Games Books
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Used price: $0.42

Merry Christmas JennaReview Date: 2004-01-23
Merry Christmas Jenna BlakeReview Date: 2001-12-10
For some odd reason I haven't picked up a Jenna Blake book for quite a while but when I saw this in the store i just had to read it. Once again I was not dissapointed. Golden is a talented author or suspense and once again delievers a new novel with a powerful mystery filled with great charecters. If you're a fan of the series I reccomend this novel. Have fun!
Head GamesReview Date: 2001-02-20
Head GamesReview Date: 2000-06-07
Someone is playing head games with Jenna's friends.Review Date: 2000-06-30
Used price: $2.98
Collectible price: $39.95

One of the best SF RPGs.Review Date: 2002-12-02
The main rulebook comes with a full set of rules for both the RPG and the tactical combat game, plus a good amount of detail on a likely setting for an RPG (Peace River), and a slightly smaller section on the world as a whole (which is expanded on in the Life on Terra Nova sourcebook that can be purchased separately, and is also excellently written).
Heavy Gear takes place 4000 years in the future, on the colony world of Terra Nova. Heavy Gears are one-man mecha, something between an infantryman and a tank. The planet is divided into two polar leagues separated by a vast desert known as the Badlands, poised on the brink of war after years of uneasy peace. The game has an ongoing storyline that leads from this starting point and is continued with storybooks and through the sourcebooks. The storyline is planned out in advance, which gives it a great leg up on other games.
One note -- the computer games and cartoon should not be used to judge the pen and paper game; the computer games are not really in the best spirit of the game and the cartoon...has nothing to do with the pen and paper game other than the name really.
In addition to the rulebook, you will probably want to hunt down the Life on Terra Nova sourcebook if you plan to run an RPG game (or if you're just interested in reading more about the game world).
A Game Fit for KingsReview Date: 2002-11-15
On Terra Nova, a planet without oceans divided into two hemispheres by an inhospitable desert girdle, several nations have developped since that time. The southern nations have been subjugated by the Southern Republic, which in turn caused the northern nations to band together for their own protection. Now these two power blocks, armed to the teeth, are gearing up for war once more, with the unhappy inhabitants of the desert Badlands in the middle, seeing their home become a battleground.
And then there's the fascist Earth regime, come back to claim its own...
This is the Rulebook for the Heavy Gear system, Dream Pod 9's most
exciting and best game system ever. At the core of it all is a game engine called the "Silhouette" system, a well thought
out system of rules equally useful for roleplaying and tactical combat, for simulating space, submarine or ground environments.
HG offers you the opportunity to step into the future and see the world through the eyes of the inhabitants of mankind's
new home, wether you want to do classical roleplaying or fast paced mechanical combat, or both at the same time.
The rulebook is very well written and contains lots of examples illustrating the realistic, yet easy to understand and use rules system. Talking of illustrations... those are there as well, *lots* of them, and very well done, too.
But you get more than just
a bunch of rules. At the beginning there's a gorgeous colour section showing the planetary system and a world map, followed
by a short but thorough introduction to the world of Terra Nova, covering the various nations and regions. There's even a
short source book on Peace River, a huge desert city/arcology/weapons factory, allowing you to start playing right away if
you wish to.
Of course you get the necessary character creation rules, an exhaustive list of skills, some equipment and
weapons, and rules for interaction, skill tests and, of course, combat. You also get archetypes and some animals to populate
the wilderness, not to forget the enigmatic desert nomads known as Sand Riders...
Plus you get the complete tactical combat
rules, if you like that kind of thing. If you prefer hex-maps or miniature games is entirely left to you. The Silhouette system
allows you every imaginable freedom while covering all the necessary aspects.
Some people have called Heavy Gear the
heir of Battletech (you know, the combat game with all those giant robots... what serious Heavy Gear fans refer to as "that
other game"). Fact is, HG is much, much more.
The trademark of the game is the Gear, a roughly humanoid combat machine
of the future - but that 's where the similarity ends. The tactical system is hugely superior to that of BT, allowing for
opportunity fire, sensor detection, communication and ECM, while the roleplaying system is not just an afterthought, but an
inherent part of the game (if you want to, the main part - if not, it's a nice background. Your choice.)
HG is incredibly
detailed (there's a huge range of sourcebooks, covering every imaginable aspect, if you feel like it - but you don't need
them if you don't want) and quite realistic, plus it's got an overarcing background story similar to Babylon 5. And there's
no need to read through stacks of badly written novels. Conflic is certainly a constand of the HG universe, but the system
doesn't force you to concentrate on war, like the other game did, but allows you to explore the future any way you like.
In short, HG is my favorite game of all times. And I've tried out quite a number.
If you like Sci-Fi, you'll love this game...Review Date: 2002-11-15
It was money well spent.
The book itself sports quality binding and paper. The printing is clear, legible and easy on the eyes. There is plenty of excellent content, spiced generously with outstanding pen art.
Even if not a fan of Role Playing and Tactical Miniatures Gaming, Sci-Fi fans will enjoy a depiction of a futuristic colony world both at war with imperialistic conquerors and with itself.
It is a stark, hard sci-fi story of human settlers that have braved harsh desert conditions, isolated from the rest of humanity and struggling not only for suvival, but also for cultural identity.
Role Play and Tactical Game Players will also find Heavy Gear to be a refreshing change of pace from the tired Sword and Sorcery Genre. And, they will find this high quality rulebook to be a perfect collectors and players peice in any library.
Enjoy!
An excellent SF RPGReview Date: 2002-11-07
Some people may already be somewhat familiar with the Heavy Gear setting through either the Activision Heavy Gear computer games or the Heavy Gear animated series. For those who are not, a brief synopsis:
Heavy Gear takes place in the 62nd century. The action primarily takes place on the colony world of Terra Nova. A harsh and beautiful world, it has also been wracked by conflict. Two decades ago, Earth attempted to reclaim her wayward offspring in the War of the Alliance, a devastating conflict which briefly united the major Terranovan powers against the invaders. However, this hard won unity quickly fell by the wayside as old conflicts reemerged. Terra Nova is once again on the brink of war.
The conflict will be fought with the game's namesake, the Heavy Gear. A native Terranovan development, these fifteen-foot tall humanoid combat machines provided a rude shock to the invading Earth forces two decades before. While Gears are the game�s centerpiece, they are not the be-all end-all of combat on Terra Nova. Tanks, artillery, aircraft, landships and even larger walking machines called striders provide additional speed and firepower.
If tactical combat isn't your thing, the Heavy Gear setting provides a wide variety of options for less militaristic adventuring. Divisions between and among the major powers present opportunities for espionage political intrigue. On the other hand, many areas of Terra Nova are still very much part of the frontier, where individuals can make a difference and make their fortunes by their own actions. The setting is so vast and detailed that the possibilities are limitless.
While the main rulebook is all you need to play, the game�s publisher, Dream Pod 9, has published an extensive array of supplements detailing every aspect of Terra Nova, along with sourcebooks covering the technology, vehicles and spacecraft of this future setting. Recently, they have moved beyond Terra Nova itself and have begun covering Earth�s other colony worlds. However, the most interesting aspect of the Heavy Gear line is the Storyline Books. In addition to its rich backstory, the Heavy Gear setting has a Babylon 5 like 20-year story arc. Each storyline book moves the game�s history along by a few years. The basic setting described in the main rulebook is complex enough to provide an enormous amount of adventuring, using the storyline books provides the opportunity to set an RPG campaign in a living, breathing world with a constantly unfolding history.
In short, Heavy Gear is one of the best, most innovative roleplaying games out there. I would highly recommend that anyone pick it up.
Heavy Gear and the Silhouette System ROCKSReview Date: 2002-11-07
This book is just the tip of the iceberg: Dream Pod Nine makes a huge number of sourcebooks and miniatures and they are consistently engaging.
Do I love this book? i love this book. Do I love this game? You betcha. Go to the Dream Pod 9 site ... and get a taste. then get back here and grab this book.

