Book picks similar to
The Go Companion by John Fairbairn
gaming
go
go-baduk
go-game
Forbidden Lands Player's Handbook
Tomas Härenstam - 2018
Discover lost tombs, fight horrifying monsters, wander the wilderness and build your own stronghold to defend. Forbidden Lands is a legacy game, in which your actions will permanently change the game map, turning it into a living chronicle of your adventures. The unique rules for exploration, survival, base building and campaign in the game play can easily be ported to any other game world.The tabletop RPG Forbidden Lands was named one of the most anticipated RPGs of 2018 by EN World. The crowdfunding campaign raised over a quarter of a million dollars and was the third most successful RPG Kickstarter in the world 2017.With art by the internationally acclaimed artists Simon Stålenhag and Nils Gulliksson, lore by fantasy author Erik Granström, scenarios by esteemed game writers Patrick Stuart, Ben Milton and Chris McDowall and game design by Free League that created the award-winning RPGs Mutant: Year Zero, Coriolis: The Third Horizon, Symbaroum and Tales from the Loop.
Game Development Essentials: An Introduction
Jeannie Novak - 2004
This book not only examines content creation and the concepts behind development, but it also give readers a background on the evolution of game development and how it has become what it is today. GAME DEVELOPMENT ESSENTIALS also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development. With the same engaging writing style and examples that made the first two editions so popular, this new edition features all the latest games and game technology. Coverage of new game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.
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...
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!
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.
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.
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.
The New York Times Supersized Book of Sunday Crosswords: 500 Puzzles
Will Shortz - 2006
Everything about the New York Times Supersized Book of Sunday Crosswords is, well, supersized. At one hour per puzzle (that's pretty fast!), eight hours of solving per day, it would still take two months of solid solving to finish this book.
GURPS Powers
Sean Punch - 2005
. . or Destroy It!GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the flytwo crucial concepts for comic-book superheroics.GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover. If you've got a high-powered campaignor high-powered playersyou want GURPS Powers!
Basic Roleplaying: The Chaosium RolePlaying system (Basic Roleplaying)
Charlie Krank - 2008
BASIC ROLEPLAYING is designed to be intuitive and easy to play. While character attributes follow a 3D6 curve, most of the other BASIC ROLEPLAYING mechanics are even simpler. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice.
Fallout 4 Vault Dweller's Survival Guide Collector's Edition: Prima Official Game Guide
David S.J. Hodgson - 2015
attributes with this handy poster pack from Vault-Tec. Remember, the keys to survival are a healthy mind, body, and spirit!NAVIGATING THE WASTELAND - If you do choose to go aboveground, we have provided an atlas of the surrounding area, with as much detail and information as possible, to satisfy your curiosity and dissuade you from ever venturing outside.*EQUIPMENT AND SURVIVAL GEAR - In the unfortunate event that you actually decide to leave the Vault, this manual provides schematics and data for the types of weaponry you may be inclined to use while fighting for your life. Again, we urge you to reconsider going outside.CRAFTING AND RESOURCES - Making good use of your surroundings is essential for survival, should you make the poor decision to venture outside Vault 111. But, just in case, this guide contains schematics and data vital for creating and repairing useful weapons and essential technology.TIPS FOR DANGEROUS ENCOUNTERS - Nothing should deter you from leaving the safety of the Vault like the threat of good, old-fashioned danger. Be sure to study the data that our scientists have compiled about the radiated terrors that you might find outside the comforts of Vault 111. You have been warned!FREE eGUIDE WITH INTERACTIVE MAPS- Unlock the enhanced eGuide for access to the complete digital guide with interactive maps and mobile-friendly features. *Locations, Points of Interest, & Collectibles are called out in full color.These limited edition guides will only be printed once. When they are sold out, they will be gone forever!
Veins of the Earth
Patrick Stuart - 2017
Included in this essential work:- A detailed survey of over fifty new monsters and a half dozen cultures that lurk in the Veins.- Procedures for Referees to generate both small and large-scale maps and locations within.- Expanded rules for players navigating a realm that has never seen the sun.- Full descriptions of the different types of light and the different types of dark.- The worst kinds of fear, madness, and nightmare.
The Complete Druid's Handbook
David L. Pulver - 1994
This 128-page accessory expands the living world of the druid in the AD&D 2nd Edition game, bringing new homes, character kits, personalities, spells, magical items, herbal lore, and a hundred details on druidic society, sacred groves, and high-level aspirations. This book has it all—don't leave the woods without it!
Clanbook: Giovanni Revised
Greg Stolze - 2001
Now they bring that ambition to bear on a world they would claim for themselves. With vast wealth, the ability to command the spirits of the dead, and a strict familial hierarchy, the greatest enemy to stand against Clan Giovanni is itself.The Curse of Caine StolenAs the next entry in the revised lineup of clanbooks, Giovanni takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.
Arcana Unearthed: A Variant Player's Handbook
Monte Cook - 2003
IntroductionChapter 1 - AbilitiesChapter 2 - RacesChapter 3 - ClassesChapter 4 - SkillsChapter 5 - Feats and TalentsChapter 6 - EquipmentChapter 7 - Playing the GameChapter 8 - MagicChapter 9 - SpellsAppendix (Index)Intended as a full (drop-in) replacement for D&D 3.x PHB; published under the Open Game License.