Graded Go Problems for Beginners Volume One Introductory Problems 30 Kyu to 25 Kyu


Kano Yoshinori - 1985
    

Liberty's Crusade


Jeff Grubb - 2001
    Each species struggles to ensure its own survival among the stars in a war that will herald the beginning of mankind's greatest chapter--or foretell its violent, bloody end.Danny Liberty was a good reporter...too good. When his investigations struck too close to the heart of the corrupt Terran Confederacy, he faced a simple choice: continue his current series of exposés, or take a hazardous new assignment covering the Marines on the front lines of the Koprulu Sector. It didn't take him long to decide...Behind the attacks of the Zerg and the Protoss lies the story of a lifetime, but every piece of information blurs the mystery further. Thrown into the middle of a war where the outcome will determine mankind's very survival, the only thing that Danny Liberty knows for sure is that the only person he can trust to keep him alive is himself.

Frostgrave: Fantasy Wargames in the Frozen City


Joseph A. McCullough - 2015
    Each of them must seek to discover the treasures of a fallen empire and master long-forgotten but incredibly powerful magical lore. Each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. While the wizard's apprentice will usually accompany his master, more than a dozen other henchmen types are available for hire, from lowly thugs to heavily armored knights and stealthy assassins. Wizards can build their magical knowledge by unlocking ancient secrets, with the potential to learn up to 80 spells in total. As players gain power and wealth, they can develop their headquarters on the outskirts of the city, turning one of a dozen different basic locations into bastions of their art, equipping them with alchemical laboratories, mystical forges, astronomical telescopes and other magical resources. While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting these games into an ongoing campaign, that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless, thrilling adventures that can be found amidst the ruins of the lost city.

Palace of the Silver Princess


Tom Moldvay - 1981
    

Ironsworn: A Tabletop RPG Of Perilous Quests


Shawn Tomkin - 2018
    You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land.Are you ready to swear iron vows and see them fulfilled—no matter the cost?

Age of Rebellion Roleplaying Game Core Rulebook


Jay Little - 2014
    Wage guerilla warfare across the Star Wars galaxy as a solider, or provide crucial intelligence to the Rebels as a cunning spy. Face down legions of stormtroopers, steal secret plans and restricted codes, and stay on target in the fight against the ultimate power in the universe. No matter what role in the Rebellion you take, the fate of the galaxy rests in your hands.The 464-page Star Wars®: Age of Rebellion™ Core Rulebook provides everything players and GMs need to begin their adventures in the Star Wars universe, including:Concise rules for character generation and advancementClear descriptions of the game’s skills and talentsConvenient charts of weapons, gear, devices, starships, and vehiclesRules for conflict, combat, and Force Sensitive Emergents in an Age of Rebellion campaignExtensive background information on the Star Wars universe, including a history of the Rebel Alliance and its tactics, as well as pertinent information on the powerful EmpireA wealth of advice for GMs on how to create and run an Age of Rebellion campaignA complete, introductory adventure to launch players into action!

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!

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.

Everything Scrabble


John D. Williams Jr. - 1995
    A guide for improving Scrabble skills discusses how to maximize scores with bonus squares, make more seven-letter plays, and increase scoring average using two-letter words, and includes a step-by-step guide to board strategy.

Soda Pop Soldier


Nick Cole - 2014
    Within the immense virtual battlefield, players and bots are high-tech grunts, using drop-ships and state-of-the-art weaponry to wipe each other out.But times are tough and the rent is due, and when players need extra dough, there’s always the Black, an illegal open source tournament where the sick and twisted desires of the future are given free rein in the Westhavens, a gothic dungeon fantasy world.And all too soon, the real and virtual worlds collide when PerfectQuestion refuses to become the tool of a mad man intent on hacking the global economy for himself.

The Final Hours of Portal 2


Geoff Keighley - 2011
    Journalist Geoff Keighley was granted unprecedented “fly on the wall” access to Valve over the past three years to create this story. From the hush-hush Portal prequel that was shelved to the last minute scramble to complete the game’s story, The Final Hours of Portal 2 is a gripping and dramatic story. Please note the Kindle version does not include as many photos or the videos that are available in the iPad version.

Fascinating Facts About Classic Movies


Mark J. Asher - 2014
    It's filled with unintended consequences that were turned into cinematic gold, and great behind-the-scenes details about unforgettable films like Gone With The Wind, Citizen Kane, The Wizard of Oz, Titanic, The Godfather, and many others. Inside, you'll discover: * What infamous movie line came from a Bruce Springsteen concert. * Which actor had to leave the The Wizard of Oz due to an allergic reaction to the makeup. * How Al Pacino got the idea to yell "Attica! Attica!" in Dog Day Afternoon. * Why the movie Back To The Future was almost called Spaceman From Pluto. * What Star Wars character was inspired by George Lucas' dog. * What famous fried chicken restaurant chain was named after a detective in a movie. * Why Frank Sinatra was angry at Spike Lee after Do The Right Thing. * Which classic film inspired several famous cartoon characters. * Which controversial film premiere Martin Luther King, Jr. attended as a ten-year-old. * Which classic film Muhammad Ali almost stared in as a boxer.

Positively Fifth Street: Murderers, Cheetahs, and Binion's World Series of Poker


James McManus - 2003
    But when McManus arrives, the lure of the tables compels him to risk his entire Harper's advance in a long-shot attempt to play in the tournament himself. This is his deliciously suspenseful account of the tournament--the players, the hand-to-hand combat, his own unlikely progress in it--and the delightfully seedy carnival atmosphere that surrounds it. Positively Fifth Street is a high-stakes adventure and a terrifying but often hilarious account of one man's effort to understand what Edward O. Wilson has called "Pleistocene exigencies"--the eros and logistics of our competitive instincts.

Strongholds & Followers


Matthew Colville - 2018
    Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.

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.