Best of
Gaming
2006
Kingdom Hearts II: Official Strategy Guide
Elizabeth M. Hollinger - 2006
Includes subtle hints for area-specific objectives, detailed strategies and tips, and illustrated maps packed with callouts! Gummi Ship Foldout: Two-sided foldout contains expert tactics to decisively win each Gummi Ship battle, plus cool artwork of the heroes in their alternate costumes! Expert Boss Tactics: Game-tested strategies and tips to deveat the game's evil minions. These proven techniques and tips will ensure a quick and painful demise for every boss! Bestiary: A comprehensive analysis of each enemy in the game, including their strengths, weaknesses, and attacks. Gummi Garage: Construct a top-notch Gummi Ship with an all-inclusive list of blueprints and various blocks. Every Mini-Game Revealed: Master each mini-game with uncanny efficiency. Try to beat the times set by the BradyGames editors! Plus much more: A comprehensive list of items, magic spells and summons -- it's all here!Platform: PlayStation 2Genre:Role-Playing Game
The Legend of Zelda: Twilight Princess (Wii Version) - Prima's Official Strategy Guide
David Hodgson - 2006
Includes how and where to fish for the legendary 27-inch Hylian Loach!·Dozens of combat, gameplay, and healing tricks, plus easter eggs you won't believe!
Dragonlance Campaign Setting Companion: Legends Of The Twins
Tracy Hickman - 2006
The Elder Scrolls IV: Oblivion Game of the Year Edition Official Game Guide
Bethesda Softworks - 2006
-Detailed maps for every part of the world and every major city, plus special maps for every key section of the main quest. -Specific chapters on how to create your character and maximize your abilities and skills. -Over 450 full-color pages packed with information on everything you need to know about the massive gameworld of Oblivion. -Walkthroughs for every quest in every part of the Oblivion world, including the main quest, as well as miscellaneous and freeform quests. -Sections on various gameplay systems including stealth, combat, magic, spellmaking and enchanting, alchemy, and more.
The Legend Of Zelda: Twilight Princess: The Official Nintendo Player's Guide.
Nintendo Power - 2006
Complete, detailed walkthrough! Maps of every region and dungeon for Wii and Nintendo GameCube versions! Detailed boss-slaying strategies! Find every Piece of Heart, insect and Poe's soul! Giant collectible poster inside! Complete strategy for The Legend of Zelda: Twilight Princess for Wii and Nintendo GameCube!
Final Fantasy XII - Signature Series Guide
David Cassady - 2006
Detailed area maps. In-depth listing of items and equipment. Expert boss strategies to defeat even the toughest boss. Extensive bestiary. Signature Series guide features bonus foldout and more Platform: PlayStation 2 Genre: Role-Playing GameThis product is available for sale in North America only.
Final Fantasy XII: The Complete Guide
Joe Epstein - 2006
Developed by a dedicated 30-man editorial team, and weighing in at a reassuringly hefty 340 pages, this is our largest guide to date. Packed to its very seams with beautiful official artwork, it features a comprehensive walkthrough, information on all secrets, side-quests, mini-games and rewards, and a dedicated Tactics chapter that -- among many other things -- reveals hidden facets and functions of Final Fantasy(R) XII's fascinating game systems.
