Rules of the Game Books
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New Spells, Priest Spheres, and Mage ClassesReview Date: 2000-07-12
Perhaps the most unbalanced mage class insideReview Date: 1999-06-22
Great book for every serious AD&D Dungeon Master!Review Date: 2001-04-03
Good for a start but not enoughReview Date: 1999-12-27
I was quite enthused by this bookReview Date: 1999-06-25
Wild Mages are a lot of fun, quite powerful, and almost as deadly to the party as to enemies (thus balancing them out with other mages).
New ways for priests to cast powerful spells, make them seem more like holy warriors, and less like walking bandages.
Metamagic: spells that affect other spells, is also an interesting and much needed addition to the spell lists.
If you like spellcasters, get this book. If you don't like spellcasters, get this book. It may change your mind.


Amazing Rulebook SystemReview Date: 2007-10-13
However I couldn't have figured out a bet set of rules with which to run a fantisy world. You can play a great manajaerie of traditional medival fantisy esk races, and humans. And the skills are really all emcompasing. I love this rulebook and for anyone who enjoys LARP'ing, or D&D, or anything related to that it is a must have! Great job Mike Ventrella!
Alliance RulesReview Date: 2006-11-02
If you are going to play, buy the rulebookReview Date: 2006-04-27
If you are going to play the game, buy the rule book. At least read the parts that relate to your character; you don't have to know what every spell does, but it sure helps if you know what the ones you cast do! The best way to get addicted... I mean, try out the game is to come to an event and NPC (it's cheap, we feed you and you get to hit people with foam-covered pipe!). The best way to learn the rules is to read this book. However, it is a ROLE-PLAYING game, and the plot, players and atmosphere will always trump minor changes in the rules system.
Great New Edition!Review Date: 2005-05-18
This is a new edition!Review Date: 2005-02-19

Used price: $5.15

Not for a Role Play Newbie.Review Date: 2001-05-22
As good as it gets.Review Date: 2004-12-07
As for missing the Protomech rules from TRO 3060: this is actually a good thing. Protomechs are a foolish idea that unbalance the game, while TRO 3060 is a piece of garbage.
One final note... this write-up is for the unrevised rulebook. The revised rulebook is another piece of trash.
Helpful but still confusingReview Date: 2002-01-04
Great source bookReview Date: 2001-07-27
Mech Warrior Fan? Looking for an intelegent minatures game?Review Date: 2003-01-05
MECH WARRIOR IS BASED OFF THIS GAME
NOW THE REVIEW:
Nowadays there are two paths for minature gaming.
1: Warhammer, which is overpriced and has confusing rules.
2: Wizkids. Even worse. Untillegent play, "collectibily", and worse yet they made a "Improvemnt" to battltech that took mage knight, added a rule or two, made battle-y units and sold the [stuff] to your local store.
But this gem of a rulebook is Battletech. Intelegent and strategic play. Unit cuztimization,
or you can even create your own. (Unit as in a peice on the board, not a group of peices). Lots of cool weapons that make
sense and are very balanced. ...
Battletech is a lot of fun to PLAY. Its worth every last penny.

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Great use of page spaceReview Date: 2000-06-14
Excellent workReview Date: 1999-09-17
Wonderful book for colorful charactersReview Date: 2000-06-09
Adds a lot to an Already Strong CharacterReview Date: 1999-02-17
Disappointed, Good for higher level RangersReview Date: 1999-10-19


