Puzzles Books
Related Subjects: Jigsaw Puzzles Mechanical 3D Puzzles Brain Teasers Mazes Crosswords Word Search
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Used price: $34.00

A FANTASTIC NEW SETTING BY THE MASTER!Review Date: 2006-01-03
fantastic campaign settingReview Date: 2007-03-26
Awesome!Review Date: 2006-10-13

Used price: $4.74

Great ModuleReview Date: 2006-04-01
An excellent module!Review Date: 2005-03-29
General Description The module is, like Village of Hommlet and Keep on the Borderlands, a mini-campaign: it contains a base of operations, information about the surrounding region, and plot hooks in addition to the "dungeon." Assault on Blacktooth Ridge is closer to being a mini campaign even than Keep on the Borderlands: it contains no one "big" dungeon like the Caves of Chaos. Instead, there are two medium sized dungeons: one with 30 keyed encounter areas and one with 14. In addition to these two dungeons, Assault on Blacktooth Ridge contains a number of small encounter areas, which can be likened to the small encounters provided in Keep on the Borderlands. There are five of these. Encounter tables are also provided for three geographic areas (the village of Botkinburg, the nearby woods, and the area along the Blacktooth Ridge. As a base of operations, Botkinburg has everything that a base of operations needs, including low-level NPCs that could be hired to accompany the party. Botkinburg has 25 encounter areas, providing a good selection and variety of NPCs, and all the necessary hooks into the module's various mini-adventures.
Modularity The module is designed to fit into any campaign, and it succeeds admirably. A specific history of the area is provided for those who might want to use it, but it isn't necessary for the CK to use this historical background to play the module. In essence, an evil overlord once occupied the area, later retreating, but leaving behind all the expected aftermath of evil overlordship: ruined forts, goblin nests, dungeons, etc. The CK could easily ignore this backdrop - the ridge will work for any area that could contain ruined forts and monsters. However, the "evil overlord" backdrop will obviously work in almost any campaign, and it adds a nice flavor. There is also a political plotline that's not necessary for running the adventure, but which will probably serve as the tie-in to sequel adventures if the CK wishes to use them. The political plotline, like the overall backdrop, is quite modular - it involves a nearby baron who has designs on the Village of Botkinburg, and is providing information to the monsters of the Ridge. The adventure doesn't suffer if this plotline is left out, but it gives the Castle Keeper options for expanding the adventure beyond the boundaries of the module itself, if desired.
Going Beyond the Module Assault on Blacktooth Ridge does an excellent job of providing the CK with pathways that lead beyond the module and into new adventuring territory. For starters, the Ridge itself is a classic adventuring venue: a rocky ridge pocked with caves and abandoned forts. Any number of homebrewed dungeon crawls can be fitted into the area if the party decides to keep using Botkinburg as a base for future adventures. The leadership in Botkinburg is weak, with an irritating and pompous son, a senile baron, and an advisor who is loyal to the old baron and not to the son. This triad creates lots of room for the party to become involved in Botkinburg's internal political situations, which could be used to tie in nicely with the larger political plotline mentioned above (the nearby baron who wants to take control). The monsters are part of a larger group, which allows the party to pursue villains up the chain of command. Enough information is provided about the larger organization to allow the CK to take a campaign in this direction. Assault on Blacktooth Ridge is extraordinarily well designed to serve as the jumping-off point for a campaign, and it can go in any number of directions. In this regard, the module is an absolute slam-dunk success.
Weaker Points Typos are not frequent enough to be intrusive, but there are some in the module. The map is designed to serve both as a player map and as a Castle Keeper map. I prefer, as a Castle Keeper, to have a map with specific locations specifically marked. This might not be a problem for everyone, but I felt that another page devoted to a Castle Keeper's map would be a good investment of space. Troll Lord Games has announced that they will post a CK map on their website.
Strong Points As I mentioned above, the adventure is a masterpiece of providing detail that doesn't destroy its modularity - not an easy achievement. The adventures are solid stuff - just what a low level campaign needs, without getting too fancy or too clichéd. Even more impressive, though, is the way that the module's 24 pages provide the potential for tremendous depth - without spelling it out in mind-numbing detail. As an example, I'll return to the situation in Botkinburg Keep: a senile baron, an incompetent son, a loyal advisor. This situation is established in less than a page of text (which also contains stat blocks, etc), but if the party stays in Botkinburg for any length of time, accruing fame and power, this one page of text provides the guideline for a complex and interesting series of events that may follow. Almost certainly, the party will fall afoul of the baron's incompetent son. What happens next could go in all sorts of directions, leading to all kinds of interesting role playing (and combat) situations - yet this rich potential is all contained within one page of text. It's an impressive illustration of a couple of points: First, it is an example of authorial restraint - Davis Chenault appreciates that a module author's goal is not to fill in all the details of what will happen. He artfully "tees up" various situations, giving the Castle Keeper enough information to smack it out of the park, without writing pages of detail that restrict rather than enhance the Castle Keeper's options. Second, it is evidence of just plain old attention to good value. This module contains more nooks and crannies and trouble for characters to get into than many modules of twice or three times the size - just because Mr. Chenault has such a strong instinct for when to shut up and move on to the next thing.
Conclusion I highly recommend this module for anyone beginning a C&C campaign. Although only time can tell, it may very well be a true classic on the order of Hommlet, the giant series, or Keep on the Borderlands. It has the characteristics of the great modules: it doesn't railroad the party, it packs in lots of plot options, and it describes these options with enough detail to play them without crushing the CK under inflexible timetables or extraneous details. The encounter areas themselves are solid, but not masterpieces - one of them is nothing more than a stirge nest - but I've got a strong suspicion that like many of the truly great modules, Assault on Blacktooth Ridge will turn out to be more than the sum of its parts.
This is not a playtest review - the author's party is tenth level, but will have a chance to play Blacktooth Ridge in the event of a TPK.
A superb adventure!Review Date: 2007-05-19