Classic Battletech: Total Warfare
Randall N. Bills - 2006
As star empires clash, these epic wars are won and lost by BattleMechs, 30-foot-tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons; enough firepower to level entire city blocks. Your elite force of MechWarriors drives these juggernauts into battle, proudly holding your faction s flag high, intent on expanding the power and glory of your realm. At their beck and call are the support units of armored vehicles, power armored infantry, aerospace fighters and more, wielded by a MechWarrior's skillful command to aid him in ultimate victory. Will they become legends, or forgotten casualties? Only your skill and luck will determine their fate! October of 2006 sees the unveiling of a whole new look and presentation for Classic BattleTech. The basic rules and concepts of the game have not changed: thirty-foot tall metal titans of doom piloted by feudal MechWarrior knights firing lightning bolts, coherent lasers and autocannons in an orgy of destruction across a futuristic landscape of thousands of worlds. These concepts have made Classic BattleTech/MechWarrior one of the most successful science fiction lines ever created, spawning millions of sold MechWarrior PC games, almost a hundred full-length novels, more than ten million sold MechWarrior: Dark Age Collectable Miniatures Game figures, comic books, toys, a cartoon, virtual reality centers, over five-thousand fan-based websites and more. Yet it all began with the original board game, which still conveys all the best the universe has to offer, presented in a whole new way with the publication of the first in a new series of core rulebooks, Total Warfare. TOTAL WARFARE The product of more than twenty years of gaming experience, Total Warfare presents the rules of the Classic BattleTech game system as never before. For the first time, all the rules for various units that have a direct impact
Elder Scrolls IV: Oblivion: Official Game Guide
Bethesda Softworks - 2006
* Specific chapters on how to create your character and maximize your abilities and skills. * Over 300 full-color pages packed with information on everything you need to know about the massive gameworld of Oblivion. * Walkthroughs for every quest in the game, including the main quest, all faction quests, as well as miscellaneous and freeform quests. * Sections on various gameplay systems including stealth, combat, magic, enchanting, alchemy, and more. * Detailed bestiary chapter to help you best deal with the denizens of Tamriel and Oblivion.
Kingdom Hearts Ii: The Complete Official Guide: V. 2
Klaus-Dieter Hartwig - 2006
Dispatched SAME DAY.
Everyday Heroes: Adventures for the Rest of Us (Deliria Sagabook #1)
Phil Brucato - 2006
And so this sourcebook deals with "just plain folk" showing that such folks might be the greatest heroes of all! A sagabook for Deliria: Faerie Tales for a New Millenium, Everyday Heroes captures the spirit of urban fantasy and classical faerie lore. Ranging from birthday parties to gutter wars, this book reveals the heart of heroism: not power, but courage. With enough bravery, even a toy can become a legend. It's time for us to share the glory!Featuring characters, settings, Guide advice, story hooks and rules for urban fantasy tales, this book is compatible with any adventure game setting. Everyday Heroes includes... Traits for childern, seniors, normal folks and faeries. Over a dozen ready to run characters. Tests, quests, allies and adversaries. Two-dozen Legacies and Wyrds. No-Math character rules and More!
Tomb Raider: Legend: The Complete Official Guide
Piggyback - 2006
All maps feature key information for each area, including checkpoints, reward locations, and the ideal route for Lara to follow.
Don't Rest Your Head
Fred Hicks - 2006
days? Or is it weeks now? It's hard to remember. You've been so busy with... well, whatever it is that's been keeping you awake. Then one night you're walking down the block toward your apartment, when you realize there's a new building on your street. A new building, somehow... in between two buildings that used to be side by side... that's impossible, isn't it? You pause to take a closer look. It's a bar. The sign says "Serious Moonlight", and a bright white moon blinks through the phases from new to full and back again, waxing and waning with the buzz of neon. It's been a stressful week. Or is it month now? It's hard to remember. But you could sure use a drink. So you cross the street and step inside.The citizens of The City welcome you with open arms. After all, you're one of them now. With all the gifts and curses that come with being Awake in a world of sleepers.Just be careful. The Nightmares you've been dodging haven't forgotten about you. They're waiting, just around the corner; waiting for you to nod off- and then they'll have you.They won't wait much longer.Whatever you do... don't rest your head.
Dirge of Cerberus: Final Fantasy VII
Doug Walsh - 2006
Detailed area maps. In-depth listing of guns and items. Expert boss strategies. Extensive bestiary. Signature Series guide features bonus foldout and more! Platform: PlayStation 2 Genre: Action/AdventureThis product is available for sale in North America only.
