Games Books
Related Subjects: Conventions Game Design Game Studies Resources Developers and Publishers Play Groups Gambling Video Games Miniatures Trading Cards Puzzles Dice Internet Board Games Card Games Play-By-Mail Tile Games Hand Games Hand-Eye Coordination Roleplaying Party Games Coin-Op Paper and Pencil
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Collectible price: $24.95

An awesome gameReview Date: 2008-05-02
Recipient was thrilledReview Date: 2008-03-24
3rd Edition D&D needs a book like this.Review Date: 2006-07-14
Rules!!Review Date: 2006-04-01
A Classic - Must for Every D&D PlayerReview Date: 2002-09-27
Collectible price: $124.95

Simple yet complexReview Date: 1999-09-16
Original and highly entertaining, but a little rule heavyReview Date: 2006-05-15
The races in Earthdawn have much more of their histories, backgrounds, and tendencies described than can be found in most other roleplaying games. There is the standard elves, dwarves, and humans, but also races not normally used by players like orks, trolls, obsidman (a human like race made of stone), windlings (tiny people with wings), and the T'skrang (a reptilian species with a flair for the dramatic). There is a good mix of classes, which are known as Disciplines in Earthdawn. The class mix falls somewhere between the simplicity of D&D, which essentially has four class types with a few variations, and the absurdity of the Warhammer roleplaying game, which has hundreds of classes. The Sky Raider, a sort of aerial pirate with a deep code of honor and a variety of cool abilities, is probably the most interesting warrior variant in any roleplaying game.
Character creation is focused firmly on roleplaying, with a whole section devoted to fleshing out a character's personality traits, phyiscal attributes, and moral/ethical beliefs. Essentially all characters in the game are magic users to some extent (called Adepts), as most skills require the use of minor magic. The actual spell casting classes are divided into four types - wizard, illusionist, ethermancer, and elementalist, all of which cast their spells slightly differently. The magic system itself is rather complex, and is intimately tied to everyday life in Earthdawn, which keeps it constantly just at the back of everyone's minds. The only downside to playing Earthdawn is the rule system, which is much more complex than Dungeons and Dragons, and will take some getting used to if your group has been playing D20 games. Once you get the hang of them, though, the style of play is quite fun. A host of supplemental resource books were created for Earthdawn, which are all out of print now. If you can get your hands on them, you'll find a very rich and detailed setting where the characters will have a chance to play an important role in either uniting or causing strife between the various countries and governments emerging from underground. If political intrigue isn't your cup of tea, remember that there is all kinds of dungeon diving mayhem to be had in Earthdawn as well.
If your roleplaying group is up for a change, definitely give Earthdawn a try, as it is one of the best fantasy role-playing games out there.
Not only is it the greatest RPG but it's BACK!!!!!!!Review Date: 2001-03-27
THE ULTIMATE ROLE-PLAYING GAME ALL CATEGORIESReview Date: 1999-06-02
fantastic... if you can find the book and willing playersReview Date: 2001-11-13
The game's premise is that the different civilizations are returning to surface life after 400 years of living in underground citadels. Their ancestors had fled to these citadels to escape an invasion of monstrous beings that had been brought by the rising tide of magical energies in the world.
The setting is rich, with tremendous roleplaying potential. Player characters may interact in the re-emerging governments and politics. They may serve as diplomats or warriors in nation disputes over land that has been unclaimed for centuries.
The setting also provides the best justification for ancient ruins and dungeon-searching adventures of any system I have encountered. An unknown number of citadels were overcome by the invading creatures during the 400 year period and even more were lost when their inhabitants attempted to return to the surface too soon. Players may be contracted to clear out the caves, or search for an artifact. The book offers a listing of several common foes, including soldiers of the different races but also several variants of the evil supernatural beings that have been left behind in their species' recent exodus.
The character races feature standard fantasy faire: orks, humans, elves, dwarves, trolls, and also some added variety with a lizard/human race, a species of rock men, and faeries.
The professions are even better, with over 10 to choose from. Each profession uses magic in accordance with its associated skills, from warrior abilities for toughening skin to thieving skills to make the person nearly undetectable.
The only drawback to the system is the complexity. There is a steps/ranks table for handling all skill uses (including spells and combat), and I have no complaints for it. But character advancement becomes complicated because of the character customization. However, I personally view the trade-off as more than worthwhile.

