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The New In Chess Book of Chess Improvement by Alexander Morozevich
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RuneQuest
Steve Perrin - 1978
These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.
Byrne's New Standard Book of Pool and Billiards
Robert Byrne - 1978
“The definitive work on pool and billiards” (National Billiard News) by champion player Robert Byrne Now updated throughout and expanded with new material on strategy in eight- and nine-ball, trick shots, and billiard memorabilia, Byrne's New Standard Book of Pool and Billiards is the classic guide to cue games—complete with detailed diagrams and photographs to help improve play at every level.
Chess Bitch: Women in the Ultimate Intellectual Sport
Jennifer Shahade - 2005
Chess Bitch, written by the 2004 U.S. Woman's Chess Champion, is an eye-opening account of how today's young female chess players are successfully knocking down the doors to this traditionally male game, infiltrating the male-owned sporting subculture of international chess, and giving the phrase "play like a girl" a whole new meaning. Through interviews with and observation of the young globetrotting women chess players who challenge male domination, Chess Bitch shines a harsh light on the game's gender bias. For those who think of chess as two people sitting quietly across a table, Shahade paints a colorful world that most chess fans never knew existed.
The Ultimate Unofficial Encyclopedia for Minecrafters: An A - Z Book of Tips and Tricks the Official Guides Don't Teach You
Megan Miller - 2015
evil, magical academies like Hogwarts in the Harry Potter saga and games like Terraria and Pokemon GO, ideal for both the young newcomer and the seasoned player. From abandoned mineshafts to mini-games, mods, and zombie sieges, The Ultimate Unofficial Encyclopedia for Minecrafters reveals expert tricks of the trade for gamers. This exciting book will cover everything players need to know about mining, farming, building, villagers, the Nether, and more!A big book of players’ hacks for Minecrafters organized in an easy-to-reference encyclopedia format, this book will show readers the ins and outs of the game, how to survive and thrive, and various mods that can improve play. The book is illustrated with screenshots throughout, making it easy for new and experienced Minecrafters to build, fight, protect, and survive in their creative worlds.
Graded Go Problems for Beginners Volume One Introductory Problems 30 Kyu to 25 Kyu
Kano Yoshinori - 1985
XDM X-Treme Dungeon Mastery
Tracy Hickman - 2009
(Do-it-yourself secret initiation rites included.)Master the secrets of designing adventures that tell stories.Create magic illusions that can even make your players disappear!Use actual fire in your game properly.Hijack the game as a player, and how to deal with a player revolution as an XDM.Plus loads more!If I could go back in time and rewrite Dragonlance, it would be this book...only with more dragons in it. --Tracy HickmanI can say without any shame or bias, that this is one of the best books ever written and should be in every hotel room next to the bible. --Curtis HickmanPossessed by the spirits of Da Vinci, Van Gogh, and Jack Fred, I illustrated a book that you should buy two of...one to read and one to hang on your wall.--Howard Tayler
Halo 2: The Official Guide
Microsoft Corporation - 2004
The Official Halo 2 Guide: Strategy Evolved Developed on-site at Bungie studios and written by the elite Piggyback team, this guide includes an encyclopedic appraisal of Halo 2's multiplayer mode; a full, highly accessible walkthrough for the epic Campaign mode; and everything on basic play, all in one book.The product of over four months of writing, research, and design, this guide includes:·Detailed annotated maps: outwit multiplayer opponents with your intimate knowledge of level architecture ·Study all features of multiplayer maps, from power-up locations to "secret" areas, attack routes, and more ·Includes and exhaustive rundown of preset and custom game types—design your own multiplayer match and attract the best crowd ·Features hundreds of digital screenshots to illustrate key points ·Packed with tips, tactics, and techniques from the Bungie team ·Learn about every adversary, vehicle, and weapon—their strengths and shortcomings and how you can exploit these ·Confidently negotiate the huge Campaign mode with our exclusive maps and step-by-step walkthrough ·Designed to enhance the Halo 2 experience for newcomers and Halo: Combat Evolved veterans alike
My Guide to RPG Storytelling
Aron Christensen - 2012
This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.
GURPS Fantasy
William H. Stoddard - 2004
It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books
Joey Drew Studios Employee Handbook (Bendy and the Ink Machine)
Cala Spinner - 2019
Drew's legacy of iconic characters like Bendy, Boris the Wolf, and Alice Angel! In this handy guidebook, you'll learn how to get around the studio, operate our state-of-the-art Ink Machine, and work well with our dedicated staff of creatives and crew members. Mr. Drew himself has even included a walk-through of all the tasks you'll need to complete to make it out of your first week alive, as well as an excerpt from his memoir The Illusion of Living, to inspire you to carry our company mission forward.In time, we hope you'll find a home here at our studios. Who knows? After a while, you may never want to leave!Don't miss this terrifying in-world guidebook, your key to unlocking the mysteries of Bendy and the Ink Machine!
Pathfinder Roleplaying Game Beginner Box
Jason Bulmahn - 2011
Scores of monsters, challenges, and advice give gamers the tools to create their own worlds and adventure, providing countless hours of gaming excitement. With streamlined rules and a focus on action-packed heroic adventure, this deluxe boxed set is the ideal introduction to the world of the Pathfinder Roleplaying Game, and the best starting point for a lifetime of pulse-pounding adventure!
DC Adventures Hero's Handbook: Super-Hero Roleplaying in the DC Universe
Steve Kenson - 2010
This handbook provides everything you need for hours of adventure in the DC Universe, including all the rules of the game, an overview of the original comic-book setting, and details on major heroes and villains, complete with game information.
Lessons in the Fundamentals of Go (Beginner and Elementary Go Books)
Toshiro Kageyama - 1978
Kageyama's subjects are connectivity, good and bad shape, the way stones should 'move', the difference between territory and spheres of influence, how to use thickness and walls, how to train yourself to read, where to start looking in a life-and-death problem - matters so fundamental that other writers miss them completely. He also points out the right way to study - how to study joseki, for example. 'What changed me from an amateur into a professional was getting a really firm grip on the fundamentals,' writes Kageyama. The essence of seven years of amateur and twenty-two years of professional playing experience are distilled into these pages, and they are filled with advice that everyone will find practical.
101 Things To Do Instead of Playing on Your Phone
Ilka Heinemann - 2015
This book offers an imaginative list of games and tips aimed at curing us of our portable tech addiction. More than mere time-killers, these activities include ways to unleash your creative side and train your brain, but above all methods to set you on the road to calm.
Wind of Justice: The Four Winds Saga, Third Scrol
Rich Wulf - 2003
Naseru, known as "The Anvil," will stop at nothing to sit upon the Throne of Rokugan. When dark forces rise in the City of Night, he must act swiftly. To save his beloved Empire, Naseru must learn to wield the most unlikely weapon of all — justice.