Games Books
Related Subjects: Roleplaying
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Used price: $0.50

craft projects to shareReview Date: 2002-05-24
Great fun!!Review Date: 2003-11-25
The end of the book has sources, glossary and patterns.
There are lots of pictures (color) throughout, great stories of friends doing things together, good instructions.
Super book - makes a great gift to a friend as well
Plan a leisurely project with friendsReview Date: 2002-07-07
Great gift idea!Review Date: 2002-05-19
she's done it again!Review Date: 2002-05-22

Used price: $1.87
Collectible price: $24.95

Very instructive about HOW to playReview Date: 2008-02-04
Botvinnik's annotations are notable in their definitiveness - which contrasts, for example, with the more 'balanced' annotative style of Keres - that some might find dogmatic but which I found helpfully conclusive.
Iron LogicReview Date: 2005-09-21
The Best Chess Strategist Ever?Review Date: 2007-08-26
First of all, Botvinnik had an incredibly deep and accurate undestanding of which positional factors matter more in a given position: e.g., is it important that White has a double, isolated pawn or not--considering that he has two bishops? Second, he knew perfectly how to create a plan to maximize his positional advantages and minimize his disadvantages. Finally, he was unmatched in converting the strategically-winning position so achieved into an actual victory, by flawless "conversion" of his positional advantage to material, or a mating attack, or a won endgame.
All this comes out very clearly in both Botvinnik's play and his annotations. He makes it look simple: a result of the iron logic and single-minded sense of purposes that guided him throughout every game. The reader will learn a lot about what chess strategy and chess planning are all about, both in general and in particular (e.g., which positional factors tend to matter in what kind of positions).
The one slight problem, which isn't Botvinnik's fault of course, is that this Dover reprint is in desciptive notation (e.g., "1. e4 c5" = "1. P-K4 P-QB4") which might annoy some players. But it is well worth to spend an hour or so to familiarize oneself with this notation even specifically for this book, to say nothing of numerous other older chess books one is giving up on otherwise.
At less than $10, it's a bargain.
Botvinnik: 100 Selected GamesReview Date: 2006-06-03
Regards,
Scott Young
An all-time classic, though somewhat datedReview Date: 2004-12-07
A long time has passed since those days, and the names of the players will mostly be unfamiliar. The openings, too, may seem old-fashioned - but there is value in this. It's a chance to learn exactly what can happen if you play such-and-such a move, which nobody does nowadays. Moreover, Botvinnik's methodical building up of positional advantages has never been bettered and will reward patient study. Just where it looks most effortless, that is where the magic is hidden!

Used price: $6.66

Bowhunter's Guide to Accurate Shooting (The Complete Hunter)Review Date: 2008-09-15
Great book--highly recommendedReview Date: 2008-09-01
Excellent Guide to Accurate ShootingReview Date: 2008-08-08
Right on TargetReview Date: 2008-05-09
(One very mild criticism: there are a few too many photographs of Lon grinning next to his trophies, but hey - it's his book, after all...)
A NEWBIE'S BEST FRIEND GOING INTO ARCHERY & BOWHUNTINGReview Date: 2008-07-01
I needed everything and knew nothing. Like fly-fishing, which is my passion and obsession, archery has a differnt language, different materials and requires differnt skill sets to master to be adequate enough to be able to progress in the sport. Without a mentor but a deep seated drive to excel in this sport I have been like a sponge seeking out morsels of knowledge. This book was manna.
I am still learning; I am still reading and re-reading. This book has helped me more than any other reference I have found. I will continue to use the writings in this book to help educate and prepare myself as I develop my skills for this new life adventure.

Used price: $3.03

Do you see what I seeReview Date: 2008-11-22
Can You See What I SeeReview Date: 2008-09-06
Walter Wick Rocks!Review Date: 2008-05-20
In this Once Upon A Time book you'll have a ball searching for the right images that you are hunting for. I promise that the whole family will enjoy this lovely book!
Go, Walter!
Great for kids and adultsReview Date: 2007-09-16
Terrific booksReview Date: 2007-04-06