Used price: $16.54

A Wonderful Walk Down Memory LaneReview Date: 2006-12-29
For many years, Santa left me a Best of the West figure under the tree. Being able to flip through the pages and remember the toys and all the neat stuff they came with is a wonderful walk down memory lane.
Although I still have most of my childhood collection, they are in a terrible state of repair. It is comforting to know there are current versions being made (details in this book).
A must have addition to your library if you collect, or used to collect, Marx Action Figures.
An invaluable tool for the Marx collector.Review Date: 1999-07-19
Outstanding! I can't put it down! Awesome photos & history!Review Date: 1999-05-16
We need to rediscover our childhood.Review Date: 1999-08-18
The Encyclopedia of Marx Action FiguresReview Date: 2000-01-20

Used price: $2.91

Worth it !Review Date: 2007-01-04
I liked the writing : unpretentious, simple with a warm tone that clicks with the reader.
The first lesson in itself, is worth more than half the price of the book.
Illustrator CSReview Date: 2006-02-28
A most excellent tutorial!Review Date: 2005-07-19
A short, but good guide to IllustratorReview Date: 2006-05-07
Overall, this was a good book that provided a smooth experience to learning Illustrator and design in general. The basics of Illustrator are easy to understand through the reading and exercises provided. Although the lessons are short, there is plenty of opportunity to practice on your own. You are initially walked through an exercise, but then usually given a chance to finish part of it on your own. The "Exploring On Your Own" sections provides extra practice and places to look for more information on the various topics discussed. The rest of the book in dedicated to providing useful information on design concepts such as color chords and art principles (line, fill, value etc). The color chords such as analogous, dyad or monochromatic will definitely help on my color choices on my next project. The CD provides all the needed lesson files and any additional samples for practice.
As for problems, most were really minor with this book. There were only a few minor errors spotted such as steps with missing detail or incorrect menu paths. Also, I did think the review questions at the end of each chapter would have been more helpful if the answers were provided. Actually, the biggest issue I had with this book was the novel sized format it was published in. The book is small and the pages are difficult to keep open. Even my document holder was barely able to keep the pages open. For most of the book I had to use one hand to keep it open while working the mouse with the other. I am probably just being a little finicky since most of these minor problems had little effect on actual content.
In the end, this is still a fine book to quickly get up to speed with Adobe Illustrator. The coverage on related design principles was just a bonus. Since this is a short book, do not expect deep coverage on Illustrator techniques. If you need more advanced concepts and/or less on design, then another book will probably work out better. However, the material that is covered is done so well and it should provide a good start for any beginner.
Everything I neededReview Date: 2005-07-20

Used price: $19.44

its good but...Review Date: 2007-03-19
helpful guidReview Date: 2005-10-17
Most helpful book ever!Review Date: 2004-11-24
OH MY GOD, THIS BOOK IS MAD USEFUL!Review Date: 2004-01-28
Very helpful!Review Date: 2003-08-09
OVERALL: I give it a 10/10! Excellent coverage for both games and a nice way to get through the hardest dungeons in case you get lost. I HIGHLY recommend this book if you are having trouble getting through either game because it will REALLY REALLY help! Never have I seen strategy this good in a long time! BRADYGAMES is the BEST co. to offer these, so I say BUY TODAY!!! You won't regret it! ^_^
Used price: $26.84

