't play Call of Cthulhu, now is the time to start. Masks of Nyarlathotep once again sets the standard for what a complex, lengthy RPG campaign should look like, and with products like these Chaosium reminds us exactly why it is as storied an institution as it is. Masks is a classic car rebuilt from the ground up with modern parts and the original's soul."—Andrew Logan Montgomery, Exploring the Otherworlds of Fiction, Magic, and Gaming.

Good Society: A Jane Austen RPG


Hayley Gordon - 2018
    At least on the surface. Underneath this, just as in Austen's own novels, it is a game of social ambition, family obligation and breathtaking, heart-stopping longing.In this game you play the type of characters that captured your imagination in Austen's books - from a wealthy heir who falls in love with the aloof new arrival, to a charming socialite bent on ruining the reputation of their rivals. Exploit your reputation, connections, and family influence to achieve your secret desire 0 all while jealously guarding your good name.

Sly Flourish's Return of the Lazy Dungeon Master


Michael E. Shea - 2018
    Return of the Lazy Dungeon Master uses the experiences of thousands of GMs to help us focus on how we prepare our games, how we run our games, and how we think about our games.

How To Improve At Chess: A Beginner's Guide to Improving at Chess as Quickly as Possible, In Fun and Easy-To-Read English


Clive Ke - 2018
    We'll take you from a complete beginner to a strong player in the least time possible, focussing on learning only the key skills of chess that will help you win games, and leaving out all the boring theory that won't do anything to help you win. Chess beginners will quickly learn all of the tips and tricks they need to beat their friends and colleagues. Club players will learn the key skills to help them win more games and tournaments. We'll show you the right way to practice chess and the wrong way, so that you can spend your time getting the maximum results.

Starfinder: Armory


Joe PasiniMikko Kallio - 2018
    From guns to augmentations to high-tech and magical devices for every imaginable situation, Starfinder Armory is your guide to everything you need, whether you are a frontline fighter, stealthy spy, or scholarly spellcaster. Inside this book you'll find the following:- Scores of new weapons, filling out the options for weapons of every category, level, and type and rules to customize your weapons through weapon accessories, weapon fusions, and different weapon manufacturers.- New suits of armor, including light, heavy, and powered armor for nearly every level and numerous armor upgrades.- A wide range of new equipment-themed player options, including class features for every class!- Dozens of new pieces of technological, magic, and hybrid items, as well as numerous personal items, new augmentations from cybernetics to magitech and necrografts, and more!Cover art by Remko Troost

Legend of the Five Rings Roleplaying Core Rulebook


Max BrookeAnnie VanderMeer Mitsoda - 2018
    Under the guidance of the noble Hantei emperors, the Great Clans of samurai have protected the lands from threats within and without since the time the Kami came down from the heavens and established Rokugan as the most favored of kingdoms.But after centuries of prosperity, cracks appear in the Empire's foundations. The spirits of the land have become restless and wild. Armies of evil horrors march from the Shadowlands. Members of the Great Clans have begun to wonder if the time of the Hantei is over, and whether the heavens would favor new rulers…As a samurai of the Emerald Empire, your duty lies in service to your lord, your Clan, and your Emperor. Will you stay true to your duty, no matter what sacrifices it demands of you? Or will you hold true to your own code of honor, even to the point of death?In this rulebook you will find everything you need to forge your own legend, including: * Rules for creating samurai characters with rich and detailed histories, personalities, strengths, and flaws.* An innovative dice mechanic that brings your character's emotional turmoil to life.* A game where your reputation, conviction, and loyalty matter far more than the strength of your sword.

Women in Gaming: 100 Professionals of Play


Meagan Marie - 2018
    This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a professional in their own right.A select few of the remarkable women featured in this book include: * Amy Hennig, Senior creative director and writer * Perrin Kaplan, Former vice president of marketing for Nintendo of America * Ashly Burch, Award-winning writer and voice actress * Lorraine McLees, Senior Artist at BungieKey Selling Points100 Professionals of Play Profiles: Interviews with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more.Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry.Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career.""A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.

The Lazy DM's Workbook


Michael E. Shea - 2018
    

Warhammer Age of Sigmar Core Book (2.0)


