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Codex: Space Marines
Matthew Ward - 1998
They are barely human at all, but superhuman, having been made superior, in all respects, to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Organised into small independent armies called Chapters, their unswerving loyalty is to the Emperor of Mankind and no other.This 144-page Warhammer 40,000 Codex contains all the rules you'll need to field a Space Marine army, as well as detailed background information, bestiary, accompanying artwork and 'Eavy Metal showcase.You must possess a copy of Warhammer 40,000 in order to use the contents of this book.
Eberron Player's Guide: A 4th Edition D&D Supplement
Wizards of the Coast - 2009
This product includes everything a player needs to create their character for a D&D(R) campaign in the Eberron setting, including new feats, new character powers, new paragon paths and epic destinies, and even a new 4th edition version of a classic Eberron class: the Artificer!
Teamwork II: A Dog Training Manual for People with Disabilities
Stewart Nordensson - 1998
Book by Stewart Nordensson, Lydia Kelley
The Million Word Crossword Dictionary
Stanley Newman - 2004
Meticulously compiled by two crossword professionals with a combined fifty years in the field and based on a massive analysis of current crosswords, there has never been a crossword dictionary with the breadth, depth, and currency of this one. From Jim Carrey to Sister Carrie, Homer Simpson to Homer’s Iliad, the wide-ranging entries include 500,000+ synonyms, 3,000+ literary works, 3,000+ films, 20,000+ famous people from all fields, and more than 50,000 fill-in-the-blank clues so popular in today’s crosswords.Featuring an introduction by New York Times crossword editor Will Shortz, The Million Word Crossword Dictionary makes every other crossword dictionary obsolete.This updated edition offers thousands of new entries, including slang terms; brand names; celebrity names; and the latest films, novelists’ works, sports Hall of Famers, automobile models, and more. The new, larger type size makes finding the answers easier than ever.
Boardgames That Tell Stories
Ignacy Trzewiczek - 2014
Book that tell an extraordinary story about game design. Learn about terryfying presentation of International Gamers Nominee Pret-a-Porter. Learn how much time was needed to design Golden Geek Best Card Game nominee 51st State. Learn how kids helped designind Dice Tower nominee Robinson Crusoe...Read stories behind scenes. Learn about designing one of the most popular boardgames. You find them all in this one book.
Understanding Video Games: The Essential Introduction
Simon Egenfeldt-Nielsen - 2007
This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.Throughout the book, the authors ask readers to consider larger questions about the medium:what defines a video game? who plays games? why do we play games? how do games affect the player?Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/978041597...) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.
All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture
Harold Goldberg - 2011
But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
Diary of a Roblox Noob: Prison Life
Robloxia Kid - 2016
Noob is stuck as a prisoner in the Prison Life game, struggling to escape from captivity to travel around the exciting world of Roblox. Can he and his friends Joe and Frank overcome the difficulties of their situation or will the guards prevail and keep them locked up forever? Find out in this awesome original Roblox Diary! Read for FREE now in Kindle Unlimited! Remember to follow Noob's adventures: Diary of a Roblox Noob: Murder Mystery Diary of a Roblox Noob: High School Diary of a Roblox Noob: Pokemon Brick Bronze
Go! More Than a Game
Peter Shotwell - 2003
In the West, many have learned of its pleasures, especially after the game appeared in a number of hit movies, TV series, and books, and was included on major Internet game sites. By eliciting the highest powers of rational thought, the game draws players, not just for the thrills of competition, but because they feel it enhances their mental, artistic, and even spiritual lives.Go! More Than a Game uses the most modern methods of teaching, so that, in a few minutes, anyone can understand the two basic rules that generate the game. The object of Go is surrounding territory, but the problem is that while you are doing this, the opponent may be surrounding you! In a series of exciting teaching games, you will watch as Go's beautiful complexities begin to unfold in intertwining patterns of black and white stones. These games progress from small 9x9 boards to 13x13 and then to the traditional 19x19 size.Go! More Than a Game has been completely revised by the author based on new data about the history of early go and the Confucians who wrote about it. This popular book includes updated information such as the impact of computer versions on the game, the mysterious new developments of Go combininatroics, advances in Combinatorial Game Theory and a look at the current international professional playing scene.
Clanbook: Ventrue Revised
Richard Dakan - 2000
Forever in the line of fire, they have sacrificed their own comfort for the good of all Kindred. Or is this all an empty ruse that excuses their excess and greed? the proud history and black secrets of the clan reveal the truth.Clanbook: Ventrue includes:* The history and practice of the Kindred's most august clan* Hints and tips for making each Ventrue a unique and influential member of vampiric society* New Discipline powers, scandals and luminaries of the Clan of Leadership
Knowledge Stew: The Guide to the Most Interesting Facts in the World, Volume 1 (Knowledge Stew Guides)
Daniel Ganninger - 2015
Improve your knowledge and find things you've never heard before, or learn the facts behind the facts you already knew.So sit back, grab a spoon, and help yourself to a heaping bowl of Knowledge Stew.