For the Good of the GameReview Date: 2008-03-09
If you are a soccer or "football" referee, this book is ITReview Date: 2003-05-17
The best modern book on Refereeing the Beautiful Game!Review Date: 2006-06-08
P.S. I read it a fourth time not only for my up-comming instructor course, but also had State Cup U19 matches last weekend, and it helped!
I agree with my friend Steve Piercy (another reviewer) that this is a great book for all referees, but for referees that are serious about advancing as a referee, instructor, assessor, or even an assignor, it is a must read. Also agree with the other reviewers...if you're interested to improve your game in whatever role you play, do it with this book!
As a licensed but former coach and mediocre player, a great read to see it from the other side too.
For the Good of the Game.
The first book I should have read...Review Date: 2003-02-21
Whether you are a new referee or an experienced referee I would highly suggest this book. It covers topics that were never ever discussed in my training sessions. So much so that I actually have a new outlook on how I referee this wonderful game of soccer.
The other books are good and are worth your time but read this book first, then go to the others.
Michael Metz - USSF Grade 7 Referee - AYSO Area Referee
The Fine Art of RefereeingReview Date: 2004-02-12
If you're just beginning as a referee, study and learn the Laws of the Game. Develop a relationship with a mentor whom you trust. And read this book. More than once. Despite the authors' significant credentials as FIFA and FA referees, the newest official will find their style enlightening and eminently readable. The book covers the entire gamut of refereeing from pre-match preparation to effectively dealing with every imaginable - and unimaginable! - situation on the pitch. Personal anecdotes from the authors' considerable experience appear throughout each chapter and help clearly illustrate each point.
For more experienced referees, this book delves repeatedly into the very personal subject of player management - the mind game. The authors will repeatedly challenge you to evaluate each match on its own and ensure you're employing the right skills to effectively 'orchestrate' it.
I had the pleasure of attending a day-long presentation by Mr. Evans and Mr. Bellion and can tell you that these gents are every bit as entertaining and informative in their book as they are in person. Their good humor and passion for the game comes through loud and clear. You won't be disappointed!

Used price: $19.90

Interesting little compendiumReview Date: 2008-04-06
That said, I really liked this book. I'm halfway through it already (it's a very quick read given how discrete each chapter is and the clear and easy to read print and examples).
I've read a number of game development books and you rarely get everything done right. This book gets close. The author describes the particular problem the chapter seeks to solve (e.g. encryption, batch processing, etc.) and goes through the steps of solving it.
The book is similar to those programming gems types of books that aren't organized in some linear fashion but are discrete chapters on specific topics that can be picked and chosen as you see fit.
The author does a very good job of putting the examples together and many of the chapters have been useful to me (I plan on implementing a number of the tools/frameworks he mentions).
If you're working on a game engine, I really suggest trying this book out. This assumes you're not already an expert game programmer who already built a lot of these sorts of tools before.
If you're looking for something that will help you build a full-fledged game engine, look for another book...then come back to this and get it to help you flesh out your toolset.
An excellent Microsoft.NET 2.0 introduction relating to gamingReview Date: 2006-05-18
Good book.. but it's not what you think it isReview Date: 2006-03-31
However, I started flipping through it browsing each and every chapter (didn't read them all in detail of course, but quite a few) and it doesn't teach you how to make a NEW tool for your game, it teaches you how to make an EXISTING tool better. While that knowledge is extremely valuable (and the reason I gave it 4 stars instead of 3), it's not what the description of the book stated: "Readers are not required to have any experience developing game engine tools." If you have no experience developing a tool, you're going to have a little trouble getting started. If you know enough math and have good enough coding skills to get a game engine going, you'll be able to write a tool for your game, but you don't need this book to do it.
Now, with that said, this book IS quite good and worth your money so long as you don't expect to read this book and then write a tool, you're going to need more info. Get the book anyway and use it as a guide, it's usefull in that aspect.
This book is so good at making a tool better, most of it's "gems" can and should be applied to ANY application, game tool or not. Also, it covers some good highlevel (or lowlevel, depending on how you view it) .Net functionality such as interfacing with COM and code documentation, as well as few other excellent techniques. These "gems" are quite valuable on their own.
So, in conclusion, if you know nothing about writing a tool, or you don't know C#, hold off on buying this book (make sure to put it in your wish list however). If you have a tool but find it's difficult to work with, or you want to broaden it's appeal, or just simply make it better, get this book, you won't regret it.
Recipe book for tool developersReview Date: 2007-03-11
If the industry pros chiming in weren't enough...Review Date: 2006-05-29
There's also some great design principles covered that have improved my workflow, even though i'm currently working solo.