Used price: $18.98

The Case for Castles & CrusadesReview Date: 2008-11-16
I've tried Troll Lord Games' Castles & Crusades before, had my Castle Keeper Screen signed by Gary Gygax himself in 2007. And though the sessions and demos I ran were fun, there was always something else to try. And being occupied with a lot of gaming projects for 2008 also ensured my free time to dedicate to any single game was severely lacking.
But in now coming back to it, and in loving both the exciting modern products out there and the original and homages to an earlier time in gaming, I have found Castles & Crusades to be so much of what I've been looking for. Very few times (I can count them on one hand) has a game purely "clicked" for me. As in I got it--I got the feel, the system, the direction. And that's what happened when I took my C&C Players Handbook in hand (and screen) once more. What did it? I don't know--a desired refinement of how I run my games, an re-examination for what I want out of my hobby, whatever. But I did want to share just a little of why I am so absolutely, genuinely, enthusiastically pleased with Castles & Crusades:
Bridging A Gap: I have friends who were weaned on the older editions of D&D, and those who have played nothing but 3rd Edition. Castles & Crusades allows me to sell elements of both those experiences, giving us a common meeting ground and a larger player base from which to draw. Its familiar to veterans, and easily picked up by novices.
Time: Plain and simple. Look, I have a wife, 2 kids and 1 on the way, and a lot more responsibility than Young Me ever did. C&C's system, the SIEGE Engine, is so simple that it usually takes all of 3-5 minutes for gamers to get the gist of it. I want to be able to use all the resources I've built up over the years, run a game that encourages active, fast, inspiring GM (CK) rulings, not pace-killing rules lookup. I want low prep time, employing notes and material I already have. I'm ready to get back to the basics, and get down to gaming in a faster and leaner fashion.
A Place To Build Upon: Castles & Crusades is a framework. It isn't a toolbox so much as a sturdy workbench. This is seriously one of the most easily-houseruled games I have ever seen. You want skills, feats, some new magic system? Want to use THAC0? Have some insane d20 rule you plug into every game you play? Castles & Crusades not only allows you to plug those items in, its modularity will make it easy to do so. We are talking compatibility not only with the various prior editions and the d20 crowd, but efforts like Basic Fantasy, Labyrinth Lord, Mazes & Minotaurs, Fight On!, True 20, Paizo's and Adventure Games Publishing's docket of releases, and more. Hey, I have something from Iron Gauntlets I might throw in there. Or I can do nothing, and be just fine that way. There's just too much goodness out there that I may wish to look to for inspiration, and Castles & Crusades promises the integration of that goodness, easy-like. It's a baseline for it all.
A Style I Want: I don't want hours spent on hair-splitting character builds. I don't want reams of special powers for each player. I don't want skills and rigid, multiple modifiers to get in the way of player initiative and creativity. I want me as a GM (CK) and my players to remember when we made rulings, not remained bogged down in rules. This ties into time constraints, but I want a fast-play, unified mechanic. I want the standard tropes and hallmarks of our shared hobby heritage there, unwarped. I want strong character archetypes. I want player backgrounds to matter in the course of play. I want so much of what has made the Old School Renaissance of gaming so inspiring to me and others. Of course, many of these lie at the feet of each Game Master/Castle Keeper, and can happen in any game. But its still good to have an RPG that's on your side about it.
A Company I Can Support: Troll Lord Games has never been anything but fantastic in our business dealings. The books are affordable. Their fan support online has been helpful and inspiring. When I was still in the military, Troll Lord contributed to a care package that was sent to a buddy of mine, and he was absolutely thrilled. It meant a lot to him, and by extension, to me. Their support of my friends and I in a tough, sometimes unpopular, unfashionable conflict will not be easily forgotten.
There is also the fact that Troll Lord Games was the last company Gary Gygax himself chose to be involved with. People can knock me for being overly sentimental and say that shouldn't matter for what game I'm playing, but that does carry some water with me. More importantly, I feel like Troll Lord is run by people who understand the innate and unique appeal of Gygaxian fantasy. They have the enthusiasm and heart I look for in a gaming company.
