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Diary Of An 80s Computer Geek: A Decade of Micro Computers, Video Games & Cassette Tape
Steven Howlett - 2014
The 1980s were certainly loud, often garish and utterly fabulous - no matter how embarrassing the outfits were.There are so many elements, which made the 80s a truly great decade, but one of the greatest contributions, if not the greatest, is the mass introduction of affordable 8-bit home micro computers.These curious machines of geekdom changed the way we regarded computers and technology. No longer were they the sole perverse of tweed jacket clad scientists sporting unruly beards, micro computers were now forming a staple inventory in millions of homes.Much of the technology that we enjoy today, such as desktop computers, notebooks, tablets, gaming consoles and smart phones, all of which are often taken for granted, can be traced back to this innovative decade.If you were a child of the 80s and remember the joy of receiving your very first home computer or maybe a young adult who fondly remembers the excitement, then you will appreciate this unabashed reminiscence of a simpler time whose adolescent technological was on the cusp of great advancements.This book is intended as celebration and reflection of all the computer technology that made the 80s such a wonderful, pioneering period and follows the journey of a self confessed, teenaged computer geek who experienced and enjoyed every ground breaking moment, including publishing his own software.10 Print “The 80s are fab!”20 Goto 10RunAuthor's Comments:The current edition is dated 31st January 2016 and has been edited based on customer feedback.
Kult: Death is Only the Beginning...
Gunilla Jonsson - 1991
Reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is an illusion, created to keep us captive. We are imprisoned since ages past by a dictatorial creator. The true world, invisible to us, is ruled by creatures who dominate behind the false facades, our prison wardens and torturers. The characters in 'Kult' are dark heroes, governed by Destiny. When the illusions shatter, they face the true reality. Kult is a complete role-playing game and includes 1) The Lie - rules for creating player characters with abilities, dark secrets, advantages and disadvantages and skills. 16 ready-made archetypes (each infull color) will enable you to create an interesting character speedily and commence playing. 2) The Madness: Rules for encountering terror; advanced, realistic combat rules; and a comprehensive, logical magic system 3) The Truth: A consistent background to help you to recreate different horror atmospheres. Our illusion and dark realilty are described in detail, together with the creatures and cults who lurk behind the veil.
Pathfinder Adventure Path #1: Burnt Offerings
James JacobsAndrew Hou - 2007
Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds
Attack of the Flickering Skeletons: More Terrible Old Games You’ve Probably Never Heard Of
Stuart Ashen - 2017
You will probably wish you still didn’t.YouTube sensation Stuart Ashen is back with his second instalment of terrible old computer games you’ve probably never heard of... because what the world needs right now is to know exactly how bad Domain of the Undead for the Atari 8-bit computers was.Attack of the Flickering Skeletons is even bigger than the original Terrible Old Games You’ve Probably Never Heard Of – this second excavation of gaming’s buried past will not only unearth more appalling excuses for digital entertainment, but also feature guest contributors and several special interest chapters not based around single specific games.These are NOT the games you’ve heard of a million times in YouTube videos. This is a compilation of truly obscure and dreadful games. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls.These are even more appalling games that leaked from the industry’s tear ducts, taken down from the dusty shelves of history by the man who has somehow made a living by sticking rubbish on a sofa and talking about it.
The Will to Keep Winning
DAIGO UMEHARA
Through his play, and through his approach to life, Daigo changes the way people think about the game, and inspires even his enemies to new heights. This is what separates a mere winner from an all-time great."—Seth Killian, Lead Game Designer at Riot Games"Daigo and I started an international journey to showcase Street Fighter competition in 1998. Today, he is the Grand Master of fighting games and true inspiration to players worldwide.”—Alex Valle, CaliPower, Mr. Street Fighter“It’s almost impossible to overstate the significance of The Beast for the practice and culture of gaming; as Bruce Lee was for the Martial Arts, so Daigo Umehara is for Fighting Games.”—Prof. Chris Goto-Jones, Professor of Comparative Philosophy & Political Thought, Leiden University"I’m a professional fighting gamer. I was first crowned World Champion at seventeen in 1998, and I was recognized as “the most successful player in major tournaments of Street Fighter” by Guinness World Records in August 2010.This is my chance to tell you how I became World Champion and share insights as only a multiple time World Champion can. What does it take to win? Why do so many eventually lose their edge? Let me share with you the professional skills necessary to become World Champion and keep winning. These skills will certainly help you to advance, in both the world of eSports and beyond."—Daigo "The Beast" UmeharaIn Daigo “The Beast” Umehara’s first book, the most successful Street Fighter player in history reveals the secrets of becoming-and remaining-a world champion.Daigo’s story of passion and perseverance offers seasoned pros and non-gamers alike an intensely personal view into the world of competitive video gaming, or eSports, starting from years before the term existed.Follow Daigo on his road to pro, beginning with his childhood love of games, his search for communi-ty in the arcades, and his first international victory at age 17 in the 1998 Street Fighter Alpha 3 World Championships against American champion Alex Valle.Get an insider’s account of “EVO Moment #37: The Beast Is Unleashed,” the most famous comeback in fighting game history, against long-time rival Justin Wong in Street Fighter III: 3rd Strike.Hear the real story behind Daigo’s mysterious disappearance from the fighting game scene and detour into the mahjong world, his personal low point, and his triumphant return from retirement in the 2009 EVO Street Fighter IV Grand Finals.Be Like Ryu: Learn from Daigo’s mix of stoic dedication, love for the game, and practice practice practice, as the Japanese master describes how to stay on top while constantly evolving, avoiding complacency, and seeking out new challenges.About the AuthorDAIGO "The Beast" UMEHARA(born 1981, Aomori Prefecture, Japan) was the first Japanese professional gamer, and is listed in Guinness Book as “the most successful player in major tournaments of Street Fighter (Capcom, 1987) at national and international level.” He became World Champion in Street Fighter Alpha 3 in 1998, signed a sponsorship contract with Mad Catz in April 2010 and with Red Bull in May 2016. He is also a Twitch's Global Ambassador.