Tom Sharpe does it again.Review Date: 2006-07-15
It's the effortless way that Tom Sharpe interlocks the characters and circumstances in his books that makes them so addictive. I've never read a book where I literally burst out laughing, only to have to sink deeper into my seat to avoid the quizzical looks from those around me. I loved Blott On The Landscape and Porterhouse Blue (and I didn't think he could top them!), but Wilt is by far the best one I've read...and judging by the reviews that Amazon readers have been giving his other books, it seems the journey for me has just begun.
The Master of the AbsurdReview Date: 2006-03-20
Fantastic clever, witty and dirty British humor...Review Date: 2001-08-31
I laughed like I was crazy....Review Date: 2002-08-06
It is the funniest book I have ever read!
Out Loud FunnyReview Date: 2002-12-10


Wonderful bookReview Date: 2008-04-27
THE GREATEST TRUE BASKETBALL STORY OF ALL TIME!!!Review Date: 2008-04-27
It describes the essential details of his life. The book presents
interviews with the most important people who have interacted with
Jason. It is highly recommended reading.
Jason's coping with his autism is relieved by his pleasure of
playing basketball. Jason in one basketball game colossally surmounts
being autistic by being artistic with his incredible three point shooting
accuracy. He sinks a total of twenty points with six three point shots and a two point field goal( where he mistakenly was standing on the three point line ) within the last three minutes and nine seconds of
his team's game. This performance was so incredibly phenomenal Jason's
life story is currently being developed into a national movie release.
One facet of Jason ( "J-Mac's" ) personal basketball practice
( "shootarounds" ) was never revealed in his autobiography that might
potentially be interesting to the public is his personal "best" basketball
shooting statistics and records. What percentage of three point shots
and free throws did Jason sink in practice? What were the most consecutive
three point shots or most consecutive free throws Jason ever sank in practice? What was the longest practice session shot Jason ever sank? Did Jason ever sink or perfect any practice "trick shots" or any other trick basketball handling or dribbling skills such as spinning the basketball upon his finger? I am an internationally famous basketball trick shooter and inspirational and motivational speaker named JIM "TRICK SHOT" LISTER.
I sink many of the most unusual and most difficult basketball trick
shots in basketball history with an astonishingly high degree of accuracy
despite shooting the basketball with a crippled right shooting hand.
My own personal basketball triumph over adversity is considered
by some basketball experts to be one of the greatest true basketball stories of all time.
I personally rate Jason McElwain's heart-wrenchingly and tear-jerkingly basketball triumph-over-an-obstacle accomplishment as the
single greatest true basketball story of all time!!!
SUPER FAST SHIPPINGReview Date: 2008-04-09
A Compelling Story About Much More Than BasketballReview Date: 2008-03-11
Many parts of his narrative made me smile while others moved me to tears. I was even reminded of the brilliant screenplay penned by Matt Damon and Ben Affleck for their 1997 breakout film, "Good Will Hunting".
I can't wait to see the movie based on Jason "J-Mac" McElwain's life and to see who plays the lead role. If I were directing, I would cast J-Mac to star as himself!
Courtesy of Teens Read TooReview Date: 2008-03-18
In THE GAME OF MY LIFE, Jason McElwain tells his story. He shares what he recalls from family stories about his early childhood years, unable to communicate or even tolerate his mother's loving touch. Extensive medical testing resulted in a diagnosis of severe autism. With the help of dedicated parents, Jason was able to learn coping skills and manage many of his autistic outbursts. Sports provided a focus point and an outlet for his energy, and ultimately earned Jason his moments of fame.
Jason's unique voice can be clearly heard as he tells his memories of early treatments thought to reduce the symptoms of autism. He explains the frustration of moving from one school to the next as school administrators searched for the best programs to help him. As Jason became interested and involved in a variety of sports, he found not only friends, but also a way to achieve success. Always in touch with reality, Jason knew his skills were adequate but not exceptional, and his success came as a chance to just be part of a team. But with the care and concern of his coach and teammates, his part on the team gave him the chance of his life and memories that have changed him forever.
THE GAME OF MY LIFE is an inspiring story about living with an increasingly common condition. It is an excellent book for teens suffering with autism or connected to someone with the condition. Jason's positive, up-beat personality is refreshing, as well as direct and realistic.
Reviewed by: Sally Kruger, aka "Readingjunky"