Used price: $11.94

...Whoa...Review Date: 1999-10-13
great book..really bad font..Review Date: 1999-08-18
Die with honor, Wyrmling scum!!Review Date: 1999-04-20
Forget everything you knew about shapeshifters...Review Date: 2000-09-09
What Hengeyokai IsReview Date: 2002-08-19


Hook is the best!Review Date: 2001-07-06
Cryptics for the American solverReview Date: 2001-07-01
Great booksReview Date: 2002-01-05
Get hookedReview Date: 2002-08-12
Stilled HookedReview Date: 1999-06-22
One notable point is the use of some adult-oriented slang in a few points throughout the book. Being like-minded, I actually enjoyed this and felt it made the puzzles a little more contemporary. But as it says on the back, it's not for the squeamish.

Has games from childhood, especially outside activityReview Date: 2008-03-21
Great Book!Review Date: 2007-12-27
Great!Review Date: 2002-10-01
Hopscotch,Hangman, Hot Potato& Ha Ha Ha : A Rulebook of Children's GamesReview Date: 2007-01-14
Best Children's Game Book EverReview Date: 2006-04-19
There are games I played that I didn't remember the names or the rules...they're all here. Card games like Old Maid, Fish and Hearts; Paper games like Hangman, Boxes (where you make the dots and connect the lines to form boxes) and String games like Cat's Cradle. There was even the game that you folded the paper and wrote stuff on the inside and you sliped the paper box thing over your fingers to answer the other person's questions. Here it's called Cootie Catcher but I can guarantee we didn't call it that! LOL
Writing this review makes me want to go play some hopscotch! See ya' later.