Lonely Planet Scotland
Lonely Planet - 2017
Sip the water of life, whisky, in an ancient pub, trace the trails of the clanspeople fleeing Glen Coe, or play a round in St Andrew's, golf's spiritual home; all with your trusted travel companion. Get to the heart of Scotland and begin your journey now! Inside Lonely Planet Scotland Travel Guide: Full-colour maps and images throughout Highlights and itineraries help you tailor your trip to your personal needs and interests Insider tips to save time and money and get around like a local, avoiding crowds and trouble spots Essential info at your fingertips - hours of operation, phone numbers, websites, transit tips, prices Honest reviews for all budgets - eating, sleeping, sight-seeing, going out, shopping, hidden gems that most guidebooks miss Cultural insights give you a richer, more rewarding travel experience - castles, lochs & mountains, islands, literature, food & drink, museums, culture, wildlife, the land Free, convenient pull-out Edinburgh map (included in print version), plus over 50 colour maps Covers Edinburgh, Glasgow, Highlands & Islands, Inverness & the Central Highlands, Orkney & Shetland and more eBook Features: (Best viewed on tablet devices and smartphones) Downloadable PDF and offline maps prevent roaming and data charges Effortlessly navigate and jump between maps and reviews Add notes to personalise your guidebook experience Seamlessly flip between pages Bookmarks and speedy search capabilities get you to key pages in a flash Embedded links to recommendations' websites Zoom-in maps and images Inbuilt dictionary for quick referencing The Perfect Choice: Lonely Planet Scotland , our most comprehensive guide to Scotland, is perfect for both exploring top sights and taking roads less travelled. Looking for a guide focused on the Highlands and Islands or Edinburgh? Check out Lonely Planet Scotland's Highlands and Islands guide for a comprehensive look at all these regions have to offer; or Pocket Edinburgh a handy-sized guide focused on the can't-miss sights for a quick trip. About Lonely Planet: Since 1973, Lonely Planet has become the world's leading travel media company with guidebooks to every destination, an award-winning website, mobile and digital travel products, and a dedicated traveller community. Lonely Planet covers must-see spots but also enables curious travellers to get off beaten paths to understand more of the culture of the places in which they find themselves. The world awaits! Lonely Planet guides have won the TripAdvisor Traveler's Choice Award in 2012, 2013, 2014, 2015, and 2016.
'Lonely Planet. It's on everyone's bookshelves; it's in every traveller's hands. It's on mobile phones. It's on the Internet.
Peter Capstick's Africa: A Return To The Long Grass
Peter Hathaway Capstick - 1987
Such highly successful titles as Death in the Long Grass, Death in the Silent Places, and Death in the Dark Continent have established him as the modern-day master of African adventure writing. Sportsman, adventurer, raconteur par excellence, Capstick has in many ways done for contemporary hunting literature what Hemingway and Robert Ruark did in decades past.Until now, Capstick has written post facto about classic hunters of the past and safaris in which he participated as a professional hunter. Peter Capstick's Africa, however, is a very different breed of book: it is the enthralling tale of an entirely new safari, an exciting first-person adventure in which Peter Capstick returns to the long grass for his own dangerous and very personal excursion. The result is a definitive work on African hunting, and one of Peter Capstick's greatest achievements to date.In 1985, Capstick went back into the African bush with two top photographers and a crack professional hunter, It was a venture taken for personal challenge, and for the chance to look anew at what had become of the Africa immortalized in his own earlier works. Peter Capstick's Africa is the chronicle, in text and pictures, of this safari. It is full of the same edge-of-the-seat narration, witty anecdotes, and wry observations that have made Capstick's earlier books so popular. But in addition, it tells the story of Africa today as Capstick sees it: a place that is in some ways the same as, but in many different from, the "dark continent" of even a few years ago. The text of the book has been integrated with the photographs of Paul Kimble and Dick van Niekerk into a lavish full-color production that illustrates Capstick's story in a way his fans have never seen before.Peter Capstick's Africa is a book few lovers of travel and adventure will want to be without.
A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design
Anna Anthropy - 2013
We still don't know how to talk about game design. We can't share our visions. We forget what works (and doesn't). We don't learn from history. It's too hard to improve.The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need--whether we create games, study them, review them, or build businesses on them.Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences...complement intuition with design discipline...and craft games that succeed brilliantly on every level.Liberate yourself from stale cliches and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game "verbs" and "objects" Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and "talk back" to you Effectively use resistance and difficulty: the "push and pull" of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand