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Monster Manual II: Dungeons & Dragons Accessory
Ed Bonny - 2002
Whether sinister or seductive, ferocious or foul, the creatures lurking within these pages will challenge the most experienced characters of any campaign. This supplement for the D&D game unleashes a horde of monsters to confront characters at all levels of play, including several with Challenge Ratings of 21 or higher. Inside are old favorites such as the death knight and the gem dragons, as well as all-new creatures such as the bronze serpent, the effigy, and the fiendwurm. Along with updated and expanded monster creation rules, "Monster Manual II" provides an inexhaustible source of ways to keep even the toughest heroes fighting and running for their lives. To use this supplement, a Dungeon Master also needs the "Player's Handbook" and the "Dungeon Master""'s Guide." A player needs only the "Player's Handbook."
The White
Deborah Larsen - 2002
Mary is the only one not killed and scalped. She is instead given to two Seneca sisters to replace their brother who was killed by whites. Emerging slowly from shock, Mary--now named Two-Falling-Voices--begins to make her home in Seneca culture and the wild landscape. She goes on to marry a Delaware, then a Seneca, and, though she contemplates it several times, never rejoins white society. Larsen alludes beautifully to the way Mary apprehends the brutality of both the white colonists and the native tribes; and how, open-eyed and independent, she thrives as a genuine American.
Pathfinder Roleplaying Game: Mythic Adventures
Jason BulmahnTracy Hurley - 2013
Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:- Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.- New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.- A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!- Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!- A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!- A complete mythic adventure for 7th-level characters.- Advice on running a mythic game and forging your own legends.... and much, much more!Cover art by Wayne Reynolds
Silent Hill: The Terror Engine
Bernard Perron - 2012
P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.
What We See in the Stars: An Illustrated Tour of the Night Sky
Kelsey Oseid - 2017
Combining art, mythology, and science, What We See in the Stars gives readers a tour of the night sky through more than 100 magical pieces of original art, all accompanied by text that weaves related legends and lore with scientific facts. This beautifully packaged book covers the night sky's most brilliant features--such as the constellations, the moon, the bright stars, and the visible planets--as well as less familiar celestial phenomena like the outer planets, nebulae, and deep space. Adults seeking to recapture the magic of youthful stargazing, younger readers interested in learning about natural history and outer space, and those who appreciate beautiful, hand-painted art will all delight in this charming book.
Dice Games Properly Explained
Reiner Knizia - 2000
The collection ranges from early games right up to newly invented games. The rules of all games are explained lucidly, and the tactical advice given is explicit.
The Hunger Games Tribute Guide
Emily Seife - 2012
Follow the tributes' journey from the reaping to the Games, with an exclusive look at all the highlights along the way—the trip to the Capitol, the Tribute Parade, the stations of the Training Center, and the interviews with Caesar Flickerman. Plus you'll find profiles of President Snow and Seneca Crane, portraits of each tribute, and detailed information on each district's industry. This unique guide to the tributes contains never-before-seen photos and quotes from the film, and is a must-have for any Hunger Games fan.
More Than a Carpenter
Josh McDowell - 1977
Josh McDowell's timeless examination of the true nature of Christ and his impact on our lives is one of the best-selling Christian books ever. Written by a former skeptic of Christianity, it is a hard-hitting book for those who doubt Jesus' deity and his purpose.
The Ultimate RPG Character Backstory Guide: Prompts and Activities to Create the Most Interesting Story for Your Character
James D’Amato - 2018
But before you begin your adventure, there’s so much more you can do with your character to make him or her your own! Just how evil is she? What does his dating profile look like? Where did she get that scar? What does he want for his birthday? With fill-in-the blank narratives, prompts, and fun activities to help you customize your character at the start of the game, or build out your backstory as you play, The Ultimate RPG Character Backstory Book will help you fully imagine your character and bring them to life for the ultimate gaming experience!
Street Samurai Catalog
Tom Dowd - 1990
A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.
Fun Inc.: Why games are the 21st Century's most serious business
Tom Chatfield - 2010
Fun Inc. dispels these misconceptions, revealing that 40 per cent of all video game players are women, that most of the bestselling console games of all time involve no real-world violence at all, and how World of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern world.But understanding games means a lot more than simply challenging stereotypes. Find out why the South Korean government will invest $200 billion into its video games industry over the next 4 years and how games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.Game worlds are creating a new science of mass engagement that is starting to transform our understanding of economics, business and communications. Whether you like video games or loathe them, Fun Inc. will show you that you cannot ignore them.
The World Atlas of Coffee: From Beans to Brewing -- Coffees Explored, Explained and Enjoyed
James Hoffmann - 2014
From overviews of the world's most vibrant coffee-growing regions, to step-by-step brewing tutorials, the content is educational, thought-provoking, and substantial. I've already recommended this book to Barista Magazine readers countless times. -- Sarah Allen, Editor Barista MagazineA beautiful world guide to the brown bean.Taking the reader on a global tour of coffee-growing countries, The World Atlas of Coffee presents the bean in full-color photographs and concise, informative text. It shows the origins of coffee -- where it is grown, the people who grow it; and the cultures in which coffee is a way of life -- and the world of consumption -- processing, grades, the consumer and the modern culture of coffee.Plants of the genus Coffea are cultivated in more than 70 countries but primarily in equatorial Latin America, Southeast Asia and Africa. For some countries, including Central African Republic, Colombia, Ethiopia, and Honduras, coffee is the number one export and critical to the economy.Organized by continent and then further by country or region, The World Atlas of Coffee presents the brew in color spreads packed with information. They include:The history of coffee generally and regionally The role of colonialism (for example, in Burundi under colonial rule of Belgium, coffee production was best described as coercive. Every peasant farmer had to cultivate at least 50 coffee trees near their home.) Map of growing regions and detail maps Charts explaining differences in growing regions within a country Inset boxes (For example, what is the Potato Defect? Is Cuban coffee legal in the United States?) The politics of coffee and the fair trade, organic and shade grown phenomena Beautiful color photographs taken in the field. Americans consume 400 million cups of coffee per day, equivalent to 146 billion cups of coffee per year, making the United States the leading consumer of coffee in the world. The World Atlas of Coffee is an excellent choice for these coffee lovers.
Reality is Broken: Why Games Make Us Better and How They Can Change the World
Jane McGonigal - 2010
The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.
Bobby Fischer Teaches Chess
Bobby Fischer - 1966
The way a teaching machine works is: It asks you a question. If you give the right answer, it goes on to the next question. If you give the wrong answer, it tells you why the answer is wrong and tells you to go back and try again. This is called "programmed learning". The real authors were experts and authorities in the field of programmed learning. Bobby Fischer lent his name to the project. Stuart Margulies is a chess master and also a recognized authority on programmed learning. He is a widely published author of more than 40 books, all in the field of programmed learning, especially in learning how to read. For example, one of his books is "Critical reading for proficiency 1 : introductory level". Donn Mosenfelder is not a known or recognized chess player, but he was the owner of the company that developed and designed this book. He has written more than 25 books, almost all on basic reading, writing and math.
The NHL: A Century of Trials and Triumphs
D'Arcy Jenish - 2013
Millions of fans from Montreal to Miami and Edmonton to Anaheim attend NHL games leach year, millions more watch on TV and the league pays its best players multi-million annual salaries.Over the course of its first century, the NHL's fortunes have ebbed and flowed. It has experienced setbacks and triumphs and innumerable crises. The league has awarded many franchises only to see some of them falter, fail and fold. The board of governors - which has included rich eccentrics and at least one future convict - has sometimes been fractured by men who loathed each other. How on earth has the NHL survived? The answer lies in the remarkable fact that it has had only five presidents and one commissioner. Two of these chiefs were stop-gaps. For the balance of league's ninety-plus years, four men have shaped and guided its fortunes and controlled the tough, hard-nosed, sometimes unruly owners who constituted the board of governors. This is the story of two perpetual struggles -- the one on the ice and the one going on behind the scenes to keep the whole enterprise afloat. D'Arcy Jenish was granted unprecedented access to previously unpublished league files, including revelatory minutes of board meetings, and conducted dozens of hours of interviews with league executives, including commissioner Gary Bettman and former president John Ziegler, as well as well as owners, coaches, general managers and player representatives. He now reveals for the first time the true story behind some of the most significant events of the contemporary era. This is a definitive, revelatory chonicle that no serious hockey fan will want to be without.