Wild Talents
Dennis Detwiller - 2006
The Wild Talents game system-the One-Roll Engine made famous by such games as Reign, Godlike and Monsters and Other Childish Things-is fast-paced yet detailed, with an emphasis on the dangers of heroism and the importance of willpower and motivations. The rules for creating superpowers from scratch offer tremendous flexibility, with enough simplicity to make it easy to play and enough depth to suit any gamer, and make the game eminently easy to customize. Wild Talents includes an in-depth alternate version of modern history, which builds on the acclaimed setting of the World War II game Godlike and extends it to the present day and to Talent-influenced events that reach into the depths of government secrecy and beyond the stars. Kenneth Hite's analysis of superhero campaign worlds guides you through the construction of wholly unique superhero settings, worlds whose history fits perfectly your vision for your setting and style of play. Wild Talents (Second Edition) is a full-color hardcover book which includes: Complete rules for creating characters, creating new powers, and running the game. Guidelines for building alternate superheroic histories that fit your characters and style of play. An extensive history of a World Gone Mad, from the first appearance of Talents in World War II to the present day, more and more warped by human beings who have superhuman powers.
Thieves' World: RPG Gift Set
Lynn Abbey - 2006
It is a place appropriately nicknamed Thieves' World, thoroughly explored in this box set.
Five Fingers: Port of Deceit
Douglas Seacat - 2006
This guidebook for adventure in the city of Five Fingers provides a tool box of options for any urban campaign, including chase rules (over rooftops too!), how to build your own criminal empire, how to run gang warfare. Though it is a place of vibrant trade and rampant opportunity, it is also a haven for pirates, thieves, and dark cultists. One day you could be socializing with the political elite, and the next day you could be running for your life from enforcers demanding tribute. Five Fingers is an active port city filled with mystery, intrigue, and danger where an adventurer can make his fortune, build a criminal enterprise, or meet a dubious end. Within the pages of this 208 page hardback Iron Kingdoms city source book: Chapters narrated by characters from the city, designed to give players a street-level look at this city. Included is a full color fold-out map of the city , three new prestige classes: the Agent, the Enforcer, and the Malefactor of Thamar, and all manner of shops, mercenary companies, gambling halls, gangs, coves, and cults to discover, as well as nearly 200 NPCs to meet.
The Red Hand of Doom
James Jacobs - 2006
From the phalanx emerged a single champion. One by one the tribes fell silent as the warlord rose up, red scales gleaming along his shoulders, horns swept back from his head. A hundred bright yellow banners stood beneath him, each marked with a great red hand. He stood upon a precipice and raised his arms. �I am Azarr Kul, Son of the Dragon!� the warlord bellowed. �Hear me! Tomorrow we march to war!�Red Hand of Doom is a Dungeons & Dragons adventure designed for characters of levels 6�12. Confronted with the relentless advance of Azurr Kul�s horde, the characters must undertake vital missions to influence the outcome of the war. Can they shatter the armies of the enemy, or will Azarr Kul�s dreams rain destruction upon the human lands?For use with these Dungeons & Dragons® core booksPlayer�s Handbook� Dungeon Master�s Guide� Monster Manual�
Handbook: House Davion
Christoffer M. Trossen - 2006
It boasts a drive for technological innovation that reaches both the military and civilian sectors; a society built upon freedom for the ordinary man; a feudal system that empowers the First Prince like no other ruler. The swords of the Federated Suns have sliced out the largest and arguably most powerful realm in the history of mankind. Despite the recent ravages of a civil war, the people of House Davion know - and are proud of - their place in history.Handbook: House Davion provides an in-depth look at the politics, the culture and the ever-present military of one of the most dominant players in the Inner Sphere. Yet Handbook: House Davion includes more than just background information, also providing a plethora of new creatures, personal weapons, life paths and more, for use with Classic BattleTech and Classic BattleTech RPG campaigns set in the Federated Suns!