Used price: $13.79

Three Whips Are Better Than OneReview Date: 2003-12-22
This is a sensibly written guide that takes the player through a possible line of play which assures that the player will see all the sights, get all the items, and stand a reasonable change of defeating all the bosses. It doesn't spend a lot of time on lavish illustration or unnecessary detail either. Personally, I prefer this style. There has been a trend towards 300 page guides that are harder to use than the game is to play. That isn't the case here.
It's arguable that Lament doesn't really need a guide, but I find that a good guide reduces the frustration level and enhances overall enjoyment. This effort by Laura Parkinson does exactly that. Especially for someone who is still getting used to the genre.
Very helpfulReview Date: 2004-01-17
Helpful to the lastReview Date: 2004-10-27
This particular guide is really handy. This is easily one of the better guides I've seen and I've got hundreds of strategy guides lying around the house (literally).
This particular guide is the best and most comprehensive way of going through Castlevania LOI. A complete full walkthrough and it gives you all the secret goodies for after you've completed the game.
Castlevania has simple puzzles but sometimes finding everything requires a different course of action. This guide helped me find all the relics, all the keys and helped me unearth all the secrets Castlevania has to offer.
The walkthrough is detailed, complete with maps. The maps show you where all the items and switches are, making it easy to navigate. There is one small tid-bit with how the guide is. It's done perfectly but you'll find yourself flipping back to the map a lot because of how the game's camera is constantly rotating.
Boss strategies are very handy and reveal everything you need to know to beat every boss, including the forgotten one.
I was also very impressed with how the guide made suggestions as what sub-weapons I should take for a certain area. I usually only rely on the cross but using this guide I found there are some instances where the cross just isn't always the best.
This is a very impressive guide that should help anyone get through the game of Castlevania: Lament of Innocence with very little trouble. It also helps you uncover 100% of the castle and actually SHOWS you with screenshots how to do things. No problems with the guide, its worth buying if you need the help with the game.


castelvania 1's guide was good this will rock.Review Date: 2000-08-19
the kids! where are those kids?Review Date: 2000-02-16
A strategy guide done rightReview Date: 2000-02-19

Used price: $11.50

An Affable AnalystReview Date: 2000-04-24
Excellent bookReview Date: 2004-07-29
Mr. Jon Edwards book is a good example on how deep a CC player can analyse a game. The chapters on the French Defense are instructive even for those that don't play it in either side of the board. His views on the hedgehog structure are also something not be missed.
I play CC and OTB chess and I'm sure this book is going to help me in both cases. A book that deserves to be read and consulted many times by the improving players.
A modern ClassicReview Date: 2003-02-05
This is a wonderful read, with great annotations in the genre of the great chess books: Zurich 1953 and Tal-Botvinnik, 1960. The last reviewer said that Edwards is smug. What comes through here is someone who actually UNDERSTANDs the game well enough to communicate clearly. That's VERY rare in chess and makes this an important book to own and read.
Finally, the last chapter, Uncle Fred's Gambit, is the funniest thing I have ever read in or out of chess.

Used price: $18.36

SynopsisReview Date: 2007-07-09
Greatest Players of the mid 20th centuryReview Date: 2002-07-30
elegantly written potted histories of great chess playersReview Date: 2002-07-10
the writer has been very well served by his translator grandmaster harry golombek probably the greatest stylist ever to write chess notes in english. the sketches are sometimes moving and poignant but always dramatic. the personalities really come to life.
the games are also a joy to play over and i like the notes which are literary gems in themselves. if you liked tartakower and dumonts 500 master games of chess you wil also want to read this book.

