Book picks similar to
The Isis Coordinates by Christopher Kubasik
Ninja: Get Good: My Ultimate Guide to Gaming
Tyler "Ninja" Blevins - 2019
“Get the right gear, practice the right way, and get into the right headspace and you too can Get Good.”—TimePacked with illustrations, photographs, anecdotes, and insider tips, this complete compendium includes everything Tyler "Ninja" Blevins wishes he knew before he got serious about gaming. Here's how to:• Build a gaming PC• Practice with purpose• Develop strategy• Improve your game sense• Pull together the right team• Stream with skill• Form a community online• And much moreVideo games come and go, but Ninja's lessons are timeless. Pay attention to them and you'll find that you're never really starting over when the next big game launches. Who knows—you may even beat him one day. As he says, that's up to you. Praise for Ninja: Get Good“If you’re a casual gamer looking to refine your gaming skills or equipment, or someone considering getting into esports, then livestreamer and gaming guru Tyler ‘Ninja’ Blevins’ book could be the perfect guide.”—Los Angeles Times“It’s perfect for young kids just getting into gaming after watching streamers, like Ninja, and their parents who may not know much about gaming and streaming . . . It’s an all-in-one checklist of everything you need to start up on a streaming life. This book breaks down complex and sometimes obscure concepts in gaming that many non-gamer parents may not know about or the kids know about instinctually but can't put into words.”—GameCrate
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.
Top 10 Games You Can Play in Your Head, by Yourself
Sam Gorski - 2019
Theophrastus Bartholomew's most cherished mind-games, edited and updated by filmmaker and storyteller Sam Gorski and author D.F. Lovett. No peripherals needed. No controllers. No pens. No dice or boards. Everything you need to experience the forefront of game design is right here between these pages. What is a mind-game? Great Question! A mind-game is a game where you control the characters, the world, and every thing in between - a breathing, living story. A story that you can create on your own, and come back to time after time. A story with surprises that you will plant for yourself to find later, and never be the wiser!What will happen in your game? It's up to you to find out!
Hold'em Wisdom for all Players: Simple and Easy Strategies to Win Money
Daniel Negreanu - 2007
The book is designed for those players who want to learn 'right now' and enjoy instant success at the tables. Fifty quick sections focus on key winning concepts, making learning both easy and fast.
The Sims 3: Prima Official Game Guide
Catherine Browne - 2009
Design: Our new design section will supply tips and tricks from the pro's to build the most elaborate homes and yards.Customization: Learn how to update your dÃ©cor with tutorials to help you customize your own chairs, walls, and floors. Wishes: Detailed walkthroughs and tutorials will help you learn how to achieve your short term and long term wishes.
Minecraft: Guide to the Nether & the End
Mojang AB - 2017
The official Minecraft: Guide to the Nether & the End will teach you how to navigate the alien terrain, battle the native mobs and find rare blocks and items.Survival is difficult in the perilous Nether and End dimensions, and you'll need to up your game if you want to make it back to the Overworld.With insider info and tips from the experts at Mojang, this is the definitive guide to the Nether and the End in Minecraft.Collect all of the official Minecraft books: Minecraft: The IslandMinecraft: The CrashMinecraft: The Lost JournalsMinecraft: The Survivors' Book of SecretsMinecraft: Exploded Builds: Medieval FortressMinecraft: Guide to ExplorationMinecraft: Guide to CreativeMinecraft: Guide to the Nether & the EndMinecraft: Guide to RedstoneMinecraft: MobestiaryMinecraft: Guide to Enchantments & PotionsMinecraft: Guide to PVP MinigamesMinecraft: Guide to FarmingMinecraft: Let's Build! Theme Park AdventureMinecraft for Beginners
Things We Think About Games
Will Hindmarch - 2008
It is essential reading for designer, critic, and straight-up rank 'n' file gamer alike." --Robin D. Laws, creator of HeroQuest and Feng Shui Will Hindmarch and Jeff Tidball think a lot about games. At their commentary website, Gameplaywright.net, they think out loud about what it means to play games, make games, sell games, and love games. They are gamers. Here, with fellow game designers and notable game players, they think out loud on paper in the first Gameplaywright book. Things We Think About Games collects dozens on dozens of bite-sized thoughts about games. From the absurd to the magnificent, the demonstrable to the dogmatic, this collection spans both the breadth of games--board, card, roleplaying and more--and the depth of gaming, offering insights about collecting, playing, critiquing, designing, and publishing.
Diaspora: Hard Science-Fiction Role-Playing with Fate
B. Murray - 2009
You will pilot spaceraft driven by fusion torches that light the night sky towards rifts in the fabric of space that shift you between a small number of lost worlds, each with thousands of years of history. And it's all yours.Although Diaspora is based on FATE, it is a complete game. You will need dice, pen, paper, and friends, but all the rules you need are right here.
Robin's Laws of Good Game Mastering
Robin D. Laws - 2002
Laws, noted game designer (Feng Shui, Hero Wars, Dying Earth, Rune) and columnist (Dragon magazine, The Play's The Thing) has sojourned long in the gaming wilderness to bring you the techniques required to take your mastery of Game Mastering to the next level.
A Gamut of Games
Sid Sackson - 1969
Sid Sackson presents solitaire, strategy, and party games that can be played by children or adults with such common items as cards, checkerboards, dice, pencils, and paper. Diagrams and an abundance of examples, together with clear explanations of strategy and goals, show how to play such intriguing entertainments as Mate, a game of pure skill and logic; Blue and Gray, an exciting variation of Checkers; Plank, an advanced version of Tic-Tac-Toe; Knight Chase, a form of hide-and-seek on the checkerboard; Last Word, in which players select letters to form words in two, three, or four directions; Crossings, a fast-paced battle in which pieces move forward in a group; and other challenging diversions. The author also presents brief reviews of more than 300 other games.
Tournament Poker for Advanced Players
David Sklansky - 2002
Some people excel at it because they understand the proper strategy adjustments and when to make them. This text is the first one that explains tournament strategies which only a small number of players have mastered. It assumes you already know how to play poker well, but aren't knowledgeable about tournament concepts and when and how to use them. Some of the ideas discussed include the effect of going broke, The Gap Concept, how chips change value, adjusting strategy because the stakes rise, all-in strategy, the last table, making deals, and The "System."
The Red Dragon & The West Wind: The Winning Guide to Official Chinese & American Mah-jongg
Tom Sloper - 2007
The book begins with the history and origin and moves on to the rules of play and ways to win and avoid essential errors as well as the etiquette to follow. With everything from clear instructions on dealing, building, and distributing tiles to a look at the history and future of the game, this is the essential book for anyone who wants to have fun–and win–while playing mah–jongg.