Book picks similar to
Dice Games Properly Explained by Reiner Knizia
games
game-design
nonfiction
board-games
Fundamentals of Game Design
Ernest Adams - 2006
For courses in Fundamentals of Game Design for all video game developers and designers With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.
Play Unsafe
Graham Walmsley - 2007
We buy shelves of thick books. We plan detailed adventures. We memorise rules.In Play Unsafe, Graham Walmsley explores what happens when you throw the serious stuff away: when you stop working, stop planning and start playing.This book explains how to make roleplaying less like work and more like play; stop killing other players' ideas and build on them instead; and put stories at the heart of your game.
Speed Secrets: Professional Race Driving Techniques
Ross Bentley - 1998
Includes discussion of practice techniques, chassis set-up, and working with your pit chief.
The Future of Nature: Writing on Human Ecology from Orion Magazine
Barry Lopez - 2007
Corporatism and globalization are two of the obvious villains here, but what part does human nature play in the problem? Since its inception in 1982, Orion magazine has been a forum for looking beyond the effects of ecological crises to their root causes in human culture. Less an anthology than a vision statement, this timely collection challenges the division of human society from the natural world that has often characterized traditional environmentalism. Edited and introduced by Barry Lopez, The Future of Nature encompasses such topics as local economies, the social dynamics of activism, America’s incarceration society, naturalism in higher education, developing nations, spiritual ecology, the military-industrial landscape, and the persistent tyranny of wilderness designation. Featuring the fine writing and insights for which Orion is famous, this book is required reading for anyone interested in a livable future for the planet.
Arbiter of Worlds: A Primer for Gamemasters
Alexander Macris - 2019
This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash
The De-Textbook: The Stuff You Didn't Know About the Stuff You Thought You Knew
Cracked.com - 2013
For decades your teachers, authority figures and textbooks have been lying to you. You do not have five senses. Your tongue doesn't have neatly segregated taste-bud zones. You don't know what the pyramids really looked like. You're even pooping wrong - Jesus, you're a wreck!But it's going to be okay. Because we're here to help. Packed with more sexy facts than the Encyclopedia Pornographica, the Cracked De-Textbook will teach you about the true stars of history, why you picture everything from Velociraptors to Ancient Rome incorrectly, and finally, at long last - how to pop a proper squat. This book was built from the ground up to systematically seek out, dismantle and destroy the many untruths that years of misguided education have left festering inside of you, and leave you a smarter person...whether you like it or not. The De-Textbook is a merciless, brutal learning machine. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are informed.
Warhammer 40,000: Rulebook
Adam Troke - 2012
No respite. No forgiveness.There is only WAR!In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever. It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill. With 452 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.
Applications of No-Limit Hold ’em: A Guide to Understanding Theoretically Sound Poker
Matthew Janda - 2013
This task would be impossible if a player had to actually think about every other hand in his range, but by understanding theoretical sound poker, he can quickly design balanced ranges using the proper bet-sizing while playing. Applications of No-Limit Hold 'em teaches theoretical sound poker, and thus the ability to create the bet-sizings and ranges which will beat the better players. The theory in this book is not designed to be complex or abstract, but rather it's intended to be applied immediately producing better overall results.Many confusing concepts such as overbetting, balancing multiple bet-sizing ranges, donk betting, and check-raising as the preflop raiser are crucial to a player's strategy despite few players implementing them or talking
Principles of Genetics
D. Peter Snustad - 1997
This clear, concise look at the basic principles and concepts of genetics uses a human genetics perspective to discuss the methods and experiments upon which genetic principles are based, such as DNA replication.