Games Workshop - 2018
    Great heroes, snatched up at the moment of death and magically reforged, the sought vengeance on the followers of darkness, and the re-taking of the realms from Chaos. Yet in Shyish, the Realm of Death, the dark sorcery of Nagash, Supreme Lord of the Undead aims to transform the Mortal Realms into an ordered empire of mindless thralls. This is a new epoch, a time of mighty battles and unending war. This is the Age of Sigmar!The Age of Sigmar is an epic setting populated by myriad armies, powerful heroes and magnificent monsters. It plays host to vast, realm-spanning wars between the forces of Order and Chaos, Death and Destruction. In the Warhammer Age of Sigmar Core Book, you’ll not only learn the rich history of this war-torn Age, but you’ll find all the rules you need in order to evoke these epic stories on the tabletop.Contained in this 320-page hardback book:Background- The Tale of Aeons: this first section of the book contains a detailed, illustrated story-so-far, from the shattering of the world-that-was to the present. This covers 3 major Ages:- The Age of Myth, Sigmar’s journey through the cosmos, his meeting with the Great Drake Dracothion and his exploration of the 8 Mortal Realms, his awakening of other gods, the building of civilisations and the fractious alliances that were forged;- The Age of Chaos, brought about by the machinations of the Chaos Gods and their command of the Realm of Chaos, spitting daemon legions forth and destroying the peace that once reigned;- The Age of Sigmar, in which vengeance against the Chaos Gods was meted out with celestial fury in the Realmgate Wars, with detailed background on Nagash’s dire plan to take back every mortal soul – which he sees as his by right. His necroquake, which has caused every dead being in the Mortal Realms to be reconnected with its essence, has led to wild, untamed magics and undeath taking hold in every realm – and thus the Soul Wars have begun…- The Mortal Realms: background on each of the 8 Mortal Realms – Azyr, Shyish, Ashqy, Chamon, Ghur, Ghyran, Hysh, and Ulgu – details of their links, descriptions of the native civilisations that have risen and fallen, key events that have taken place and notable geological features; along with details of the Realm of Chaos, a nightmarish dimension home to the Chaos Gods and legions of terrifying hellspawn;- Factions of the Mortal Realms: descriptions of the armies that fight in the Mortal Realms, each featuring a showcase of beautifully-painted Citadel miniatures, split into 4 sections according to their Grand Alliances;- The Forces of Order: a detailed overview of each of the following Order factions – Stormcast Eternals, Fyreslayers, Kharadron Overlords, Sylvaneth, Daughters of Khaine, Idoneth Deepkin, Seraphon, and The Free Peoples (an alliance of human, aelf and duardin spurred on to fight);- The Forces of Chaos: a detailed overview of each of the following Chaos factions – The Everchosen, Slaves to Darkness, Khorne, Tzeentch, Nurgle, Slaanesh, Skaven, the various Creatures of Chaos, and Brayherds & Warherds;- The Forces of Death: a detailed overview of the following Death factions: The Deathlords, Nighthaunts, Flesh-eater Courts, The Soulblight Curse, and The Necromantic Hosts;- The Forces of Destruction: a detailed overview of the following Destruction factions – Ironjawz, Bonesplitterz, Beastclaw Raiders, and The Savage Tribes (a gathering of disparate orruks, grots, ogors, troggoths and gargants ready for Waaagh!).RulesThe second section of this book contains a wealth of new and updated rules, a veritable treasure chest of ways to play games of Warhammer Age of Sigmar, each rule and each concept entirely optional making it possible to play your games the way you want:- Battles in the Mortal Realms: containing the core rules, this section is about exploring the fantastical, battle-filled Mortal Realms in your tabletop games. It contains the following:- The Core Rules: everything from mustering your army to deciding the victor is covered here, with easy to follow guides on the things you need to play a game, how to set them up and how to actually play – how to cast spells, use heroic abilities, move your troops, shoot, charge, fight, and test for battleshock, with illustrated examples and clear explanations of exactly how each phase works;- An explanation of Triumphs: rewards and bonuses victorious armies can carry over to their next battle;- Terrain rules, with a table featuring special statuses for scenery pieces and an explanation of how terrain can be garrisoned;- Details of Battleplans – a set of rules that define how the battlefield is set up, where armies will be placed, objectives to be secured and the final victory conditions of your game, with an easy to follow Battleplan included as an example;- An explanation of the workings of Warscrolls: every Citadel miniature in the Warhammer Age of Sigmar range has a Warscroll, which provides you with the rules needed to use that miniature in a game. This section shows you how to use the characteristics, abilities, damage tables and keywords of these Warscrolls;- An explanation of Warscroll Battalions: specially-designed collections of miniatures which have access to unique rules and abilities, often with a narrative focus;- An overview of Realm of Battle rules: these are rules which introduce specific spells, scenery rules and command abilities according to which of the 8 Mortal Realms in which your battle takes place;- An explanation of Allegiance Abilities: additional abilities, spells and reinforcement potentially available to your army according to their allegiance, whether Grand Alliance or faction.- Conquest Unbound: this expands upon the basics explained in the previous section, adding more rules and abilities to your games:- Grand Alliance Allegiance Abilities: battle traits, command traits and artefacts of power available to armies with allegiance to either Order, Chaos, Death or Destruction;- Realms of Battle: specific spells, command abilities and terrain rules for 7 of the 8 Mortal Realms (Shyish, Ashqy, Chamon, Ghur, Ghyran, Hysh, and Ulgu);- Endless Spells: rules for using special spells which remain on the table until out of bounds or unbound, including an Endless Spell Warscroll for the Balewind Vortex scenery piece.- Open Play Games: a guide to a style of gameplay with no restrictions, allowing you to take any Warhammer Age of Sigmar miniatures to battle with absolute freedom and creativity;- An Open War Battleplan Generator: a quick and easy way to define how your Open Play games are set up, their objectives, special rules and victory conditions, using either selections from tables or random dice rolls;- Coalition of Death: rules for assembling 2 teams of players and combining their collections into 2 armies, with 3 Battleplans designed specifically for team-based games;- Ladder Campaigns: rules for fighting linked campaigns, with participants fighting over rungs of a ladder, each hoping to reach the top.- Narrative Play Games: a guide to basing your games on stories, either of your own devising or the rich and varied tales found in the Warhammer age of Sigmar publications, from planning your game, finding stories to tell and deciding on an optional Games Master;- War in the Glymmsforge Catacombs: an example narrative battle, with an annotated photo of the game’s setup featuring example rules;- Historical Battles: a guide to setting up battles according to stories you’ll find in the many and varied Warhammer Age of Sigmar publications, with an annotated example battle taking place during the Quest for Ghal Maraz;- A guide to narrative campaigns, including linked games, map campaigns and tree campaigns featuring a pre-made tree campaign for two players;- Sieges in the Age of Sigmar: special rules for creating sieges, with rules for attacker and defender, tactics and effects, and command abilities. 2 Siege Battleplans are included;- Darkest Depths: rules for fighting in the tunnels and caverns beneath the Mortal Realms, with specific command abilities and rules for gloom and darkness, unstable surroundings, monsters, as well as command abilities. 2 Darkest Depths Battleplans are included;- Triumph & Treachery: rules allowing 3 or more players to take part in a multi-sided battle, employing a variety of devious schemes (involving bribery and treachery) to win. Includes optional Secret Objective rules, and 2 Triumph & Treachery battleplans.- Matched Play Games: the ultimate way for players to test their mettle in evenly-balanced conflict, this is the way to play games of Warhammer Age of Sigmar and prove your skill, tactical ability and strategic nous;- Pitched Battles: played as one-off games or part of a tournament, Pitched Battles are designed to be set up with a minimum of fuss. Details of army sizes for different battle lengths, rules for fielding Warscroll Battalions and Allied units are covered;- Battle Strategies: a variety of objectives and strategies designed to provide challenge to players, forcing them to adapt to unpredictable effect, with a D66 table providing a random element;- A blank Pitched Battle Army Roster, for you to photocopy and use when assembling your Pitched battle armies.

Super Smash Bros. Ultimate


Prima Games - 2018
    franchise!Full Coverage of All Fighters: The biggest roster in Super Smash Bros. series history!Comprehensive Strategies and Move Sets: This 464-page book gives you all the in-depth strategy you need to succeed with every contender!Premium Hardcover Book: The gorgeous, exclusive design is a must have for any fan!Digital Bonus: Unlock your digital version of this guide with the free code card included inside. Access your digital guide anytime, anywhere, on any web-enabled device.

Numenera Destiny


Monte Cook Games - 2018
    The Iron Wind blows where it will, hideously reshaping everything it touches. Ancient poisons, locked aeons within the earth, might rise to blight crops or sour wells, while creatures and machines, millennia old, pursue long-forgotten goals without regard to the destruction they rain upon the hapless.And among all these horrors, it is often we ourselves who bring the greatest grief to our neighbors.Is there hope for the scattered and struggling people of this world? Are we doomed to cast but envious eyes on the achievements of the prior worlds, and only dream of the greatness they once knew? Or are the remnants of their civilizations—the numenera—the very key to our own destiny?The truly valorous delve for the secrets of the prior worlds not for the riches they bring, but because the mysteries and wonders of the numenera are a pathway toward a better future. Who will lead us into this new world? Who will tap the wonders of the ancients to defend the weak, bolster the sick and starving, and illuminate the ignorant? Who will build a new and better community, and bring vision to a world in darkness? Will it be you?The Numenera roleplaying game’s setting, the Ninth World, is locked in an age of struggle. The people of this world live in a medieval-like state—but one illuminated by the “magic” of the prior worlds. Those who seek out and master the numenera may find wealth and power. But more importantly, they can build a community, carve a pocket of light from the darkness, and set the Ninth World on a path to regain—or even surpass—the splendors of the prior worlds. You might help reshape the very world and find for yourself, and the Ninth World, a greater destiny.

500 Years Later: An Oral History of Final Fantasy VII


Matt Leone - 2018
    Comprising over 30 interwoven voices, this beautifully produced book will offer unprecedented insight into the craft and ambition behind the game. An extended adaptation of Matt Leone’s celebrated 27,000 word history, published online by Polygon in January 2017, this physical version has been enhanced for print, featuring specially commissioned illustrations, 8 new standalone interviews, and a foreword by series creator Hironobu Sakaguchi.Designed by Rachel Dalton (ex-Spin/Unit Editions) and featuring original illustrations by sparrows, 500 Years Later will be an exceptional book object, comprising a variety of high-end papers, special inks and high-end production techniques. Each copy comes bundled with a trio of custom made bookmarks to aid and enhance the reading experience, including a die cut codebreaker bookmark, used to decipher a secret ‘Easter Egg’ code found throughout the book.

A Play of Bodies: How We Perceive Videogames


Brendan Keogh - 2018
    Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames?Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.

Sly Flourish's Fantastic Adventures: Ten short adventures for your fifth edition fantasy roleplaying game.


Michael E. Shea - 2018
     Sly Flourish's Fantastic Adventures is a book of ten short adventures for the fifth edition of the world's most popular roleplaying game. Each adventure is written for 2nd to 5th level and is designed so GMs can drop them into any fantasy campaign world. Whether you run a homebrew setting or a published game world, these adventures will fit in as either main adventure hooks or side quests to be undertaken by the characters in your game. The adventures contained within Sly Flourish's Fantastic Adventures include: The Night Blade: Ralavaz the Night Blade, a notorious bandit chieftain, has been released from prison. The local sheriff believes that Ralavaz’s return means the Night Blades are back—and that the bandit chieftain must be stopped for good. The Dwarven Vault: Miners digging on Goldpeak Mountain recently broke into an ancient dwarven vault lost for centuries, and from which treasure and madness now flow. The Well of the Black Sun: The mine known as Deepfathom Well is the only source of the lucrative alchemical substance voidwater. However, a number of recent murders—including the immolation of a head miner—have closed the operation, and the mine’s owner hires the characters to investigate. Rosethorn: A particularly intelligent goblin named Rosethorn has brought the local goblin tribes under his control, and is leading them in devastating raids against trade wagons and farm folk. The Gleam in the King’s Eye: Lord Marlin Whitesparrow hires the characters to join him as he explores the lost chambers beneath his ancient keep. The Crashed Palace: When a celestial palace falls to earth, its destruction unleashes corrupting magic and a bearded devil intent on summoning its master—a powerful pit fiend from the hellish plane of Dyn. The Flesh Eaters: Lizardfolk tribes living near settled lands traditionally keep to themselves. So when a lizardfolk attack leaves local settlers dead, the characters are asked to investigate. The Queen of Red Water: At an old dwarven dam, a bugbear matriarch has found the key to holding an entire valley hostage by stopping the flow of the local river. The Cult of Dusk: A deadly attack in the local village leads to the revelation that a dark cult is seeking forbidden magic in the nearby ruins known as the forgotten library. Gloom: Lord Whitesparrow’s spoiled nephew and heir, Pennin, is marked for death, and the characters are tasked with discovering who is behind the threat. Each adventure includes a map of the adventure location and a special presentation format designed to make it as easy as possible for game masters to pick up this book, choose an adventure, and get started playing. Whether you're running a single-session adventure for a few friends or want to drop a short adventure into the middle of your longer campaign, Sly Flourish's Fantastic Adventures has you covered.