D20 Dark Matter (d20 Modern Supplement)
Wolfgang Baur - 2006
d20 Dark•Matter is a 160-page d20 Modern® supplement that updates the original Dark•Matter Campaign Setting (created for the Alternity® Science Fiction Roleplaying Game), making it fully compatible with the d20 Modern rules. It also includes some new content.d20 Dark•Matter presents a world where devious organizations scheme for world domination, otherworldly forces infiltrate our power structures, and creatures from our nightmares lurk in the shadows. Working for a clandestine organization called the Hoffmann Institute, heroes explore hidden mysteries while eluding forces — both human and alien — that scheme to control the truth.AUTHOR INFORMATIONWOLFGANG BAUR began his gaming career writing articles for Dungeon® and Dragon® magazines and eventually joined the magazine staff as an editor. He later worked as a game designer for TSR, Inc. and Wizards of the Coast, Inc. In 1998, he left Wizards to work at Microsoft. He currently freelances for Wizards and other RPG publishing companies.MONTE COOK worked at TSR, Inc. and Wizards of the Coast, Inc. as a game designer before leaving to found his own game company, Malhavoc Press. He co-designed the 3rd-Edition Dungeons & Dragons® game and wrote the Dungeon Master’s Guide™. He also writes a regular Dungeon Master advice column in Dungeon magazine.
Battletech Field Manual: Mercenaries Supplemental Update
FanPro - 2006
And for the mercenaries of the Inner Sphere, this war has far-reaching consequences. With the heart and soul of the mercenary trade annihilated on Outreach, the reliability of every mercenary command is called into question. Some Houses now consider their most stalwart work-for-hire commands as enemies, and mercenaries, from the elite to the dregs, are fighting for their lives... and more importantly, their reputations.Classic BattleTech Mercenaries Supplemental Update details the fallout of the opening years of the Jihad and its impact on mercenaries. This product updates all major mercenary commands currently embroiled in the Jihad, covers the various Hiring Halls, and provides details on brand-new mercenary commands springing up from the remains of commands shattered in the opening years of the Jihad. Mercenaries Supplemental includes rules for running mercenary commands during this era and a section describing newly premiered battlefield units.
EverQuest II Atlas (Prima's Official Atlas)
Eric Mylonas - 2006
EverQuest II Atlas� Includes maps for Kingdom of Sky � Complete maps listing all NPCs for virtually every zone � The all-new Lore that fans have been clamoring for, filling in major episodes in the 500-year-history of Norrath � Complete mob and NPC locations for tracking down individuals or monsters much more quickly � Points of Interest, direct players to the popular "hot spots" dotted throughout the landscape � Maps by Brasse, acclaimed cartographer and fan favorite
The Xbox 360 Uncloaked: The Real Story Behind Microsoft's Next Generation Video Game Console
Dean Takahashi - 2006
Through extensive interviews and unprecedented access, San Jose Mercury News Technology and Gaming Writer Dean Takahashi takes you behind the scenes as he reveals... The birth of the machine as seen through the eyes of the Xbox 360 engineers who designed it... Blow-by-blow coverage of the heated internal debates as senior Microsoft executives battle to define the future of the Xbox brand... The strategic chess moves as Bill Gates, Steve Ballmer, and company take risk after risk, trying to outmaneuver their archrivals for the brass ring: dominance of the incredibly lucrative video game market... Sony, Nintendo, Electronic Arts, the entire Microsoft Xbox 360 team, and the industry's most celebrated game developers -- all of the major players are included in this captivating story.
Legends Are Made, Not Born
Chris Doyle - 2006
Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. For the past few years, an ogre that lairs in a cave near the wilderness town of Dundraville has demanded tributes of ale and supplies. The villagers were happy to comply, lest the brute attack them or destroy their property. But recently, the ogre changed his demands. Now he wants gold, building supplies -- and captives! When the ogre walked into town only to have his request denied, he flew into a rage. The brute dragged two townsolk off to his cave, to be eaten for sure! The villagers have no heroes to protect them -- so someone must rise to the challenge! Six determined townsfolk have taken decided to take justice into their own hands. Can these village commoners defeat the ogre in his own lair before their fellows are eaten? This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world's most popular role playing game.
Lacuna, Part 1: The Creation of the Mystery and The Girl from Blue City
Jared Sorensen - 2006
A bizarre landscape built from six billion minds. Arachnid-headed beings that guard a war-torn borderzone. And all the worst that mankind has to offer, stalking the alleys and crumbling buildings of a place called Blue City.Is it a dream? Is it a nightmare? Or is it just a game? And are you already playing?Lacuna: Part 1 has been described as a post-modern role playing game in which constructing the game is part of play. The author recruits readers and players into continuing its fiction.
