Book picks similar to
Dice Games Properly Explained by Reiner Knizia
games
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Itchy, Tasty: An Unofficial History of Resident Evil
Alex Aniel - 2021
Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.
Animal Crossing: New Horizons Official Companion Guide
Jade Bacalso - 2020
Your one-stop guide to a perfect island vacation is right here!Animal Crossing™: New Horizons takes you to a deserted island and lets you craft it into your own personal paradise inhabited by a unique, character-filled community. This premium book is both the perfect guide for getting the most out of island life, and the ultimate reference for anyone who insists on having it all.
Harrington on Hold 'em: Expert Strategy for No-Limit Tournaments, Volume I: Strategic Play
Dan Harrington - 2004
But it s not just any form of poker that has people across the country so excited it s No-Limit Hold Em the main event game. And now thanks to televised tournaments tens of thousands of new players are eager to claim their share of poker glory.Harrington on Hold Em takes you to the part of the game the cameras ignore the tactics required to get through the hundreds and sometimes thousands of hands you must win to make it to the final table. Harrington s sophisticated and time-tested winning strategies, focusing on what it takes to survive the early and middle stages of a No-Limit Hold Em tournament, are appearing here for the first time in print. These are techniques that top players use again and again to get to make it to final tables around the globe. Now, learn from one of the world s most successful No-Limit Hold Em players how to vary your style, optimize your betting patterns, analyze hands, respond to a re-raise, play to win the most money possible, react when a bad card hits and much, much more.Dan Harrington won the gold bracelet and the World Champion title at the $10,000 buy-in No-Limit Hold Em Championship at the 1995 World Series of Poker. And he was the only player to make it to the final table in 2003 (field of 839) and 2004 (field of 2576) considered by cognoscenti to be the greatest accomplishment in WSOP history. In Harrington on Hold Em, Harrington and 2-time World Backgammon Champion Bill Robertie have written the definitive book on No-Limit Hold Em for players who want to win ... and win big.
Twisty Little Passages: An Approach to Interactive Fiction
Nick Montfort - 2003
Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.
Player's Handbook
Monte Cook - 2000
Updates bard, druid, monk, paladin, and ranger, spell lists and levels, skills, more feats.
Chess: The Ultimate Guide for Beginners
Cory Klein - 2017
This is not true. In fact, chess is accessible and can be played by anyone with a brain, a pair of eyes, and imagination. The ultimate guide for beginnersIf you've never played the game of chess or are still discovering it, this book is for you. It is a basic and comprehensive guide that will introduce you to the game and teach you everything you need to know, from the setup of a chess board to the delivery of checkmate. It is filled with advice for beginners, basic tactics, strategies, and diagrams to help you visualize every step of your progress. The start of a lifelong King's huntThe objective of this book is not to make you a chess master. That is an accomplishment that takes decades of research, regular practice, and an insane amount of talent. The goal here is for you to become a decent chess player. After reading this book, you will be able to play games with anyone, practice regularly, and sharpen your chess muscles until you reach a decent level of play. The more you'll play, the better you'll get. But it all starts with the basics which you will acquire in this book. So don't hesitate. If you've always wanted to learn to play chess, now is the time. Just scroll up and grab your copy now!
The Little Red Book of Fly Fishing
Kirk Deeter - 2010
There are no complicated physics lessons here. Rather, conceived in the “take dead aim” spirit of Harvey Penick’s classic instructional on golf, The Little Red Book of Fly Fishing offers a simple, digestible primer on the basic elements of fly fishing: the cast, presentation, reading water, and selecting flies. The Table of Contents includes:Part One: The Cast: 45 Tips to Help You Cast Straighter, Longer, and More AccuratelyPart Two: Presentation: 60 Tips to Help you Place and Drift Your Flies So that Trout Will Want to Eat ThemPart Three: Reading Water: 37 Tips to Help You Find Trout in a Rive and Effectively Cast to themPart Four: 43 Tips to Help You Select, Rig, and Fish the Right Fly at the Right Time in the Right WayPart Five: Miscellaneous: 65 Tips on Fighting Fish, Wading, Choosing Ger, and Everything Else That MattersIn the end, this collection of 240 tips is one of the most insightful, plainly spoken, and entertaining works on this sport—one that will serve both novices and experts alike in helping them reflect and hone-in their approaches to fly fishing.
Spell Compendium
Matt Sernett - 2005
A must have at every D&D game table! "Spell Compendium" provides players and Dungeon Masters with quick access to the D&D spells they need most. Drawing from a treasure trove of sources, "Spell Compendium" is the one place to find spells that are referenced time and again: the best, most iconic, most popular, and most frequently used. This convenient reference introduces a new spell format that includes descriptive text.