The Glorantha Sourcebook


Greg Stafford - 2018
    A world of mythology, gods, and heroes, Glorantha has inspired roleplaying games, board games, computer games, comics, fiction, and more, a setting beloved and revered worldwide.An invaluable resource for gamemasters, players, and readers of fantasy worlds, this sourcebook is gorgeously illustrated and filled with informative maps and diagrams. Drawn from a variety of out-of-print and rare sources, this material has been dramatically revised, updated, and expanded. Alongside this foundational material are new essays, insights, and extrapolations on the world and its incredible denizens.Inside this sourcebook, you’ll learn about the creation of the world; the main ages of its past; the history of Dragon Pass and its people; the pantheons of the gods, including the Lightbringer and Lunar pantheons; the Coming of Argrath; Elder Races such as the Elves, Dragonewts, Dwarves, and Trolls; genealogies of the major royal dynasties; legends and lore of the various tribes and peoples inhabiting Glorantha; the fundaments of Gloranthan magic and the Runes that shape the world; the history and gods of the mighty Lunar Empire; and finally, the Hero Wars!This systemless sourcebook can be used to enhance and support any fantasy roleplaying game of your choosing, including RuneQuest, HeroQuest, and 13th Age Glorantha, and others.

The Minecrafter's Cookbook: More Than 40 Game-Themed Dinners, Desserts, Snacks, and Drinks to Craft Together


Tara Theoharis - 2018
    From main courses that will fill your hunger bar; to enchanted snacks that Alex and Steve couldn’t survive without; to party-friendly, game-themed desserts and potion drinks, there is plenty in this book to enchant young gamers and their families. Kids will love the accompanying illustrations of their favorite characters and scenes, while parents will appreciate the simple, step-by-step directions to guide them as they craft.The Minecrafter's Cookbook makes cooking an irresistible adventure:Includes photos of each finished item, plus colorful illustrations of popular Minecrafting scenes and characters for maximum fun.Features over 40 kid-friendly meals, drinks, and desserts including Beetroot Stew, Golden Apples, Grass Block Brownies, and Creeper Crispies!Encourages young gamers to power down and enjoy family time in the kitchenThe delicious recipes in this book are sure to make spending time together a whole lot more fun!

Working with Video Gamers and Games in Therapy: A Clinician's Guide


Anthony M. Bean - 2018
    Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients' relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.

The Unbeatable Deck of Ronan Shin


Kiyash Monsef - 2018
    In this story, you’ll visit the puzzling post-apocalyptic world of Aftermath, and, even grimmer: Ronan’s high school.

Original Adventures Reincarnated #2 - The Isle of Dread


Goodman Games - 2018
    Goodman Games expands its partnership with Wizards of the Coast with the second release in the Original Adventures Reincarnated line! The first installment, Into the Borderlands, is already a best-seller, and this second release will transform a hit title into a hit product line. OAR 2: The Isle of Dread brings back the very first wilderness adventure ever published by Wizards of the Coast. This tutorial adventure by legendary designers Zeb Cook and Tom Moldvay was included in the D&D Expert Set and has been seen by millions of gamers. Now the 1E edition is released in hardcover form, accompanied by a 5E conversion and expansion. This is your chance to revisit an iconic adventure from your youth and play it in the newest rules set with the next generation!

Pillars of Eternity Guidebook Volume Two: The Deadfire Archipelago


Obsidian Entertainment - 2018
    Step into the role of the Watcher and explore the world of Eora with this beautiful hardcover featuring fantastic full-color art! Thanks to a successful crowdfunding campaign, the long-awaited sequel to Pillars of Eternity is ready to transport players back to the history-rich world of Eora. Dark Horse Books and Obsidian Entertainment proudly present Volume Two of the Pillars of Eternity Guidebook, which offers a detailed accounting of the explosive conflicts, determined factions, and horrifying creatures of the Deadfire Archipelago.

Tales from the Magician's Skull #1


Howard Andrew Jones - 2018
    These stories are the real thing, crammed with sword-swinging action, dark sorceries, dread, and ferocious monsters -- and they hurtle forward at a headlong pace.Issue #1 contains 7 stories, each featuring a full page black-and-white illustration. When appropriate to the tale, maps to terrifying tombs and sinister lairs are included as well. Each story has been written, edited, illustrated, and laid out in classic pulp magazine format. A bonus section translates elements from each story - creatures, magic items, and more - into Dungeon Crawl Classics game terms.Issue #1 features fiction by James Enge, John C. Hocking, Howard Andrew Jones, Aeryn Rudel, Bill Ward, C. L. Werner, and Chris Willrich. The magazine is edited by Howard Andrew Jones and published by Joseph Goodman of Goodman Games, with layout by Lester B. Portly.Each story is lovingly illustrated by industry stalwarts, and issue #1 features art by Jennell Jaquays, Doug Kovacs, Willam McAusland, Brad McDevitt, Ian Miller, Russ Nicholson, and Stefan Poag.

RuneQuest: Roleplaying in Glorantha


Greg Stafford - 2018
    First appearing almost 40 years ago, RuneQuest is as dynamic and vital as ever. This all-new, deluxe edition introduces RuneQuest and its setting of Glorantha to new players everywhere.The core rules of RuneQuest are essential for players and gamemasters, as they contain all the rules for character creation, starting homelands, background history, professions, skills, starting Runes and magic, and the cults and gods whose influence will define your character’s activities. Further, the rules for character advancement are contained here, for the times between adventures.

The Art of Sea of Thieves


Rare - 2018
    Now, with The Art of Sea of Thieves, Dark Horse Books is pleased to offer an unprecedented look at the ships, characters, and loot of this revolutionary online gaming experience! Featuring hundreds of pieces of art with commentary from the game's creators, this gorgeous volume explores the creation and development of a fantastical pirate world.

Warhammer Fantasy Roleplay 4th Edition Rulebook


Dominic McDowallTS Luikart - 2018
    You’ve seen them. The twisted ones, the arrogant ones, the lost ones. Oh, you’d like to walk away and life be all cake and daisies, but you know you’re going here instead. You’ll try to convince yourself it’s because you’re greedy for the loot, or can’t resist a fight, but we all know the truth. So ready your sword, clean your pistol, and watch out for that dog – he might be small but he’s unreasonably vicious.Warhammer Fantasy Roleplay takes you back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction.The Fourth Edition Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World.

