Best of
Gaming

1980

The Keep on the Borderlands


E. Gary Gygax - 1980
    Introductory Game Module for Character Levels 1-3, for use with the Dungeons & Dragons game.This module includes a cover folder with maps & a complete description booklet to form a ready-made scenario of Dungeons & Dragons Basic Set.It has been specially designed for use by beginning Dungeon Masters so that they may begin play with a minimum of preparations.

Legends and Lore: Cyclopedia of Gods and Heroes from Myth and Legend


James M. Ward - 1980
    

Against the Giants


E. Gary Gygax - 1980
    Contained herein are referee notes, background information, maps, and exploration keys for three complete adventures using the ADVANCED DUNGEONS & DRAGONS rules. This module can be used alone or as the first in a series of adventures that includes Dungeon Modules D1-2 (DESCENT INTO THE DEPTHS OF THE EARTH), D3 (VAULT OF THE DROW), and Q1 (QUEEN OF THE DEMONWEB PITS).

World of Greyhawk (Advanced Dungeons & Dragons Boxed Set)


E. Gary Gygax - 1980
    Game elements include the gods of Greyhawk, the clash of political factions, and encounters in this wild land.

Expedition To The Barrier Peaks


E. Gary Gygax - 1980
    The author wishes to express his thanks to Mr. Robert Kuntz who contributed substantial ideas for the various encounters herein. This version has been carefully revised and updated to conform to ADVANCED DUNGEONS & DRAGONS. Included herein are background information for players, statistics for a party substantially the same as that used for the tournament, DM notes, six level maps with encounter matrices, and numerous full color illustrations of scenes from the adventure in order to enhance the enjoyment of participants. There are also many new and special monsters designed for this scenario, and they appear nowhere else. This module is located upon the Map of the World of Greyhawk (WORLD OF GREYHAWK from TSR).Background Information:The Grand Duchy of Geoff has recently been plagued by a rash of unusually weird & terrible monsters of unknown sort. This western area, particularly the mountain fastness which separates the Grand Duchy from the Dry Steppes, has long been renowned for the generation of the most fearsome beasts, & it has been shunned accordingly - save for a handful of hardy souls with exceptional abilities & sufficient wealth to build stout strongholds to ward off the attacks of the predatory creatures infesting the rugged lands thereabout.

Game Theory: Mathematical Models of Conflict


Antonia J. Jones - 1980
    It provides a precise interpretation, discussion and mathematical analysis for a wide range of “game-like” problems in economics, sociology, strategic studies and war. There is first an informal introduction to game theory, which can be understood by non-mathematicians, which covers the basic ideas of extensive form, pure and mixed strategies and the minimax theorem. The general theory of non-cooperative games is then given a detailed mathematical treatment in the second chapter. Next follows a “first class” account of linear programming, theory and practice, terse, rigorous and readable, which is applied as a tool to matrix games and economics from duality theory via the equilibrium theorem, with detailed explanations of computational aspects of the simplex algorithm. The remaining chapters give an unusually comprehensive but concise treatment of cooperative games, an original account of bargaining models, with a skillfully guided tour through the Shapley and Nash solutions for bimatrix games and a carefully illustrated account of finding the best threat strategies.

World Of Greyhawk (Advanced Dungeons & Dragons)


E. Gary Gygax - 1980
    Includes 32-page Greyhawk Gazetteer and two connecting poster maps.

The Morrow Project 4th. Edition


Christiopher Morrell - 1980
    Without the modern transit and communications infrastructures, distances that once took hours, now take weeks, and news that once traveled in milliseconds now takes months to arrive, if ever. This new world is characterized by tiny hamlets of simple daily existence awash in a sea of barbarism and anarchy. The Morrow Project could not prevent the coming catastrophe, nor did they have the resources to help everyone immediately. It was possible to help with the rebuilding, but even this was a massive undertaking. Plan became action and over the years many well-trained teams were cryogenically frozen in hidden bunkers to emerge at the time when their resources and help could do the most good. Intended to be part of an organized plan to rebuild America, your team finds that they have missed the 3-5 year expected wake-up call. Now, far outside the original time frame and unable to contact the rest of the project, they must start alone the process that was intended for thousands. Isolated in a world where the war is only a distant legend, your team must rely on their ingenuity, training and each other to carry out the general orders of the project: 1. Assist the population in rebuilding America whenever possible. 2. Reunite with the bulk of the Morrow Project forces. 3. Survive! The Morrow Project may be played with nothing other than this book, dice, paper and pencil. Included in this book are full details on Morrow Project teams, vehicles, equipment, modern weapons, complete medical details, people and creatures living in the post-holocaust world, and more.

The World's Greatest Blackjack Book


Lancelot Humble - 1980
    Paperback version shares ISBN 0385153821 with the hardcover version.