Hollow Earth Expedition RPG
Jeff Combos - 2006
Meanwhile, on the surface, world powers and secret societies vie for control of what may be the most important discovery in all of human history. Set in the tense and tumultuous 1930s, the action-filled Hollow Earth Expedition is inspired by the literary works of genre giants Edgar Rice Burroughs, Jules Verne, and Sir Arthur Conan Doyle. The subterranean action is powered by Ubiquity, an innovative roleplaying system that emphasizes storytelling and cinematic action.
Xcrawl: The Guild Sourcebook : a Guide to the Three Major Guids of the Nae, Plus New Spells, Prestige Classes, Monsters, and More (Xcrawl)
Brendan J. Lasalle - 2006
Xcrawl is a world of sell-out superstar adventurers, corporate-sponsored action and live-on-pay-per-view mayhem. Enter at your own risk because if you die... YOU DIE! The Games and the NAE rely on three powerful organizations to make sure that everything stays in line: the Adventurer's Guild, Mage's Guild, and the Specialist's Guild. This is the book that lets you in on their secrets. New classes, new spells, and tons of new game information to enhance your televised adventure! Over a hundred new spells, and all of the secrets surrounding the three guilds. (Well, at least everything the Specialist's guild would let us put into print.)
Xcrawl: Sellout, a Players Handbook (Xcrawl)
Brendan J. Lasalle - 2006
Xcrawl is a world of sell-out superstar adventurers, corporate-sponsored action and live-on-pay-per-view mayhem. Enter at your own risk because if you die... YOU DIE! Certain things are inevitable. Day follows night; Death and taxes; A new RPG putting out a Player's Guide. But of course, with Xcrawl, nothing is that simple. Find out the nitty gritty about what is allowed, what isn't allowed, and what can really get you in trouble in the Crawls! Here are the complete rules to the crawls, as dictated by our Emperor Ronald I. Learn more about Fame, and how it can affect your character. New prestige classes and monsters are thrown in for good measure, and also information on how to get started in the Crawls, from the 'Little League' to the dreaded Unlimited Class.
Dungeon Crawl Classics #12.5: Iron Crypt of the Heretics
Harley Stroh - 2006
Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. Many centuries ago, a band of paladins fell from grace. These blackguards were defeated after a great battle and their grim fortress, the Iron Tower, was razed. A small abbey was established near the ruins, where generations of monks mixed ancient eldritch wards, mighty clockwork traps, and multiple failsafes to build the Iron Crypt of the Heretics. Three mighty vaults ensured that its evils would be sealed for all eternity. But unbeknownst to the brotherhood, their impregnable crypt had a single weakness: the very monks that had built it, for they knew its secrets. When a devourer stole into their abbey, the profane beast forced the monks to help it inside the Iron Crypt. It successfully broke into the first of three vaults, releasing an army of wights. Now, in the Iron Crypt of the Heretics, the heroes must venture into a crypt designed by the world's greatest thieves, magicians, and seers, solve its puzzles and deadly traps, and seal it once more from the outside world. This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world's most popular role playing game.
The Pirate's Guide to Freeport: A City Setting for Fantasy Roleplaying
Chris Pramas - 2006
Classic fantasy elements, cruel-hearted pirates and Lovecraftian horror come together in the rum-fueled metropolis known as the City of Adventure. Now a new era is beginning. The Pirate's Guide to Freeport is the definitive new sourcebook for the City of Adventure, set 5 years after the events of the original Freeport trilogy. This is a pure setting book, focusing entirely on the people, places, politics, and perils of Freeport and containing no game statistics of any kind. The Pirate's Guide to Freeport can thus be used with any fantasy RPG and Green Ronin will be providing companion products for popular systems like True20 and d20.
Fantastic Locations: The Frostfell Rift (Dungeons & Dragons Supplement)
Wizards Team - 2006
The maps in this product showcase exciting environments, including the icy Frostfell Rift, while the encounter booklet illustrates how DMs can use the maps again and again in their D&D roleplaying game campaigns.