Can You Brexit?: Without Breaking Britain


Dave Morris - 2018
    You have just two years to negotiate the unpicking of an alliance that's been built up over four decades. And that's not the only minefield you’re going to have to cross. Your cabinet is unruly, your party is splitting itself apart, and the country remains bitterly divided over the whole issue.Can you hang on and bring Britain safely into harbour? Forge new trade deals around the globe? Juggle popular support at home with the goodwill of your former EU allies? Stop the economy from spiralling down the plug hole? And all the while keeping an eye on those Parliamentary colleagues whose knives are ever-ready to plunge into your back?This is an interactive gamebook in which you call all the shots. What could possibly go wrong?

Maths Games for Clever Kids®


Gareth Moore - 2018
    From times tables and shape-based search scenes, to mental arithmetic conundrums and pictorial puzzles, there's plenty of content to bamboozle the brain. From bestselling puzzle book author Gareth Moore.Other Books in the series include:9781780552491 Brain Games for Clever Kids®9781780553078 Wordsearches for Clever Kids®9781780553146 Quiz Book for Clever Kids® 9781780553085 Crosswords for Clever Kids®9781780554723 Brain Gaming for Clever Kids®9781780555621 Times Tables Games for Clever Kids® 9781780554730 Word Games for Clever Kids®9781780555638 Travel Puzzles for Clever Kids®9781780555935 10-Minute Brain Games for Clever Kids®Clever Kids is a trade mark of Michael O'Mara Books Limited.

Mothership: Dead Planet


Donn Stroud - 2018
    A place where death calls like a beacon amongst the waves of the living. This is the DEAD PLANET.Dead Planet is the first module for the MOTHERSHIP Sci-Fi horror roleplaying game by Tuesday Knight Games. It's packed to the brim wtih usable, gameable content for any sci-fi rpg, including:A one-page adventure on a derelict ship, called THE SCREAMING ON THE ALEXIS.A planetcrawl of the dead planet with several locations, including the five-level underground bunker THE RED TOWERAn exploration of a ritual cannabilistic society traped on the Dead Planet's moon in MOON COLONY BLOODBATHA generator for making your own derelict ships at the tableSeveral incredible tables ripe for stealing, including: d100 nightmares, d100 colonists, an eerie sculpture generator, and a hyperdrive malfunction tableAnd much, much more!This adventure is suitable for characters of any level in a survival horror setting and is sure to pose a challenge to even the most battle hardened party. You can even find the core rules for Mothership here for Pay What You Want.

Necromunda: Rulebook


Games Workshop - 2018
    Packed with rules, lore, art and content previously only available through Gang War supplements, this book is a must-have for every player, providing an invaluable resource for everything from quick skirmishes to sprawling campaigns.Inside, you’ll find:- A closer look at the lore of the Imperium of Man, the hive worlds that serve it and Necromunda itself, plus the timeline of this iconic world- An overview of the rules looking at the general principles of the game, how gang fighters work and everything you need to learn to get started- The full rules, exploring each phase of the game from movement to close combat- Rules for a host of different game types - from one-off skirmishes and tournament play to sprawling Dominion campaigns- A huge host of scenarios and guidelines for setting up your battlefield, with rules for both close-quarters Zone Mortalis games and using Sector Mechanicus terrain. - A set of powerful tools and rules for Arbitrators to construct their perfect campaign- The full Skills list for Necromunda- A quick reference sheet for checking out your key information at a glance. Compiling both the previous Necromunda Rulebook, rules content from Necromunda supplements so far and the latest FAQs and Errata, this book is your essential companion to gaming- with it, and a copy of Gangs of the Underhive (available seperately), you’ll have all the rules you need to play. If you've always wanted to try Necromunda but never knew where to start, this is your gateway to gang warfare in the underhive.

The Fall of Delta Green


Kenneth Hite - 2018
    government destroyed the small town of Innsmouth, Massachusetts.The Innsmouth Raid uncovered the Cthulhu cult, an unnatural threat to reality itself. Worse things lie hidden: Nazi sorcerers, Mi-Go brain harvesters, corpse-eating ghouls, nightmare dimensions, and a headless god offering apocalyptic rituals. Worst of all, under the MAJESTIC program the federal government blindly strives to weaponize these toxic alien secrets.You are an agent of DELTA GREEN, a Top Secret classified black program, authorized but unacknowledged by the United States national security establishment.Your mission: Search out and destroy the unnatural at home and abroad. At all cost. At any cost.THE APOCALYPSE IS NOWMurder cults rise in the Middle East and in California.Riots against reality paralyze Paris. Russian spies undermine governments.American forces fight secret wars around the world, and pour fire and poison onto the jungles and villages of Vietnam.Space probes touch down on other worlds. People feel the light of invisible suns.In 1968, that's just the headlines.In the shadows, still fouler forces lurk. A sociopathic conspiracy offers the Earth to Nyarlathotep. The Mafia obeys inhuman commands. A Yellow Sign gleams in Cuba, and in San Francisco. Invisible torturers flow out of China. The world is going mad. The stars are coming right.The 1960s being in sunny optimism and end in nighted disaster in the jungles of Indochina. After the summer of the 1950s, now comes the fall...The Fall of DELTA GREEN adapts the award-winning Delta Green: The Role-Playing Game to the award-winning GUMSHOE system. Although it is inter-operable with Trail of Cthulhu and Night's Black Agents, this corebook is all you need to play deadly one-shot adventures or a campaign spanning the years from hope to madness.

Into the Borderlands


Chris Doyle - 2018
    An untamed wild region far flung from the comforts and protection of civilization. A lone fortified Keep is the only bastion of Good desperately striving to maintain the forces of Chaos at bay. But Evil is everywhere, lurking in dark caves, fetid swamps, and forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of Good rove the region. The Borderlands hold many secret wondrous locations, and the opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds.Sharpen your swords and axes. Purchase your iron rations and tinderboxes. And don't forget at least one 10-foot pole. Adventure awaits those with the mettle to confront Chaos in the Borderlands!This tome is an homage to the origins of Adventure that began decades ago with B1: In Search of the Unknown and B2: The Keep on the Borderlands. Herein you will find high-quality scans from multiple printings of the original first edition adventure modules, plus commentary by such gaming luminaries as Luke Gygax and Mike Mearls. Full fifth edition conversions of both adventures are included, as well as brand new additional adventure locations to further expand and develop the Borderlands. This is a fully playable mini-campaign to start off your new fifth edition adventures, with a distinct old-school vibe.