Used price: $0.01

An Excellent Book for the Casual Chess Player!Review Date: 2000-03-31
A WinnerReview Date: 2003-11-19
Fluent Reading. (2005).Review Date: 2005-03-24

Used price: $10.06

Extremely challenging and funReview Date: 2007-01-28
Solataire chess at its finest!Review Date: 2007-06-12
Match wits with the GrandmastersReview Date: 2007-01-29
Pandolfini's "Solitaire Chess" column in Chess Life magazine. Points
are earned for guessing the right moves. There is often more than one
choice, and partial credit is given. After the game is over and
scoring is complete, Bosch goes through the game again with full
annotations. Therefore this approach is a little less efficient than
Pandolfini's, but more realistic in terms of simulating true combat,
where there aren't artificial hints along the way. The scores are
converted to approximate ELO ratings, from 1600 up to 2500+. That
suggests that the book is targeted to fairly strong players, certainly
no lower than 1600, and perhaps even 1800 would be a reasonable lower
bound. I found the book to be extremely challenging, but also very
instructive. For those willing to put in some hard work, this book
will help you to sharpen your ability to analyze positions deeply.

Used price: $12.96

Excellent tool for the advanced playersReview Date: 2008-03-10
It works by giving you first a set of exercises and then explaining what's going on. Hence, this is a real fun & practical way to work on your endgames. The ideas will get stuck to you head..
But let me say once more that imo you need to be already acquainted with basic endgames and also have a good sense of tactics & calculation.
Brilliant organization of material--great training tool!Review Date: 2004-05-04
The problem with many endgame treatises--including great contemporary books like _Fundamental Chess Endings_ and (to a lesser extent) _Dvoretsky's Endgame Manual_--is that a fair portion of the material covered is frankly too darn hard even for ambitious young players. Rosen has put a lot of thought into organizing the material so that the young player has a reasonable chance of solving (or at least understanding) each exercise. The ideal reader is probably ELO 1000-1600, though most players with ELO above 2000 would also benefit.
I can't recommend this book strongly enough to chess instructors: 16 well-organized lessons in one book!
Solid, to-the-point endgame training.Review Date: 2005-11-25
Used price: $11.24

I Finally Found the BEST Book on Chess Basics for Myself and My KidsReview Date: 2008-07-16
Chess for Everyone really is!Review Date: 2008-07-26
best book for the beginnerReview Date: 2008-07-13
And the author does not leave the aspiring player stranded at that point. He has four other volumes in the "Chess for Everyone" series. In "Unbeatable Chess Lessons" he gives 24 games with explanation for every move to help you gain complete understanding of the ideas. This approach is continued in "More Unbeatable Chess Lessons" containing another 24 games. You can gain greater understanding of opening principles with "Winning Chess Traps". It shows you how to take advantage of situations where a player violates opening principles. And, to round out your chess education he wrote "Winning Chess Tournaments" to help you understand how to compete in chess tournaments. It also contains chapters on tactics and endgames that give you important basic patterns to increase your knowledge of the game.
The aim of the series is to take the player from beginner to the point of being a very strong player.
With this series you definitely get value for you money!
Related Subjects: Jigsaw Puzzles Mechanical 3D Puzzles Brain Teasers Mazes Crosswords Word Search
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Troll Lord games is in the process of putting out several volumes that cover Gygax's legendary creation of Castle Zagyg over the course of the next few years designed for the Castles & Crusades role-playing game. The first of these volumes is Yggsburgh, and it is where the any campaign into Zagyg will begin. Yggsburgh is the town surrounding the castle and the book details the town and its environs in one of the richest fantasy settings that gamers have ever experienced.
The setting is designed for games of 4th to 6th level which can be easily adjusted up or down by the GM. The first section of the book explores the basics of Yggsburgh: Population, social classes, ruling bodies, system of law, military, etc...
Section two explores the actual town in more depth, providing detail on 93 different buildings and locations in the town including temples, inns & taverns, guild houses, and the residences of important citizens like the Mayor. I cannot talk enough about the vast amount of information here. The description of the Thieves Guild is over 6 pages long itself and comes with maps to the tunnels beneath the guild as well as encounters and adventure hooks. Jumpstart your campaign by having the party visit the River Rat Tavern, the seediest tavern in town, filled with colorful and dangerous patrons.
Section three is 90 pages long and fills out the environs around Yggsburgh: lakes, forests, hills, mountains, etc. Best of all there are some four dozen encounter areas that serve as mini-adventures for the party. There's the River King's Tomb on Mound Island, an 8 page adventure and The Cursed Mine in the Woodland Hills which is a lengthy 10 page adventure. A party can spend weeks exploring all of these areas before even getting to Castle Zagyg.
Appendices provide further detail on building styles, crime & punishment tables, encounter tables that include dozens of more urban adventure hooks, magic items and spells, monsters, and skills. There are several maps within the pages of the book as well as a full color, 24" x 30" fold out map done is a style very similar to the old World of Grey Hawk fantasy setting.
Ultimately what will make or break any campaign setting is if the world comes alive when you play it and Yggsburgh does just that. It's written to allow gamers freedom to adapt it to their own campaign, or, if they're lazy like me, to use it right off the shelf with little preparation needed. The book is well-written and edited and even though the information in its 256 pages is vast, it never becomes dull or clichéd.
Gygax is proving once again why fantasy RPG's begin with him!
Reviewed by Tim Janson