I've never been a one-game, one-system guy. There are too many great games out there I want to run--Epic, Rifts, Traveller, we aren't through yet. One day, I will again get to run In Harm's Way. And Castles & Crusades is ok with that. I know its there, willing to undertake any sort of tweaks or mods I might find in my travels. But I do know what game I'm coming home to. Castles & Crusades is my choice going forward to take advantage of the Old School Renaissance (heck, its my staging area for it), to keep that link going to a wider pool of players, and to maximize the time I have for quality, generation-spanning fun. That's why I'm on board with Castles & Crusades as my fantasy D&D cousin of choice. And together I see us, my friends, and eventually perhaps our kids having great adventures...
C&C... more D&D than D&D.Review Date: 2008-10-23
The real D&DReview Date: 2008-07-21
A game without an index?Review Date: 2008-06-12
The book has all the rules for the game in one place. At 128 pages, this hardback is *thin*, and easy to carry around. Why doesn't it have an index? It doesn't need one. Half the book is spells, and there are spell lists by class and level. Almost everything else can be easily remembered or found on the GM's screen. In fact, you can get by with having only one copy for the whole group (depending on how many spellcasters you have).
The forums at troll lord games have helpful links and resources, where you can find several free adventures to run (provided you trust your players not to peek). I've had a blast--fun to play, easy to put down and pick back up at a moment's notice.
The Way Roleplaying Books Ought To BeReview Date: 2007-09-12
The game itself is terrific, as a return to a simpler time in rpg's when the game wasn't overly burdened with many, many different mechanics that slow down game play, but don't significantly contribute to story telling or experiencing the imaginary adventure.
In substance, the Siege engine (the authors' name for the near-d&d like structure that the game is based on) is a wonderful mix of First Edition AD&D (the first hardcover books - the first edition of the game to feature the word Advanced in the title), with some modernized D20 mechanics. In a nice mix of new and old, your abilities are all derived from your race and class, but the chance to perform those abilities is derived from your statistics - here is where the Siege engine adds, in my opinion. Each character can choose (based on race and class choice) up to 3 statistics (of the classic six - Strength, Wisdom, Intelligence, Dexterity, Constitution, and Charisma) to serve as Primary statistics. All abilities that are based on Primary statistics have an additional 30% (+6 on a d20) chance of success over other practitioners of the ability. A player creating a Ranger character might pick Strength and Intelligence as his primary abilities. Another might choose Strength and Dexterity - the two characters will have very different areas of expertise and concentrated focus, even though both are Rangers.
Combat is quick, and straight forward. A quick roll of initiative (on a D10), players and non-players then act in order. Ties are broken by Dexterity bonus. Roll to hit, roll for damage. Spells may involve a resistance roll, or a saving roll. Abilities require a single dice roll. All in all, the combat runs great, and quick. Players are more interested in where their companions are, what the tactical situation of the fight is, and how to gain the upper hand through maneuver and magic, rather than picking just the right feat for the situation.
Having run some sessions (and having a very long history with rpg's in general, and all the versions of D&D in particular), I have to admit that I miss having some sort of skill system. The Non Weapon Proficiency system from First or Second edition AD&D would do nicely, as would the Skills system from Third edition. Feats are (thankfully) absent, as they are the one thing about Third edition that keeps me from liking it (and it's worst aspect, from the point of view of a DM preparing adventures).
Combat in Castles and Crusades runs very smoothly and cleanly, and is over quick, while still having all the round-to-round decision making and tactical choices of a good rpg. Magic is done very well, with a very nice spell list for the different classes, good rules on acquiring spells.
This with the companion volume - Monsters and Treasures Castles And Crusades Monsters & Treasures- makes a great rpg. I have to say, that I am anxiously awaiting the Castle Keepers Guide (now, if I am correct, due out in Autumn 2007). It is supposed to add a lot, and will be twice the size of the Players Handbook. If it adds a skill system, and (apostasy) somewhat more detailed initiative rules, then I will be in seventh heaven. If not, one of the greatest things about Castles and Crusades is that it can very very easily be added to, and I could easily plug in my favorite skill system and initiative rules.