Used price: $4.73

It gave my kids an advantage on understanding MathReview Date: 2007-12-19
My FavoriteReview Date: 2005-11-25
What a fantastic summer occupation!!Review Date: 2008-06-03
I sat down with this book and went through every page, reading here and there, looking at the experiments. My very first thought was, No way could a typical kid create these experiments, much less complete them. But then after just a few pages, I decided, yes, they can with a little help here and there. If you (the adult) help a little, a lot of math will come back to you. This book is designed to be enjoyable for kid and adult alike.
For example, remember the Golden Mean, or special ratio in art and architecture, used in creating the perfect ratio "look" to the Parthenon and the Pyramid at Gizeh in Egypt? There is an experiment to learn just how the mean works. On the next page is an experiment to make the Golden Mean! How cool is that?!
Try using algebra to solve this puzzle: A friend said that on his birthday, his mother's age was three times his, but in 15 years, she would be twice as old as he. How old are the boy and his mother today?
There's a section on chances and probability. Did you learn those in school. Didn't think so. How about the various personal measuring systems used through the ages? Or how to economically wrap a package? In another chapter children will learn how to find true north, make a spirit level, create a leaning tower, use trigonometry to find the height of things, and create curves with straight lines.
They will learn about Nobel Prize winners in mathematics and create a double helix, create an envelope tetrahedron, make a flying machine, and study asymmetry using their own faces.
The last chapter concerns philosophy and logic. Two fabulous experiments involve making a paper logic chain and the other constructing the Tower of Hanoi. Have you ever seen those long flow charts where a steel ball travels along a mix-max of chutes and tunnels? Your kids can make one out of normal household products. The last activity is testing the chaos theory, which deals with dynamics or changes within a system.
I skipped the beginning, so let's go back. The first chapter shows what tools are needed for the entire book--all simple, easily obtainable items.
The history of numbers, major mathematicians, and enough games, puzzles, and tricks in this book will enable your child to have enough things to do for a very long time, or at least until the end of summer.
Meanwhile, the book is so mixed with visuals, facts, diagrams, information, and experiments, that it is highly likely for this book to create a supreme interest in mathematics. I'm personally allergic to math, but I think I want a copy of this book for myself. I suggest every parent who loves to work with their children and, indeed, every elementary teacher who provides instruction in math must own a copy! This is a must-have book!
Excellent addition to any homeschooler's math programReview Date: 2005-11-28
How Math WorksReview Date: 1999-06-22
Aspects of subject included Number and Algebra. Shape, Space and Measure. Handling Data. Using and Applying Mathematics.
Structure and organisation of the text The text is organised into categories, i.e. number. Each double page spread has a Title, a main paragraph, and lots of related but independent sections. Most pages feature a piece of maths history or an interesting unusual application of maths. The Pictures and diagrams all add lots of information, and are not just decorative. Activities
Ways in which information is presented Text in different sizes. Key points bulleted. Photographs and diagrams. Step by Step instructions using both words and pictures. Separate sections are framed. Background for the same section (i.e. Discovery) is the same colour on different pages.
Helpful features Contents, glossary index and heading. Activities and problems. Categories and sections mean that the information can be dipped into. Emphasis on the place of maths within society. Lots of concrete maths.
Potential difficulties Lots of information to take in. Activities require a lot of equipment. Lots of mathematical vocabulary
Reading skills required Use of contents index and glossary. Heading, subheading. Reasonably difficult general vocabulary. Being able to skim the page and select relevant or interesting information. Lot's of mathematical vocabulary to take in.
Implications for teaching
Ideas for lessons. Introduction / reference for teaching. General background reading. Display. Extension work / reinforcement ideas.