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.
Secrets of Xen'drik (Eberron Supplement)
Keith Baker - 2006
and More There's an old saying in Stormreach: "Great power rests in the ruins of the past." The shattered cities and vast dungeons of Xen'drik hold the secrets of countless fallen empires. Legends speak of titanic landmarks, sunken treasure vaults, and forgotten places suffused with powerful magic. Beyond the walls of Stormreach, an entire continent waits to be rediscovered. But beware! Terrible monsters rule Xen'drik now, and explorers searching for gold or glory often find death instead. Inside this book, you'll find everything you need to adventure in the shattered continent of Xen'drik: * Comprehensive overview of the continent of Xen'drik and the gateway city of Stormreach* New feats, prestige classes, spells, equipment, and magic items* Encounters and magical locations you can drop into your existing campaign* Ready-to-play adventures, monsters, and villains For use with these Dungeons & Dragons(R) products"Player's Handbook(TM) Dungeon Master's Guide(TM) Monster Manual(TM)Eberron"(R)" Campaign Setting"
Legend of the Five Rings RPG
John Wick - 1997
The game uses the Legend of the Five Rings setting, and primarily the nation of Rokugan which is based on feudal Japan with influences from other East Asian cultures.Like most role-playing games, Legend of the Five Rings is played by one or more players and a game master, who controls the events that happen during the game as well as thenon-player characters (also called "NPCs"). An aspect that sets Legend of the Five Rings apart from other games is the inclusion of courtiers and other non-combatant character types as valid player character types. Most role-playing games focus heavily on combat and non-combatants are generally only given as non-player characters, whereas in Legend of the Five Rings it is possible (although unlikely) to play an entire game with no scenes of combat at all.In 1998, Legend of the Five Rings won the Origins Award for Best Roleplaying Game of 1997.
World of Warcrafta Official Strategy Guide
Michael Lummis - 2004
It features maps of each city and region, with call outs for characters, quest locations and dungeons. It also includes quest data - contacts, quest type, item rewards and more.
Thinking Basketball
Ben Taylor - 2016
Explore how certain myths arose while using our own cognition as a window into the game's popular narratives. New basketball concepts are introduced, such as power plays, portability and why the best player shouldn't always shoot. Discover how the box score can be misleading, why "closers" are overrated and how the outcome of a game fundamentally alters our memory. Behavioral economics, traffic paradoxes and other metaphors highlight this thought-provoking insight into the NBA and our own thinking. A must-read for any basketball fan -- you'll never view the sport, and maybe the world, the same again.
Bridge at a Glance
Audrey Grant - 2006
Slim and portable, it offers concise summaries of a wide variety of bids and coordinates with Grant's Bridge Basics books. A color-coded Bidding Ladder indicates the meaning of bids, and tabs grant quick access to any of the topics. This revision adds four pages, providing expanded information and a handy new scoring chart.
All Flesh Must Be Eaten
Al Bruno - 2003
In it, you will find: Eleven different Deadworld settings allowing customization of the storyline. A comprehensive zombie creation system to surprise and alarm players. A list of equipment crucial to surviving a world of shambling horrors. Detailed character creation rules for Norms, Survivors, and the Inspired. A full exposition of the Unisystem game rules, suitable for any game in any time period. Open Game License conversion text for porting AFMBE to any modern-day campaign featuring a twenty-sided dice game mechanic.
Then One Day ...: 40 Years of Bookmaking in Nevada
Chris Andrews - 2019
Growing up under the watchful eye and influence of his Uncle Jack Franzi, legendary Pittsburgh wiseguy and Las Vegas sportsbook pioneer, Chris started booking sports bets in the fifth grade. He followed Uncle Jack to Las Vegas shortly after graduating college in the mid-’70s, landing his first job in the sports book at the Stardust right after the bad-old Frank Rosenthal and Chicago mob regime. Next, he moved to the Barbary Coast where he started handling major action, one time “losing” $250,000 on an eight-hour shift. At age 25, Chris became the youngest sports book director in the business at the Club Cal Neva in Reno. He started to make his mark on the industry, inventing the pleaser and 10-point teaser cards, introducing Super Bowl-style prop bets for Monday Night Football games, and, perhaps most importantly, giving Roxy Roxborough, Las Vegas’ most influential oddsmaker, his first paying job. Then One Day ... delves deeply into the consciousness of a legitimate bookmaker and sports bettor. By the time you finish this memoir, you’ll be an expert in the language and customs of legalized gambling on sporting events, which, now that the Supreme Court has opened the door, is finally set to explode throughout the nation.
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
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.