Used price: $4.99

Bringing the kids into RPGReview Date: 2008-11-25
A gem of a find, wish I knew about it sooner. Spent way too many hours trying to decide between 3.5 and the new D&D, trying to figure out how 10 and 11 year olds could possibly begin to scratch at all that without falling asleep (or without turning into arch-materialists in the never ending merchandising of new edition). And then out of the corner of a deep web search comes TrollLord to the rescue with C&C. Its D&D 1.5 cleaned up and put right out there, the way I remember learning it when I was 10. The players handbook could use reorganization (different class spells mixed together, headings kind of small, etc.), but the kids are taking right to it and are into the role play immediately. Can't imagine why one would need anything more complicated. Consider running the old B2 Keep on the Borderlands with new players. Oh did anyone mention how compatible this is with all sort of D&D stuff, mix, match and apply your old Monster Manuals, DM guides, Class Handbooks, etc., no problem. Let your ambitious players expand to their hearts content if they want, but noone needs to. You can reinvent the wheel!
Welcome back...Review Date: 2007-03-15
It makes me want to shed tears of joy.Review Date: 2007-01-20
And if you're too young to remember, come feel the kiss of what it was like to roll up your first Dwarven fighter. Feel what it was like to realize that here is the magical world of heroes of which you've always dreamed.
An Excellent RPG SystemReview Date: 2007-02-24
Who needs miniatures!Review Date: 2007-01-31

Used price: $11.90

Super Info-Review Date: 2001-10-22
Excellent Softball Book For Coaches of 12 & U and Up.Review Date: 2000-09-25
The Definitive Handbook for High School Fastpitch CoachesReview Date: 2003-03-25
For Youth Softball - Good ReferenceReview Date: 2001-12-07
However, as a captain of a mens' fastpitch softball team, with players who play once a week, this book did not help me much. The drills were just too involved and required a much higher commitment and lower physical strength than I have from the guys on my team. It's like using a college-level calculus text when all you want to learn is high school algebra.
Having said that, the big plus of this book is the VERY EXTENSIVE list of both defensive and offensive drills. This section of the book makes the purchase price worthwhile.
Great for High School CoachingReview Date: 2001-11-03
Used price: $0.54

Oh so fun!Review Date: 2007-09-20
SO much fun!Review Date: 2007-08-13
Great Fun for younger cranium playersReview Date: 2007-01-09
Great for kids 5-12!!!!Review Date: 2006-08-19
I highly recommend it
Great For Children, But Not For Adult Game NightReview Date: 2005-12-16
I particularly enjoyed the "Data Head" section as they had lots of fun "science" activities for kids, including a mold experiment that calls for the study of mold in various stages. Your kids can then rank the mold on various sub categories, including a "Stink Factor." Parents may be none too thrilled with this activity, but it should make for an interesting couple of days.
The book also contains a game (get it game in a book in a game) the "Conga Mini Guessing Game." The game is also somewhat simplistic so adults probably only want to invest them time if they're joining their younger family members, but in all this is a nice, self-contained package that has a lot of fun activities and room for creative expression. This is a must-have for your child's bookshelf/playspace, and it also does carries well on the dreaded road trips.

Used price: $0.28
Collectible price: $27.95

Such an inspiration! Great ideas!Review Date: 2007-06-10
Decorating on eBayReview Date: 2007-03-17
Great Information SourceReview Date: 2006-01-18
How to decorate an entire house using eBayReview Date: 2006-03-19
Taste and Style on a Shoestring and in your PJ'sReview Date: 2006-01-19


Entertaining for toddler boys!Review Date: 2008-07-09
StickersReview Date: 2008-01-24
Just as good as the others...Review Date: 2007-05-13
Wonderful Little Board BookReview Date: 2007-01-04
Very realisticReview Date: 2008-01-07
Related Subjects: Roleplaying
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I have done all this, and still do. As a matter of fact, the friend who gave me the book and I have shared so many crafty projects over the years. There really are no limits in what you can do. And as it's said on the cover of the book - in an era when women set aside very little leisure time for themselves, let alone for their friends, Between Friends provides the perfect excuse to invite the girls over.
The great thing about this book is that Charlotte Lyons has collected so many different things you can do, and put them together in a charming and quite whimsical way. Don't start reading the book late in the night. You will never be able to go to bed then untill you have started a new project, phoned a friend to discuss some new yarn you saw in town earlier that day, or written a letter to a pinpal with pictures of some of your latest quilts.
The book will be a favorite of mine for years to come, and I know it will inspire me to make wonderful gifts for and with my friends from all over the world. And a little secret. MY Between Friends has a little handmade bookmark, embroidered with the words"If friends were flowers, I'd pick you" - made special for me by my special sharing friend.
Britt Arnhild Lindland