Used price: $0.78

I can guarantee that this fun book can drive your imagination engine into hyper-speed mode!Review Date: 2006-10-19
How to Draw a Cup of Coffee and Other Fun Ideas for Home & Garden
How to Draw a Clam: A Wonderful Vacation Planner
All three books, by Joy Sikorski
I have owned these three wonderful books since the late nineties & have re-visited them many times.
In the field of what I would like to term as 'deliberate doodling', I consider these three books to be the best in the genre. Unlike the common doodles, which seem whimsical, 'deliberate doodling' involves some form of structure & purpose. I am very impressed by what the author has done in the three fun books of hers.
All three fun books are spiral bound, each with almost two hundred pages of inspirational doodling techniques, on top of various other discovery games & paper crafts for professional & personal entertainment. Each is sturdily constructed with two pockets for special projects, organised with ten card-board dividers & yet small enough to fit into your briefcase.
From my personal perspective, they are wonderful toys for grow-ups: playful, instructive & absolutely worthwhile!
The author has actually written another similar book, entitled 'Squeaky Chalk : And Other Fun Things to Draw (And Do) When There's Nothing to Do!' but for some strange reasons, I did not lay my hands on it.
For the benefit of readers, let me share this personal experience of mine: I have combined the 'deliberate doodling' techniques from Joy with the 'rapid viz' techniques from Kurt Hanks, & integrated them into the 'private writing' processes as formulated by Mark Levy in his wonderful book, 'Accidental Genius: Revolutionize Your Thinking Through Private Writing .'
I use what I often like to term as my 'scratch pad', the type artists use, foolscape size, spiral-bound, 100 pages per pad, 100 gms weight, in conjuction with a multi-colour/multi-utility pen from Rotring. At one point in time, (for about 3 years) I used the Bienfang spring-bound note/sketch pads until the only local supplier went out of business unexpectedly.
On many occasions, I have astonished myself by being able to wrestle with the valuable business & life insights from my own seemingly disparate "private writing"/'deliberate doodling'/'rapid viz' pages. The doodles & illustrations often add a perceptive visual dimension to my seemingly random thoughts on paper. My scratch pad is always a visual smorgasbord of relatively heavy text, mystical doodles & logical illustrations (thanks & no thanks to my engineering training!). I have translated many of my valuable insights into pragmatic projects. One of the sideline projects is writing reviews on amazon website.
To all readers: If you really want to use both sides of your powerful brain to generate valuable insights, I can guarantee that these three books can drive your imagination engine into hyper-speed mode.
HOW to Draw a RadishReview Date: 2002-02-21
Great giftReview Date: 2003-11-25
What a great little treasure to teach the unbelievably talentless how to draw!
Joy breaks down radishes, butterflies, flowers, etc into easy to draw pieces that all add up together.
I can now doodle with the best of them!
Pick up two - one for your Secret Santa and one for yourself!
this book is too cuteReview Date: 2000-10-18
the cutest little dooles I ever did seeReview Date: 2000-04-17

Used price: $7.97

cool book!Review Date: 2008-08-06
Take pop appreciation to a new levelReview Date: 2007-01-11
art is neato.Review Date: 2006-05-14
IN 8-BIT WE TRUST!Review Date: 2006-08-23
Pop Art a la '80sReview Date: 2006-05-12
In terms of subject matter, far and away the most prevalent "inspirations" are from the Donkey Kong/Mario Bros. franchise, with Pac Man coming in next, and Frogger, Zelda, and Dig Dug also getting much play. However, some of the best pieces are from less popular games, like Tim Tomkinson's "Duck Hunter S. Thompson" mashup of a portrait of the gonzo journalist with the Sega "Duck Hunter" graphics, Jim Rugg's faux poster for a pro wrestling event featuring characters from the Nintendo wrestling game, or Jason Sho Green's pen and ink "Tantric Tetris". On the whole it's a very fun, well-designed book, nicely produced, and sure to bring a smile to many 30somethings. It's worth noting that I like Chuck Klosterman too, but his foreword is pretty slim, maybe 500 words, so don't buy it for that!

Used price: $0.12
Collectible price: $15.98

A Nice Memory Scrapbook of I Love LucyReview Date: 2008-06-29
Fu, fun, funReview Date: 2004-07-23
RICKY RICARDO CAN CONGA MY DRUM ANYTIME.Review Date: 2001-10-18
I Love, I Love Lucy!Review Date: 2001-08-25
A MUST HAVE...Review Date: 2003-03-30

Used price: $8.38

Best Drinking Book EverReview Date: 2008-10-26
Eric - Arizona State
a FRAT must-have!!Review Date: 2008-10-23
The best drinking book everReview Date: 2008-10-22
IN...CREDIBLEReview Date: 2008-10-22
No joke this book is actually AMAZING! I had to have a diaper on when I read this book. 1) Because it was so funny I about pissed myself and 2) I got so drunk I about shat myself(gross and yet so awesome)! Truly this is a great book to have on your bookshelf and a amazing reference guide. I cannot stress this enough, just read this book... You will get addicted.
Justin B.
Kansas State University
A Great Book for Great TimesReview Date: 2008-10-22
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Out of all of the books in the BODY OF EVIDENCE series, this is my favorite one so far. Golden has done a lot of research on mind-control, and has entwined all of it into an interesting, and elaborately woven novel. Filled with strange twists and turns around every corner, HEAD GAMES is sure to please. A must-have for all who have read the previous books in the series.
Erika Sorocco