Masterstroke or unholy mess?Review Date: 2004-06-18
For my money, close but no cigar.
Gary...Legend or Hoax?Review Date: 2001-03-06
Lejendary Adventures is a mixed bag. The rules light (we're talking baby air elemental light here) game has a definite unique flair to it? Takes a lot to create a game that basically has very little gaming rules. Definitely not for the girly-man RPG'ers.
If you're heavy into rules and fantasy-as-reality RPG (basically anyone who LOVES the 3rd edition D&D system), this is definitely NOT something for you...trust me...even Gary has said so!
Being someone who has not fallen into the category of a Gary-phile, my main critcism of this product is the packaging. Unlike some of my more scholarly counterparts seem to subscribe to, this book was NOT an easy read by any means. Maybe it's because I'm one of those sissy boys who love D&D...but the fonts alone caused me to wish for the days of DCS and DSL art.
A lot of promise, but far from a complete product. Then again, maybe that's what Mr. Gygax intended.
A Solid Component of an Excellent New RPG SystemReview Date: 2000-12-18
Sections in The Lejendary Rules include an introduction to the Lejendary Adventures system; "The Avatar," a guide to character creation; "Avatar Abilities," what characters can do and how; "Equipment Lists," including starting equipment tailored to characters' backgrounds and skills; "Extraordinary Abilities," such as spells and paranormal powers; and "The Journey," the basic rules of play. Other elements include reproducible character sheets and "Forlorn Corners," a short introductory adventure. Creation of Lejendary Adventures characters is described in a clear, step-by-step manner, and is intended to allow players to design exactly the characters they want by allocating points for characteristics and selecting an appropriate mix of abilities.
Lejendary Adventures characters have three basic characteristics, or "base ratings," Health, Precision, and Speed. An optional characteristic, Intellect, also exists, but is more applicable to nonplayer characters. These base ratings, along with race, are used to determine a character's level of proficiency in more than three dozen Abilities (e.g., Commerce, Divination, Weapons), which form the basis for character development in Lejendary Adventures.
Races available to players in The Lejendary Rules include familiar ones, like Human, Dwarf, Elf (Wylf) and Gnome; some traditionally not open to characters, such as Kobold and Orc (three varieties); and others that are fairly unique to the game, such as Ilf, Oaf (three types), Trollkin, and Veshoge.
Lejendary Adventures characters have the option of either joining various orders (reminiscent of the character classes that form the basis of systems like Dungeons & Dragons) or of remaining "unordered." Either course has its advantages, increased proficiency in various abilities for the members of orders, and greater flexibility for unordered characters. Characters with the prerequisite abilities can select from the Demonurge, Desperado, Ecclesiastic, Elementalist, Forester, Jongleur, Mage, Mariner, Noble, Outlaw, Rogue, Soldier, and Warlock orders.
One especially interesting aspect of The Lejendary Rules are the various lists that players use to select initial weapons and equipment for characters based on their abilities. For example, Minstrelsy allows a selection from the Low list, Hunt from the Middle list, Learning from the High list, Enchantment from the Magical list, Weapons from the Military list, and Alchemia from the Special list.
Incidentally, this softback, perfect-bound book is durable and certain to last a long time, something inadvertently brought to our attention after a cat knocked our copy into the toilet one night. The next day we fished it out and let it dry, after which it was a bit warped but completely intact and usable.
If this book has a palpable weakness, it lies in its artwork, which includes a full-color illustration on the cover (depicting a traditional adventuring party) and hundreds of black-and- white illustrations inside. Unfortunately, quality of the latter are somewhat uneven, and many are coarsely rendered or poorly scanned. Many of these are reminiscent of the cruder illustrations in the old AD&D Monster Manual, and generous souls may allow that this similarity is deliberate.
Aesthetic flaws aside, this system has no substantive deficiencies to speak of. Like the Lejendary Adventures system as a whole, it is a solid, enjoyable, easy-to-use gaming component that is sure to provide years of entertainment to a great many gamers.
My favorite RPG after playing itReview Date: 2003-02-18
Pros: Very fun. Quick and easy to play and learn. Incredibly flexible
with rules which allows for a lot of creativity for the Game-Master. Adventure and Role-Playing are the focus, rather than
tons of combat and creating characters or should I say Super Characters.
Cons: Not for people who are into todays
D&D 3E type rules. But will appeal to most D&D 3E players because of the fantasy background. Needs a little more work on the
readability and graphics. Finally, the game is not as well known as the D&D 3E (d20 community), so it does not get a lot
of outside support.
Playing this game took me back to when I first started playing paper and pencil RPG's. I highly recommend this to anyone who is into Fantasy Role-Playing but does not want to stick with a standard d20 rules system. Very fun hope to see a lot more!
LejendaryReview Date: 2001-01-13
The Lejendary Rules For All Players is THE Players Guide. Forget everything you thought you knew. Get this book! Period.
This game system is so easy you can learn while you play, but don't mistake ease of play for a incomplete product. All bases are covered here. The rules are straightforward and complete. Gameplay will be fun again, no more searching endless volumes for that missing "rule on battles where undead masters cannot be affected by certain spells when within their lair......" Get back to having fun playing the game, and away from trivial disagreements on "the average airspeed of an unladen swallow".
A fair assessment: scale of 1 to 5 (one being lowest)
Book: Lejendary Rules for all players
Binding: 3 Paperbacks are okay, but for the price a hardcover should be standard.
Design/layout: 3 Could be better indexed and have color section tabs.
Content: 5 Excellent work all around.
Cover art: 3 Nice, but not engaging.
Interior art: 2 No color, no race pictures, no armor/weapon pictures, uneven quality.
Editing/proofreading 2: typos/misprints exist, and some numbers don't add up.
Price: 2 $24.95 For a Standard edition, $29.95 for a Premiere, both paperback.
Overall : 3 Summary: Great content, poor execution. This project would be better if done First Rate; hardcover, better design, better art, full color.
A true prince in paupers clothing.
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Must have for all those little rules you tend to forgetReview Date: 2008-06-09
Hoyle's Rule of GamesReview Date: 2007-10-23
Excellent reference for card games & much moreReview Date: 2007-10-21
Hoyle's Rules of GamesReview Date: 2008-06-05
Waste of PaperReview Date: 2008-05-30
There are easier to understand and more up-to-date descriptions of gameplay for most of the more popular games on the internet. The book is particularly weak on diagrams, which simplify understanding of many of the games tremendously. I would consider this book to be useful as supplementary information only; it would not be my first choice for learning a new game from scratch.
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Useful BookReview Date: 2007-05-10
It's a necessary product, so why not get it here?Review Date: 2007-10-24
There are the usual choices, the most obvious being the US Chess Federation. Amazon's better, cheaper, and the product's easier to find here than anywhere else.
Complete US Rules of ChessReview Date: 2006-09-13
I agree that the book is so huge it is hard to pinpoint what rules are more important than others to focus on for a chess player. Most scholastic tournamnets use a "sudden death" time control but with digital clocks having time delay it is complicated to understand for a beginner to chess tournaments. There are a couple of books that do explain "chess tournaments" in a more simplified way already published. But no book can replace owning a copy of the "United States Chess Federation's Official Rules". My suggestion is for them to do a future edition with a chapter for the beginner to point out which sections are most important, especially for the scholastic player.
Audience: Tournament Directors and Experienced Tournament PlayersReview Date: 2006-12-30
Difficult Understanding for the Newcomer to ChessReview Date: 2006-09-12