20 Years of Tomb Raider: Digging Up the Past, Defining the Future
Meagan Marie - 2016
Rediscover Lara Croft's greatest moments with fascinating coverage of the smash hit Tomb Raider movies, fiction, comics, and collectibles, and be enthralled by the legacy of Tomb Raider across the decades.Packed with exclusive art, photographs, and interviews covering all facets of the Tomb Raider franchise, 20 Years of Tomb Raider is the essential guide to this game's action-packed history and a must-have for every Tomb Raider fan.
iPad: The Missing Manual
J.D. Biersdorfer - 2010
That’s where this full-color Missing Manual comes in. Learn how to stream HD video, make video calls, manage your email, surf the Web, listen to music, play games, and maybe even do a little iWork. This is the book that should have been in the box.Build your media library. Fill your iPad with music, movies, TV shows, eBooks, photos, and more.Share with others. Stream music, HD movies, TV shows, and more, to and from your iPad.Create your own media. Use the iPad’s new Photo Booth, iMovie, and GarageBand apps to express yourself.Get online. Connect through WiFi or Wi-Fi+3G, and surf with the iPad’s faster browser.Place video calls. See who’s talking with the iPad’s FaceTime app and its two cameras.Consolidate your email. Read and send messages from any of your accounts.Learn undocumented tips and tricks. Get the lowdown on cool iPad secrets and workarounds.
Generation Decks: The Unofficial History of Gaming Phenomenon Magic The Gathering
Titus Chalk - 2017
The brainchild of misfit maths genius Richard Garfield, Magic combines fiendishly complex gameplay with collectability. When it came out in the early '90s it transformed the lives of gamers who had longed for a game that combined challenging mechanics and kick-ass artwork with a chance to connect and compete with likeminded people. Titus Chalk's tale is part biography, charting the author's own relationship with the game, part history, and part love letter to the card game that made it cool to be a geek. Prepare to meet Generation Decks, a community like no other...
Coffee at Luke's: An Unauthorized Gilmore Girls Gabfest
Jennifer Crusie - 2007
With the show in its seventh season on the fledgling CW, Coffee at Luke's is the perfect look at what has made the show such a clever, beloved part of the television landscape for so long.What are the risks of having your mother be your best friend? How is Gilmore Girls anti-family, at least in the traditional sense? What’s a male viewer to do when he finds both mother and daughter attractive? And how is creator Amy Sherman-Palladino like Emily Gilmore? From the show’s class consciousness to the way the characters are shaped by the books they read, the music they listen to and the movies they watch, Coffee at Luke's looks at the sometimes hilarious, sometimes heartbreaking underpinnings of smart viewer’s Tuesday night television staple, and takes them further into Stars Hollow than they’ve ever been before.
Semicolon: The Past, Present, and Future of a Misunderstood Mark
Cecelia Watson - 2019
Stephen King, Hemingway, Vonnegut, and Orwell detest it. Herman Melville, Henry James, and Rebecca Solnit love it. But why? When is it effective? Have we been misusing it? Should we even care?In Semicolon, Cecelia Watson charts the rise and fall of this infamous punctuation mark, which for years was the trendiest one in the world of letters. But in the nineteenth century, as grammar books became all the rage, the rules of how we use language became both stricter and more confusing, with the semicolon a prime victim. Taking us on a breezy journey through a range of examples—from Milton’s manuscripts to Martin Luther King Jr.’s “Letters from Birmingham Jail” to Raymond Chandler’s The Big Sleep—Watson reveals how traditional grammar rules make us less successful at communicating with each other than we’d think. Even the most die-hard grammar fanatics would be better served by tossing the rule books and learning a better way to engage with language.Through her rollicking biography of the semicolon, Watson writes a guide to grammar that explains why we don’t need guides at all, and refocuses our attention on the deepest, most primary value of language: true communication.
The Book of General Ignorance
John Lloyd - 2006
It’ll have you scratching your head wondering why we even bother to go to school.Think Magellan was the first man to circumnavigate the globe, baseball was invented in America, Henry VIII had six wives, Mount Everest is the tallest mountain? Wrong, wrong, wrong, and wrong again. You’ll be surprised at how much you don’t know! Check out THE BOOK OF GENERAL IGNORANCE for more fun entries and complete answers to the following:How long can a chicken live without its head?About two years.What do chameleons do?They don’t change color to match the background. Never have; never will. Complete myth. Utter fabrication. Total Lie. They change color as a result of different emotional states.How many legs does a centipede have?Not a hundred.How many toes has a two-toed sloth?It’s either six or eight.Who was the first American president?Peyton Randolph.What were George Washington’s false teeth made from?Mostly hippopotamus.What was James Bond’s favorite drink?Not the vodka martini.