Fiendish Codex II: Tyrants of the Nine Hells
Robin D. Laws - 2006
"Fiendish Codex II: Tyrants of the Nine Hells" is a supplement designed to be the definitive resource for information about devils and the Nine Hells of the D&D world. Like its predecessor "Fiendish Codex I: Hordes of the Abyss," this game material is completely compatible with the D&D core rulebooks and is intended for both D&D players and Dungeon Masters. AUTHOR INFORMATIONRobin Laws is a freelance writer who has designed dozens of roleplaying game products, including most recently "Dungeon Master's Guide II." Robert J. Schwalb is a freelance developer and editor who primarily works on game products for Green Ronin Publishing.
Tatters of the King: Hastur's Gaze Gains Brief Focus upon the Earth
Tim Wiseman - 2006
London is the capital of an empire covering a quarter of the globe and governing one quarter of the human race. The people busy themselves with concerns of politics and government, finance and production, work and recreation. How fragile things are. What ignorance there is. There are those who engage in different pursuits who would see an inhuman power come to Earth such that it would make mundane activity seem like a last twitch before dying. Over this winter its taint emerges: the sensitive and the weak feel it first. Few know the source, but some welcome it unconsciously finding in it an enexamined thrill. Artists work is strangely influenced, and they mine this vein of creativity. Many exhibitions this season feature similar images: a social gathering gripped by repressed panic; a lake or marsh cloaked in mist; a presence just off-canvas. New fiction and theatrical releases offer scenes of upheaval and confusion that never reach a climax. Seances and mediumistic exhibitions bring untoward results and end in disruption. Others feel new lines of communication opening; some claim God is talking to them. All feel the lure of the stars. TATTERS OF THE KING is a Call of Cthulhu campaign suitable for four to six investigators: ideally one should be a psychoanalyst or alienist and published in this field, and one or more of the others should be involved in the creative arts. It is convenient if the investigators live in or near London, but one or all can be foreign-based if they are prepared to travel to Britain to address events. Detailed advice on options for involving the player characters is provided.
Xcrawl Color Edition (Xcrawl)
Brendan J. Lasalle - 2006
Of course, you are going to have to kill the monsters to get the treasure, and you aren't the crowd favorite today, and the cameras are very unforgiving. But there are no second takes, and if you die... YOU DIE! Xcrawl is a game of Xtreme dungeon crawling set in a modern-day twist on the classic fantasy genre. Monsters roam the Earth, but they're captured and forced to perform in dungeons, where professional athletes test their skills to win fabulous prizes. Xcrawl is a world of sell-out superstar adventurers, corporate-sponsored action and live-on-pay-per-view mayhem!
The African Knights: The Armies of Sokotu, Bornu & Bagirmi in the Nineteenth Century
Conrad Cairns - 2006
During this period warfare among the peoples of the eastern Savannah, and in particular the three most significant native states - the Sokoto Caliphate, the ancient kingdom of Bornu, and the somewhat less ancient state of Bagirmi - was largely dominated by cavalry, and a significant proportion of these mounted troops were armored.This groundbreaking book covers the period that began with the Sokoto jihad in 1804 and ended with the extinction of the Savannah states by the European colonial powers at the turn of the 20th century. In addition to providing a brief outline history of the three states, it examines in detail the arms, equipment and methods of warfare used by their armored 'knights' and infantry, and includes in addition sections on their horses, artillery, flags, fortifications, and clothing. It is illustrated throughout with contemporary photographs and engravings.
Play Reconsidered: Sociological Perspectives on Human Expression
Thomas S. Henricks - 2006
In Play Reconsidered, rather than viewing play simply as a preoccupation of the young and a vehicle for skill development, Thomas S. Henricks argues that it's a social and cultural phenomenon of adult life, enveloped by wider structures and processes of society. In that context, he argues that a truly sociological approach to play should begin with a consideration of the largely overlooked writings on play and play-related topics by some of the classic sociological thinkers of the twentieth century. Henricks explores Karl Marx's analysis of creativity in human labor, examines Emile Durkheim's observations on the role of ritual and the formation of collective consciousness, extends Max Weber's ideas about the process of rationalization to the realm of expressive culture and play, surveys Georg Simmel's distinctive approach to sociology and sociability, and discusses Erving Goffman's focus on human conduct as process and play as "encounter." These and other discussions of the contributions of more recent sociologists are framed by an initial consideration of Johan Huizinga's famous challenge to understand the nature and significance of play. In a closing synthesis, Henricks distinguishes play from other forms of human social expression, particularly ritual, communitas, and work.
Ultimate Power
Steve Kenson - 2006
Its pages are packed with detailed power descriptions, expanding the material from the M&M rulebook alongside new powers, power modifiers, power feats and applications. Also included are optional rules for more detailed applications of powers and creating your own powers. Ultimate Power makes creating any sort of super-powered hero or villain a breeze: all the work is done for you! Just choose the powers you want your characters to have.
The Scavenger Lands: The Compass of Terrestrial Directions, Vol. 1 (Exalted: 2nd Edition, #4)
Kraig Blackwelder - 2006
Ranging from mighty Lookshy in the west to the eclectic Hundred Kingdoms in the east, the states of the former River Province offer a treasure trove of First Age wonders, minor dominions and mortal followers for the returned Solar Exalt willing to risk the wrath of the Seventh Legion to claim them. A setting book for Exalted , Second Edition The first of five Terrestrial Direction books devoted to fleshing out the bare bones of Creation presented in the Exalted core book, this one devoted to the Scavenger Lands Mass combat stats for the Seventh Legion and for other Confederation forces, as well as dominion stats for the Mandate of Heaven Stats for the Scavenger Lands' native gods and beasts
Harvest Moon Magical Melody & Harvest Moon DS Official Strategy Guide
Brady Games - 2006
Comprehensive walkthroughs. Detailed listing of all available items and equipment. Platform: GameCube and Nintendo DS Genre: StrategyThis product is available for sale in North America only.
Babylon 5: Darkness And Light
Various - 2006
For eons the Shadows and Vorlons have fought each other across the universe. With the younger races as their tools and pawns, entire races and civilizations have risen, fallen and disappeared from history as the age-old rivalry of these ancient and powerful beings plays out. Now, in Babylon 5: Darkness and Light their histories, technologies, motivations, and secrets are exposed in unparalleled depth.
Colonial Armies: Africa 1850 - 1918: Organisation, Warfare, Dress and Weapons. The Congo Free State and Belgian Congo, Great Britain, France, Germany, ... Spain (Armies of the Nineteenth Century)
Peter Abbott - 2006
The process began at different dates in different parts of the continent, but much of the main activity was concentrated into the two decades between 1881 and 1902, subsequently but accurately nicknamed the 'Scramble for Africa'. By 1914 the Europeans had overrun the greater part of the continent, and, remarkably, had managed to do so without clashing with each other in the process: conflict between them only occurred after 1914 because what was essentially a European power-struggle was inevitably projected on to the African landscape. The armies responsible for this extraordinary period of expansion have seldom been surveyed as a whole, and never in the organisational detail attempted here.As well as including an outline of the principal campaigns of the period, military historian Peter Abbott examines in detail the structure, dress and armament of the colonial armies fielded by the Congo Free State, the Belgian Congo, Great Britain, France, Germany, Italy, Portugal, and Spain, and includes in his text an unprecedented amount of order of battle material. Illustrations include 229 drawings of soldiers, 58 other illustrations, and two maps.REVIEWS"This book....designed for wargamers, is of practical value to family historians., ,," You will learn a lot about what the regiment did, where it fought, and what the soldier wore. This is a good resource for researchers..."FGS FORUM. Fall 2007
A Pocket Guide to the Empire and its Environs
Bethesda Softworks - 2006
Released as part of the original The Elder Scrolls IV: Oblivion Collector's Edition.