you gotta know when to hold em, know when to fold em!Review Date: 2006-04-16
With A Little Bit of Everything, Nylund's Work Continues to Shine!Review Date: 2006-07-27
Germain is a complex and hilarious character, with very real-to-life thoughts and actions. His various "personas" and his innner struggles have thrilled everyone I've known who has read this amazing work. The romance between Virgina and Germain was just enough to please the girl in me but not overly so so that I wanted to strangle them both. Virgina was a lovable female lead, easily identifable to and a strong female. Lilian, however, was not my favorite character at all and was rather grating on the nerves. Stebos was an amazing concept and Quilp was annoying, but quite brilliant. The theories introduced were interesting but not overly confusing. All of Germain's personas made the story quirky and adoringly eccentric.
This sotry has a bit of everything in it, satisfying even the pickiest reader. Romance, action, history, adventure, science fiction, betrayal, psychology, even gambling! This futuristic Grail adventure (featuring an ultimate but unseen battle between Heaven and Hell) is satsfying down to the very last sentence!
Nylund's writing is addictive, yet not at all hard to follow. However, the details involved are sparkling! I HIGHLY recommend this work, as it is an easy, interesting read and worth every cent you spend. Eric S. Nylund's A Game of Universe makes everyone want to go on their own personal quest for the Grail and be involved in the battle between Heaven and Hell. It's a shame it's out of print!
new authorReview Date: 2002-01-17
Utterly fantastic mix of SF and Fantasy! Wow!Review Date: 1999-09-01
We need more like this...Review Date: 1999-12-22
Related Subjects: Conventions Game Design Game Studies Resources Developers and Publishers Play Groups Gambling Video Games Miniatures Trading Cards Puzzles Dice Internet Board Games Card Games Play-By-Mail Tile Games Hand Games Hand-Eye Coordination Roleplaying Party Games Coin-Op Paper and Pencil
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It's worth pointing out that this book is essentially all of the rules collected out of the Basic, Expert, Companion, and Master D&D rules put out by Frank Mentzer in the 80's. There's a bit of extra content here too, presumably from outside sources like the magazine.
At this same point in history, Gary Gygax (co-creator of the original D&D) was busy writing his own version of the game, which became Advanced Dungeons and Dragons. They were really two separate games, with D&D supposedly being an "introduction" to AD&D, but both games are really separate and complete in design.
If you ask me, the version of D&D presented in the boxed sets by Mentzer and his predecessors (and hence, the Rules Cyclopedia) very closely match the flavor of the original D&D game that grew out of Gygax and Arneson's basements in the 1970s. Though, with nearly two decades and a half-dozen or so revisions/authors separating them, you can definitely see the difference in complexity.
The book, as you would imagine, is somewhat big, tall and broad with 300-some pages... slightly bigger than your standard WotC sourcebook of today. Pages are printed on a thin, lightly tan paper with black and green ink. As far as the writing quality goes... well, a little of the extra story bits from the original pamphlets were removed to make room for more rules (this is supposed to be a reference, after all). There are sadly several typos. The artwork is downright awful, not nearly as good as the original boxed sets and closer to the doodles on Gary's pamphlets. The game itself translates through clearly though, and that's the important thing.
Chapters 2-6 detail player creation and basic rules, and beyond that is mostly referee territory, with rules for combat (including an interesting mass combat system), monsters, treasure, experience awards, strongholds, followers and a few tips for running campaigns. The last few pages have blank character sheets, and a (full color!) atlas of a game world to play in. Scattered through the book are a few optional rule systems too, like Weapon Mastery and Skills. It's very thorough.
Those used to newer fantasy RPGs might be taken aback by the style of game presented in these books. Though the system may be similar to newer D&D games, the ideology under which they were created is vastly different. That alone makes it an interesting system. Older D&D games were made of huge, multi-leveled and fascinating dungeon expeditions, that lasted several sessions, and they were exceptionally challenging for players... they were lethal much more often, and characters were usually "dead for good". High level heroes were lords with castles and armies. Characters are balanced against each other in ways you wouldn't expect.
This is a great buy for those wanting to experience the boxed-set branch of D&D. Short of tracking down the original pamphlets and a copy of Chainmail, IMO this is one of the closest things you can get to the original D&D experience. There will probably be some optional rules you want to ignore, some house rules you might like to add, but the core of the rules are so simple that you'll have no problem... its almost expected. Its been two decades since these games were printed, so snagging this book might be easier than trying to assemble the original pamphlets or boxed sets. I'd encourage any D&D fan to experience it.