Think Like A Game Designer


Justin Gary - 2018
    After twenty years in the gaming industry,creating such games as Solforge, Ascension, and theWorld of Warcraft Miniatures Game, Justin is nowsharing all his secrets in Think Like a Game Designer.Best of all, Justin’s secrets are really simple, practical,and common sense steps you can take yourself. Justinwill walk you through each step and provide exercisesfor you to formulate your own game concepts and bringthem to fruition.In Think Like a Game Designer, you will learnhow to:• Overcome mental blocks to great creative work• Understand players’ emotional reactions andevoke the right ones• Brainstorm ideas and then refine them intouseable ones• Follow the six steps of the core design loop forsuccessfully designing a game• Capitalize on the excitement of Big Momentsin a game• Get a job in the game industry and get yourgames published• Remove the grind of gaming or use it to youradvantage• Integrate monetization into your designs• Deliver an enjoyable experience to your playersso your game stands the test of timeWhether you want to create video games, board games,or just discover how a true creative mind works, it’s allhere in Think Like a Game Designer. It’s time to takethe first step toward your game designer dream. Areyou game?WHAT PEOPLE ARE SAYING ABOUT JUSTIN GARY AND THINK LIKE A GAME DESIGNER“Every journey starts with a single step, and if your desired journey is to become a game designer,I can think of no better fi rst step than reading and doing the exercises in Justin’s book. Justin hasmanaged to capture and communicate the process for designing games starting from the blanksheet of paper all the way to thousands of fans playing your game.”— Jordan Wiesman, Creator of Shadowrun and BattleTech,and Founder of WizKids game studio“Justin Gary went from world champion Magic: The Gathering pro-tour competitor toaward-winning game designer and then to multi-million-dollar CEO. He has a lot to teach andyou can fi nd that wisdom clearly articulated in these pages.”— Peter Adkinson, Founder of Wizards of the Coast and Owner of Gen Con,the largest tabletop gaming convention in North America“Think Like a Game Designer should be on the shelf of anyone interested in game design, or evenjust in playing games. Plus, even people with no interest in games will learn valuable lessonsabout innovation, marketing, and how games motivate their players.”— Ethan Mollick, Professor of Innovation and Entrepreneurship,Wharton School of Business“Justin Gary has crafted a fun book that takes the essentials of game design and presentsthem in a light, personable format that anyone can understand. If you are new togame design, this is a great way to get started!”— Jesse Schell, CEO, Schell Games and Author ofThe Art of Game Design“Straightforward and relentlessly practical, this book efficiently guides you throughthe key steps involved in designing and publishing a game.”— Raph Koster, Lead Designer of Ultima Online and Author ofA Theory of Fun for Game Design

Gaia's Gambit


D.L. Harrison - 2018
    Had survived, as far as Jason knew.Jason lived the last millennia in a virtual utopia, which was slowly driving him insane. His mind suspended in a computer matrix, an ark of sorts, until they could grow new bodies and rejoin the real world, to rebuild. It would be a long time before the Earth recovered. Only four million out of billions had been saved in such a fashion, he was one of the lucky ones.At least, he’d been in a utopia until that morning, when he woke up in a new world on a bed of moss in the middle of a forest glade. Alone. No breakfast, no coffee, and no bacon. He wasn’t sure what to do, but he didn’t really have a choice but to move forward, it was either that or starve himself to death over and over. Not really a choice at all. Well, either that or be killed by monsters.He just wished he knew what the hell Gaia was thinking. Elves, dwarves, evil races, magic, swords, and bows? The A.I. must have lost her mind…

Chess: Beginners & Intermediate; Openings, Strategies & Endgames (Puzzle Power)


Hugh Patterson - 2018
    This new book will take you quickly through the movement of the pieces to good opening strategies, middle game techniques, and how to either finish off or defend against your opponent.

Chess Middlegame for Beginners: The Complete Tactics and Strategy Guide for Beginners


Cory Klein - 2018
    Playing successful openings is crucial, and understanding the endgame is decisive. However, the middlegame is arguably the most important part of every chess game. It gives the game direction and allows players to establish winning positions. It is also the phase of the game during which most material is exchanged to make way for the endgame. Typically, it lasts longer than either other stage, and requires a deeper level of analysis. Learn and Execute Winning Tactics and Strategy Because chess is an old game that has been played by many great minds, there are many middlegame concepts you can learn to improve as a chess player. There are two main principles that you should learn and apply in the middlegame: tactics and strategy. Understanding them will improve the quality of your planning and thus allow you to play better moves. In this book, you will learn the following: • The definition of chess tactics and strategy • The most common and useful chess tactics for you to use in your games • Strategic concepts for you to remember and achieve in your games • How to smoothly transition from the opening to the middlegame • How to set up advantageous positions for the endgame • General middle game “dos and don’ts” to prevent blunders and encourage smart moves • Chess diagrams to illustrate every single move and give you a visual representation of each position on the board • A real-life example of a middlegame battle between two chess grandmasters Establish Winning Positions The lessons you will learn from this book will instantly give you a better understanding of fundamental chess concepts. You will learn to apply proper tactics and strategy to set up advantageous positions and make significant material gains in the middlegame. As a result, you will increase your chances of reaching the endgame with a better position than your opponent and thus increase your chances of victory in every game you play. So don't hesitate. If you want to learn about chess tactics and strategy, now is the time. Just scroll up and grab your copy now!