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Life Lessons and PokerReview Date: 2007-05-12
Deceptively Strong. Review Date: 2006-01-22
Worth Every Cent!Review Date: 2007-02-26
not worth the time to readReview Date: 2006-02-23
Complement your poker library with this one...Review Date: 2005-01-04

Used price: $28.33

StarWars Arms & Equipment GuideReview Date: 2005-09-15
Not really worth the purchaseReview Date: 2004-11-09
On the up side, there seems to be no redundancy in this book, meaning that if it's listed in the Core Rules, then it's not listed here. The downside being that you have to have both this book and the Core Rulebook handy for a complete list of items.
A MAJOR NEGATIVE is that there are no weapons/droids/vehicles/etc. tables for quick reference like there are in the core rulebook, which makes comparing items at a glance much more difficult (I got around tis by printing up a comparison table in excel).
Also, to my great dissapointment, there are not starfighters, cargo ships, etc. at all in this book. Only speeders, walkers, bikes, etc., none of which are all that impressive. Infact, save for the armor and possibly the droids, there's nothing impressive about this book at all.
I did, however, like the ability to customize and personalize weapons, armor and--to a limited extent--vehicles.
Some weapons have minor benefits here or there to the ones in the core rules, such as an increase in damage, but at the cost of range and/or accuracy. Spending more will not really get you a superior weapon (unless you personalize). Sorry folks.
I have a HUGE beef with the armor section. Armor lists the type, proficiency requires, cost, max dex bonus, speed, armor check penalty, weight, availability, era, and damage reduction, but not the DEFENSE BONUS the armor provides! WTF???
All in all this book could have been done MUCH better. I don't recommend it.
Finally a book that answers questionsReview Date: 2003-07-03
for added flavorReview Date: 2003-04-16
It give a greater depth to the technical players out there
A must have for Players & GMReview Date: 2005-07-22
The selection of weapons is HUGE (even adding more types than the RCRB has listed). Each weapon has WPs & break DCs (which I also like). Along with new rules on Customizing & personalizing weapons.
Species chip (a optional device for Sonic weapons) - which increases effectiveness against a selected species (a few species is listed, but a GM can add more if he/she wishes) - and they are pretty cheap too.
ARMOR
Vast selection of armor & protective gear. Also rules for non-human species.
DROIDS
All Astromech units are included (which are my favorite). They also have many, many more droid types & units listed.
VEHICLES
Rules on custimizing. A big selection including : airspeeders, swoops, speeder bikes, and many more.
Also for the STAR WARS fan who is familiar with Tatooine, this book also includes the popular "Sandcrawler".
OTHER
There's even a section on jetpacks & other devices that let you fly.
There are a lot more things in here (buy the book, I'm not telling you everything).


sample is completely useless.Review Date: 2008-02-12
Full of stereotypes- not for advanced readersReview Date: 2006-03-16
The first thing you have to learn when attempting to interact with another culture is that culture does affect the way we communicate, and that bad experiences are often the result of misunderstanding. For someone with no experience with Japan, reading a book like this might be helpful. "Oh, OK. These are the things that I should watch out for." But there is always the danger that people will take the contents as gospel. In my experience, expecting that the Japanese will act a certian way only increases frustration and actually impedes progress. Its much better to start off on a clean slate, and to keep in mind that culture might throw off your "gut" impressions, so give people the benefit of the doubt.
What I would desperately like to see is a real linguistic study with hard conversation-derived data that merely attempts to discover what people DO, rather than how they ARE. As soon as you start talking about what an entire nation of people is like you officially leave the realm of sciences and enter the realm of stereotypes.
One of the few good "understanding the Japanese" booksReview Date: 2001-11-24
EnlighteningReview Date: 2006-07-25
DubiousReview Date: 2001-07-02
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Hopefully for those switching over to 3rd ed D&D (I'm not), the new spheres or lack of them will be fully incorporated in the 3rd ed PHB.