Beginning C++ Through Game Programming
Michael Dawson - 2004
If you aspire to move from game player to game creator, it all starts with learning the fundamentals of C++ and game-programming basics. With BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION, you will find an up-to-date and thorough introduction to everything you need to get started—with no previous programming experience required. In the new fourth edition of this popular guide to learning C++, you will work with a complete program while learning each new concept and a game program at the end of each chapter. A final game project at the end of the book draws together everything you’ve learned. Written with the beginning programmer in mind, BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION is a great way to get started in game programming
Power Golf
Ben Hogan - 1953
Here the master shares a lifetime of championship secrets to help you improve every phase of your game.
Ex Libris: 100+ Books to Read and Reread
Michiko Kakutani - 2020
It can give us an understanding of lives very different from our own, and a sense of the shared joys and losses of human experience." Readers will discover novels and memoirs by some of the most gifted writers working today; favorite classics worth reading or rereading; and nonfiction works, both old and new, that illuminate our social and political landscape and some of today’s most pressing issues, from climate change to medicine to the consequences of digital innovation. There are essential works in American history (The Federalist Papers, The Writings and Speeches of Martin Luther King, Jr.); books that address timely cultural dynamics (Elizabeth Kolbert's The Sixth Extinction, Margaret Atwood's The Handmaid's Tale); classics of children's literature (the Harry Potter novels, Where the Wild Things Are); and novels by acclaimed contemporary writers like Don DeLillo, William Gibson, Chimamanda Ngozi Adichie, and Ian McEwan.With richly detailed illustrations by lettering artist Dana Tanamachi that evoke vintage bookplates, Ex Libris is an impassioned reminder of why reading matters more than ever.
Silver Marches (Forgotten Realms) (Dungeons & Dragons 3rd Edition)
Ed Greenwood - 2002
Complete information on the towns and settlements of the burgeoning Silver Marches alliance and the many hazards that threaten it highlight this detailed survey of one of the most exciting regions in the Forgotten Realms game setting.* 6 new prestige classes * Indigenous monsters * Poster map of the region To use this accessory, you also need the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.
Texas Hold'em for Dummies
Mark Harlan - 2006
It's a game that's deceptively simple, yet within its easy framework you'll find truth and trickery, boredom and fear, skill and misfortune—in other words, all the things that make life fun and worth living! Texas Hold'em For Dummies introduces you to the fundamental concepts and strategies of this wildly popular game. It covers the rules for playing and betting, odds, etiquette, Hold'em lingo, and offers sound advice to avoid mistakes. This handy reference guide gives new and even seasoned players winning strategies and tactics not just for playing the game, but for winning. You'll learn: —Rules and strategies for limit, no-limit, tournament, and online play—How to play the other players—The importance of your bankroll—recommended sizes and more—Hands you should and should not play—How to camouflage your play and dodge traps—When, who, and how to bluff—How to maximize your win with check-raising and trapping—The different approaches for playing in private games, casinos, card rooms, tournaments, and on the Internet—How to use mathematics to your advantageTexas Hold 'Em is a game of both skill and chance. But it's a game that can be beaten, and whether you want to make money, sharpen your game, or just have a good time, Texas Hold 'Em for Dummies will give you the winning edge.
Garry Kasparov on My Great Predecessors, Part 1
Garry Kasparov - 2003
The chessboard is the ultimate mental battleground and the world champions themselves are supreme intellectual gladiators.These magnificent compilations of chess form the basis of the first two parts of Garry Kasparov's definitive history of the World Chess Championship. Garry Kasparov, who is universally acclaimed as the greatest chessplayer ever, subjects the play of his predecessors to a rigorous analysis.Part one features the play of champions Wilhelm Steinitz (1886-1894), Emanuel Lasker (1894-1921), Jose Capablanca (1921-1927) and Alexander Alekhine (1927-1935 and 1937-1946).Part two features the play of champions Max Euwe (1935-1937) Mikhail Botvinnik (1946-1957, 1958-1961 and 1961-1963), Vassily Smyslov (1957-1958) and Mikhail Tal (1960-1961).These books are more than just a compilation of the games of these champions. Kasparov's biographies place them in a fascinating historical, political and cultural context. Kasparov explains how each champion brought his own distinctive style to the chessboard and enriched the theory of the game with new ideas.All these games have been thoroughly reassessed with the aid of modern software technology and the new light this sheds on these classic masterpieces is fascinating.
Game Programming Patterns
Robert Nystrom - 2011
Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.