Unbound: A Masks Supplement


Brendan Conway - 2018
    It’s a nexus of the multiverse, where an enterprising dimensional shifter could hop around to all manner of other words, with other problems, other powers—other versions of you.Here are four such worlds, strange mirrors of our own Halcyon City. They beckon, to show you what is, and what could be…Unbound is a sourcebook for the roleplaying game Masks: A New Generation that shows off four new and different ways to play Masks. The base game assumes that you’re young superheroes in Halcyon City, but with these playsets, you can play entirely new stories, still all centered around issues of identity and finding yourself.In this book, you get:Four new playsets, including the alien-resistance story of Iron Red Soldiers; the gritty street-level crime drama of Spiderweb; the teen antics of Phoenix Academy; and the cosmic roadtrip adventure of Apocalypse Sonata.Three new limited edition playbooks to add to your game of Masks, along with advice for using them in your game.Does your team of heroes have what it takes to explore the infinite varieties of the multiverse? Time to find out.

Adventures in Middle Earth: Mirkwood Campaign


Gareth Ryder-Hanrahan - 2018
    It allows you to tell your own epic saga, following your heroes in their quest as the tale of years unfolds before them. This guide includes enough adventure material to keep you playing for months or even years, and includes new rules that give your heroes a real stake in what happens to the world around them. Rules for Holdings allow them to carve out their own corner of Middle-earth, whilst new options for the Fellowship Phase and new Undertakings allow them to chart their own path through the years. Additional optional rules allow your Player-heroes to weave their backgrounds into Journey Events.

Bits and Pieces: A History of Chiptunes


Kenneth B. McAlpine - 2018
    Through ingenuity and invention, musicians and programmers developed code that enabled the limited hardware of those early 8-bit machines to perform musical feats that they were never designed to achieve. In time, that combination of hardware and creative code came to define a unique 8-bit sound that imprinted itself on a generation of gamers.For a new generation of musicians, this music has currency through the chipscene, a vibrant musical subculture that repurposes obsolete gaming hardware. It's performative: raw and edgy, loaded with authenticity and driven by a strong DIY ethic. It's more punk than Pac-Man, and yet, it's part of that same story of ingenuity and invention; 8-bit hardware is no longer a retired gaming console, but a quirky and characterful musical instrument. Taking these consoles to the stage, musicians fuse 8-bit sounds with other musical styles - drum'n'bass, jungle, techno and house - to create a unique contemporary sound.Analyzing musical structures and technological methods used with chiptune, Bits and Pieces traces the simple beeps of the earliest arcade games, through the murky shadows of the digital underground, to global festivals and movie soundtracks.

Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games


Jaroslav Švelch - 2018
    But despite the scarcity of home computers and the absence of hardware and software markets, Czechoslovakia hosted a remarkably active DIY microcomputer scene in the 1980s, producing more than two hundred games that were by turns creative, inventive, and politically subversive. In Gaming the Iron Curtain, Jaroslav Švelch offers the first social history of gaming and game design in 1980s Czechoslovakia, and the first book-length treatment of computer gaming in any country of the Soviet bloc.Švelch describes how amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Sheltered in state-supported computer clubs, local programmers fashioned games into a medium of expression that, unlike television or the press, was neither regulated nor censored. In the final years of Communist rule, Czechoslovak programmers were among the first in the world to make activist games about current political events, anticipating trends observed decades later in independent or experimental titles. Drawing from extensive interviews as well as political, economic, and social history, Gaming the Iron Curtain tells a compelling tale of gaming the system, introducing us to individuals who used their ingenuity to be active, be creative, and be heard.

Postmortems: Selected Essays Volume One


Raph Koster - 2018
    In a quarter-century of writings and talks, he has offered up game design lessons, online community theories, and candid self-evaluation.This first volume of a three-book set of selected essays collects previously written postmortems and many brand new pieces. They are accompanied by historical material such as posts written for players, chat logs, speeches, design sketches, and more. The result is an inspiring historical look back at the development of virtual worlds.These are the stories behind Ultima Online and Star Wars Galaxies, the story of the early art game Andean Bird and the story of the ambitious project Metaplace that aimed to build the Metaverse, including:"A Story About a Tree," the classic piece from MUD days about whether our online bonds are real. "The Ultima Online Resource System," a detailed design breakdown of the pioneering world simulation. "A Jedi Saga," the popular tale of how an impossible design dilemma broke a world. "Influences," a challenge to the game development community to pursue art.

Brain Games - Poe Puzzles: More Than 100 Brain Teasers Inspired by Edgar Allan Poe


Constance Victoria Briggs - 2018
    Includes Logic puzzles, visual puzzles, brain teasers, optical illusions, and more -- all with mysterious and macabre themes. Spiral bound with two-color interior and complete answer key in the back of the book. 192 pages

Understanding Video Game Music


Tim Summers - 2018
    From the practicalities of investigating the video game as a musical source to the critical perspectives on game music - using examples including Final Fantasy VII, Monkey Island 2, SSX Tricky and Silent Hill - these explorations not only illuminate aspects of game music, but also provide conceptual ideas valuable for future analysis. Music is not a redundant echo of other textual levels of the game, but central to the experience of interacting with video games. As the author likes to describe it, this book is about music for racing a rally car, music for evading zombies, music for dancing, music for solving puzzles, music for saving the Earth from aliens, music for managing a city, music for being a hero; in short, it is about music for playing.

Archaeogaming: An Introduction to Archaeology in and of Video Games


Andrew Reinhard - 2018
    Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. This book serves as a general introduction to "archaeogaming"; it describes the intersection of archaeology and video games and applies archaeological method and theory into understanding game-spaces as both site and artifact.

Titan's Bane


Chris Dows - 2018
    With her Cadian unit half-depleted, Quiller is forced to rely upon Paragonian and Mordian replacements. Vicious infighting within the tank soon becomes as dangerous as the enemy outside. In order to survive, Quiller knows she must remind her men that loyalty, camaraderie and self-sacrifice in the name of the Emperor transcends all planetary customs and patriotism.

Resonant Games: Design Principles for Learning Games That Connect Hearts, Minds, and the Everyday


Eric Klopfer - 2018
    This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade.Each of the games--which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students--has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context--most often the public school classroom, but also beyond the classroom.

D100 Dungeon


Martin Knight - 2018
    A Detailed Solitaire Dungeon Crawling Rulebook / Game that is Loaded with Charts and Clever Mechanics.Roll, Read, Write, Explore, and Fight...

Faerie Fire, a 5e supplemental


Shannon CampbellElaine Chen - 2018
    We wanted to explore the world of the fairy wilds in more depth--so we've made a court full of 10 wild, dangerous, and chaotic fey, and 20 new and unique monsters to add to your campaign bestiary--and an additional 20 magical items to fill your players with wonder (and avarice). The book is divided into two sections: the Fey Court, and the Wilds. In the Fey Court you'll meet a cast of ten strange and complicated beings: from the childlike Monarch to the mischievous Pox & Pilfer--and the mysterious, isolated Sepal, warden of the fairy prisons.Members of the court are just as likely to turn on one another as they are to uphold any kind of order, and a player who finds themselves in the court's capricious graces could make a lot of trouble--or wind up dead. In the Wilds, you'll encounter an even stranger collection of beings--some sentient, some not--who all operate by the fairy realm's arbitrary and downright chaotic rules. While not every creature in the book is immediately deadly (some would simply like to ask you a few questions), not one of them should be underestimated. An adventurer navigating the wilds may find themselves ensnared by the deadly Chondrofeyr--only to be rescued by their new, strange fairy familiar.Faerie Fire is inspired by the neon noir aesthetic of the late 80s, with a touch of Trapper Keeper, and a spot of 90s Lisa Frank thrown in for good measure--we're calling it fairypunk. Adventurers making their way to the fairy wilds will meet creatures strange and new: some beautiful, some curious--but all of them dangerous in their own way. We also introduce the Plane of Living Light, a mysterious realm that can be skillfully manipulated by warlocks imbued with the Living Light. With magic reminiscent of neon lights and holograms, and a fey court full of glamour, the fairy wilds are filled with creatures dazzling and deadly in equal measure.

Bolt Action: Campaign: Market Garden


Warlord Games - 2018
    A massive combined arms operation involving airborne landings and an armoured thrust, it was one of the most dramatic and controversial operations of the war. This new Campaign Book for Bolt Action allows players to command the forces facing each other across the Rhine, fighting key battles and attempting to change the course of history. New, linked scenarios, rules, troop types and Theatre Selectors provide plenty of options for novice and veteran players alike.

Brain Gaming for Clever Kids®


Gareth Moore - 2018
    Including battleships and mind-bending spot the differences to Japanese puzzles including hanjie, kakuro, futoshiki, sudoku and lots more. From bestselling brain-training and puzzle book author Gareth Moore.Other Books in the series include:9781780552491 Brain Games for Clever Kids®9781780553078 Wordsearches for Clever Kids®9781780553146 Quiz Book for Clever Kids® 9781780553085 Crosswords for Clever Kids®9781780555409 Maths Games for Clever Kids®9781780555621 Times Tables Games for Clever Kids® 9781780554730 Word Games for Clever Kids®9781780555638 Travel Puzzles for Clever Kids®9781780555935 10-Minute Brain Games for Clever Kids®Clever Kids is a trade mark of Michael O'Mara Books Limited.

Bologan's Caro-Kann: A Modern Repertoire for Black


Victor Bologan - 2018
    World champions Botvinnik, Petrosian, Karpov and Anand have played this reliable chess opening in many of their games. Present-day elite players such as Hikaru Nakamura and Fabiano Caruana are proving that the 'drawish' reputation of the Caro-Kann no longer holds in modern chess. Victor Bologan presents a complete Caro-Kann repertoire for Black that is much more than just a lucidly explained and highly playable set of responses. In many lines Bologan provides - as he has done in his other recent major chess opening books for New In Chess - two options to handle the Black position. Bologan's explanations are accessible for a wide range of players and he provides the reader with a thorough grounding in the strategic and tactical motifs. During his research, Bologan has found many new ideas and resources. After reading and studying this book you are bound win many exciting games with Bologan's Caro-Kann!

The Sword of the Bastard Elf


Herman S. Skull - 2018
    Embark on an epic quest in search of your human father and his fabled couch upon which you might crash, or blow that off as soon as something better comes along. Can you survive in this strange and vicious fantasy realm?The Sword of the Bastard Elf is an epic single player gamebook adventure of ludicrous size and scope. It's more than 300,000 words long with 1825 sections to jump around and more than 100 original illustrations to gaze at. The sheer size and weighty presence of the book will dominate your bookcase and immediately draw the attention of anyone who walks into the room. It also includes a beer and pretzels role playing game for a "Dungeon Bastard" and up to four players, and an introductory scenario to get you started. Featuring writing by the weird and enigmatic Herman Skull, illustrations by the humble and enigmatic S. Iacob and a never-before-seen illustration by fantasy art legend Tony Hough (Fighting Fantasy illustrator for Spectral Stalkers, Night Dragon, Knights of Doom and Bloodbones), there's a lot of entertainment waiting for you right here!So what are you waiting for? Grab a couple of dice, clench your fests and dive in to the longest, strangest and completely sideways gamebook adventure ever put to paper! Warning: this is not for small children! While there's nothing here that'd seriously upset a teenager, there's a lot of grown up humour, grotesque monsters and some fantasy violence. So give the little ones something else to read and don't risk putting them off gamebooks forever. Also, they won't get the jokes.

Video Game Law: Everything you need to know about Legal and Business Issues in the Game Industry


S. Gregory Boyd - 2018
    Given the rise in international competition, the increasing complexity of video game features, and the explosive growth of the industry in general, game developers can quickly find themselves in serious trouble, becoming vulnerable to copyright infringement claims, piracy, and even security breaches. Not every video game company has the financial resources to retain in-house counsel - Video Game Law addresses many of the common pitfalls, legal questions, and scenarios facing the industry. S. Gregory Boyd, Brian Pyne and Sean F. Kane, the most prominent, sought after, and respected video game attorneys in the country, break down the laws and legal concepts that every game developer and industry professional needs to know to better protect their game and grow their company.