The Shab-al-Hiri Roach
Jason Morningstar - 2006
The Shab-al-Hiri Roach is a dark comedy of manners, lampooning academia and asking players to answer a difficult question - are you willing to swallow a soul-eating telepathic insect bent on destroying human civilization?No?Even if it will get you tenure?A horrible and amusing role-playing game for 3-8 players.
GURPS Traveller: Interstellar Wars
Paul Drye - 2006
Now, for the first time in any game system, Traveller players can explore this rich setting. GURPS Traveller: Interstellar Wars covers the 200 years of war and change as the ancient Vilani empire falls to the upstart Terrans. This is an official GURPS Fourth Edition sourcebook for the Traveller universe. It includes a detailed timeline, along with rules for starship design, interstellar trade, exploration, ship-to-ship combat, and tailoring characters to the last days of the First Imperium. * Traveller is the classic science fiction roleplaying universe, and GURPS Fourth Edition is the perfect system for it. * Live through the history! This book allows fans to explore a key era in the development of the Traveller universe, never before explored. * The Traveller universe is adaptable to many styles of play - the potential campaigns are virtually unlimited.
Hordes: Primal
Privateer Press - 2006
Battle in this wilderness is waged by potent warlocks, arcane warriors who wield the savage power of their warbeasts. Their consciousness magically linked, a warlock and a horde of warbeasts possess the power of a small army. When leading an army, they are more than a match for the mightiest forces of the Iron Kingdoms.Take control of a warlock and a horde of fierce warriors and monstrous warbeasts in this action-packed 32 mm tabletop miniatures game set in the foreboding wilds of western Immoren, home of the Iron Kingdoms.
Sims 2 Pets (Prima Official Game Guide)
Greg Kramer - 2006
Everything you need to create the perfect pet!• Tutorials help you perfect your Aspiration score• Discover the keys to developing your pets' behavior• Tables and charts detail all new available objects and their individual modifiers• Learn strategies to make the new "Genetic System" for specific pet breeding
The Compass of Celestial Directions, Volume 1: The Blessed Isle (Exalted: Second Edition, #5)
Carl Bowden - 2006
Spared the worst of the Contagion, the Fair Folk invasion that followed and the centuries of conflict and want that reduced the rest of the world to barbarism and savagery, the Isle remains the jewel or Creation. But now, the architect of the Blessed Isle's long peace, the Scarlet Empress, has vanished. With no clear heir, the Great Houses gird themselves for civil war. On top of that, the long-forgotten Lawgivers have returned to claim dominion over Creation. Will the Blessed Isle's tranquility be shattered at last, or is there still some way to shield Creation's heart from the Time of Tumult? The first of five Celestial Direction books devoted to fleshing out the bare bones of Creation's supernatural locales presented in the Exalted core book, this book includes: * Mass combat traits for the Realm's Imperial Army, from the standard heavy infantry to the cutthroats of the Vermilion Legion, as well as dominion traits for the Mandate of Heaven * Traits for the Blessed Isle's native gods and beasts The Compass of Celestial Directions Vol.1: The Blessed Isle is a supplement for Exalted Second Edition.
Flames of War: The World War II Miniatures Game, Second Edition Rule Book
Phil Yates - 2006
Looking around, your entire position resembles a cauldron of fire - every roof ablaze, black smoke billowing into the night sky. As the echo of the blast dies away the crack of rifle fire breaks out, and an ominous clanking and rumbling... Suddenly, out of the flames roars a Tiger tank! Leaping from your trench you run forwards. 'Bazooka! Bazooka, now!' Even as the din swallows your shouting, you see a trooper leveling his Bazooka at the great beast's tracks. It may not be enough. You are in command. Take control. What are your orders?The world's most popular historical miniatures game just got better! Clearly laid out and easy to read rules with plenty of diagrams. Introductory guide to the Flames of War game. Rules for tanks, infantry, artillery, aircraft, snipers, reconnaissance, night fighting, fortifications, street fighting, and more. National characteristic rules for the US, German, British and Soviet armies. 10 exciting Combat Missions detailing battlefield set-up and victory conditions! A guide to refighting famous historical battles. Campaign rules and a complete Anzio campaign to play.